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Dungeons of Aledorn
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Genre: RPG
Platforms: PC, Mac, Linux
Languages: English, Czech
Players: Single-player
Posted
Updated
Mar 13, 2015 @ 6:39am
Mar 19, 2015 @ 1:46pm
Recent Announcements View All (3)
Alpha Released - At Last!
Description
Release date: Fourth quarter 2016
WE ARE ON KICKSTARTER NOW! PLEASE COME AND SUPPORT US!

Spiritual successor to many old school hard-core RPG/Dungeon masterpieces, that combines tactical combat system, exploration in the first person view and intriguing travelling system between main map locations.

Dungeons of Aledorn (DoA) is an RPG game that brings back several time-tested principles in a mixture of fantasy RPG/Dungeon. It´s primarily made for (and from) hard-core gamers and those who prefer games with high challenge level.

Exploring mode
As we’ve already mentioned, our game has three basic features. Firstly, in the exploration GUI, you´ll get the chance to experience the world of DoA from the first person view in the same way as it was common for many classical dungeon crawlers. This GUI will serve for most of non-combat actions such as exploration, opening of treasure chests, searching for secrets, interaction with NPCs, collecting of herbs etc.

Travelling mode
The second GUI will “accompany” you during numerous travels between game’s locations. We´ve decided to avoid the profaned vast generic “open-world filler" creation so that we could invest more time and resources into improvements of the main game locations. This way, we´ll be able to make each of them more unique and unforgettable such as the locations from Baldur’s Gate or Fallout series used to be. Apart from these fixed locations await you countless random encounters and secret areas which add to the player’s feeling of being a part of a rich and living world.

Camping mode
An interesting part of travelling is the management of camping. When your characters need to stop for a while in the open, they may be assigned various actions via the camping management GUI. The results of these actions will strongly affect party members’ statistics, possesions and overall group´s performance.

Combat Mode
The third (and for us also the most challenging and important) feature of DoA is its combat system. Combat GUI combines the isometric view and bird´s eye perspective to offer the maximal battlefield overview. The combat system of DoA also strives to get as close to the reality as it´s only possible. We want to avoid unnecessary frustration caused by restrictions of our combat system. We are especially proud of our battlegrounds. There are almost no predetermined battlegrounds for the duels that await our players. Combat GUI will place all party members and enemies at the same spot they were standing at just before the combat commenced. That means, clever maneuvering and decisions in the exploration GUI may put you into advantageous position at the beginning of combat and everything you see during exploration will be present and potentially usable during the fighting.

Party creation
Apart from that, you may expect all the fun stuff of a classic RPG such as: party creation (with unique races and class selection), complex system of attributes, perks and skills, NPC with branched dialoque options, magic, alchemy, complex quests with multiple solutions and outcomes, detailed inventory management and difficulty settings, that apart from challenge level directly enable/disable many hardcore gameplay features.

DoA will be a combination of puzzles, branched dialogue options, tactical turn-based combat, quest-solving and last but not least intriguing and complex RPG-system. We were inspired by several masterpieces of the RPG/dungeon and strategy genre. Namely: Betrayal at Krondor, Realms of Arcania: Shadows over Riva, Might & Magic, King's Bounty and Fallout series.

Key features

  • A combination of the time-tested principles of former masterpieces with the advantages of current technology.

  • Classical high-fantasy game setting that places emphasis on realism within its world´s rules.

  • Start with a ready-to-go party of heroes, chosen from a combination of nine races and six classes - or create your own!

  • Branching skills and further specializations.

  • Total immersion into an enormous archipelago realm with various climates and landscapes.

  • Original and atmospheric soundtrack designed by our in-house composer.

  • No more long winded following of quest markers - get your brain ready for intriguing quests with multiple solutions.

  • DRM free.
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About Team 21
Team 21 is a newly formed indie studio that strives to return to gamers the quality of classic game masterpieces. The team is working hard in their headquarters - complete with in-house audio and motion capture facilities - to create a challenging, fun and balanced games mainly for the hard-core player.

Release date: Q4 2016
Platform: PC, Mac
Player(s): single-player
Engine: Unity 3D
Game Designer: Ladislav “Nefarit“ Štojdl
Lead Programer: Martin “Arbiter“ Mikš
Lead Graphic Designer: Daniel Nezmar
Composer: Marek Kačaljak
Developer, Producer: TEAM 21 s.r.o., SPAFi o.s.

WE ARE ON KICKSTARTER NOW! PLEASE COME AND SUPPORT US!
Popular Discussions View All (3)
4
Apr 2, 2015 @ 5:35pm
Nice Job
1
Apr 8, 2015 @ 4:16pm
Noob
SuGA MIssi BTS G-abBy
1
Mar 20, 2015 @ 7:56am
Something new, something small, something great
BloodFlowers
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243 Comments
Rhuantavan Jan 10, 2017 @ 11:45pm 
So, any updates on the development?
Grey Mouser May 25, 2016 @ 9:07am 
Excellent news :)
Team21  [author] Feb 19, 2016 @ 7:25pm 
小猴子歓迎して Jan 4, 2016 @ 6:21pm 
Great! Glad to hear it
Dragon Sep 23, 2015 @ 7:17am 
Great! Glad to hear it
Team21  [author] Sep 23, 2015 @ 7:11am 
Hey guys, thanks for your interest. Yes still developing. Until the end of the year we would like to have completed alpha version of the game.
Dragon Sep 20, 2015 @ 12:26pm 
Is this still in development?
mbpopolano24 Sep 19, 2015 @ 7:47pm 
You need to update your steam page, faccebook, kickstarter... do not disappear for months at a time, it is never a good idea.
Slimebeast May 21, 2015 @ 2:11pm 
Looks great. Hope it comes to Early Access soon. :dwarven: