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Thank you for your kind words about the game and your open-minded feedback. I appreciate you letting other gamers know what to expect from the Early Access build of Sacred Fire.
It's the same goal we try to achieve by leaving the free demo up the whole time and informing the players at the end of the demo what they can expect when buying the Early Access build - that it has 15 times more scenes. I understand it does not inform on replayability, and that's a good point, so let me address that a little bit:
What could help establish to people reading this how many players replay the game or explore different branches are the data Steam shows us in terms of how much time players spend with the game:
- on average it is 6 hours
- exactly 50% of players spend more than 5 hours (which I hear is enough for most people to complete the game once)
- the upper 5% play the game above 20 hours
Based on those data, I'd say it's reasonable to assume half of the players enjoy replaying the game, and half of them play their one true playthrough.
The game does not only enable exploring the distinct Act 1 and Act 2 branches but also provides a different experience replaying the game with a new character build. E.g. when playing a female protagonist the childhood friend and older brother dynamic changes etc.
More importantly, I think that only once Act 3 adds 5 distinct endings will people be truly incentivized to replay the game, either to see if they can get a different ending, or how different playing a warmonger, peacemaker, or say an opportunist, is.
In terms of predictability, I'd say, yes, the external events gravitate towards an expected decisive battle, and while there are a couple of nice twists adding complexity to the arc as well, I'd say that's not at all what the story of Sacred Fire is about. The magic is not in what's specifically happening, but in the framing letting you enter the protagonist's mind and to what degree you get to:
- navigate the scenes tactically
- interact with the characters
- and interpret how you perceive what's happening
In terms of price, value and production:
- it was always my goal to create a new role-playing experience with nuanced choice-making, high NPC reactivity, and let-me-be-smart gameplay
- I consider more role-playing in less time, with no filler events, or tedious repetitive combat, to be a plus
- what matters is you get a full-fledged story with dozens of fleshed-out companions, hundreds of hidden options on how to gain a tactical advantage, altogether 350,000 translatable words providing 40 playthrough variants (2 branches per each of the 3 acts and 5 distinct endings = 2 * 2 * 2 * 5)
- as demonstrated by Larian with Baldur's Gate 3, Early Access seems to be a good method how to develop exceptional choice-driven RPG content
- so yes it takes time, as it's not like anyone could've predicted the gameplay complexity and story scope, when I started working on the project years ago with no budget and no team, with what've been up until now 7 funding phases, each one presenting a life and death situation for the project, which luckily I was able, with the help of community and partners, resolve to avoid compromising the story.
So thank you, everyone, for your support and patience, while I work towards sharing the 3rd act with you all.
My closing comment is that you are doing a wonderful job in terms of community management. I have seen your comments in other threads and how you have kept everyone up-to-date. I couldn't find a thing you could improve upon in that regard, even if I tried, unless I missed something.