Hi there, hello! It’s time to kick this thing off and show you what I’ve been up to for the last 6 months. Note that it’s very early and things will change a lot. With that said, let me tell you about Fortuneers!
We all want it. We all need it. Fortune! Fame is less relevant in this case. The avaricious masses are lining up to dive into the ancient crypts; lured by the tales and rumors of extraordinary treasures from a long-forgotten empire.
Notorious for their greed and audacity, they’ve come to be known as Fortuneers. While some may try their luck alone, others band together into companies much like the one you lead. Hapless fools, charlatans, and opportunists alike join your ranks hoping to be the next ones to strike it big.
Gameplay
You’ll venture into the dungeons controlling one of your recruits, each with unique traits and attributes. Choose gear to best fit their capabilities (or whatever you have lying around), make sure they’ve signed the liability waiver, and off they go!
Fortuneers will be a roguelike in a traditional vein, which means it will be a turn-based roleplaying game with procedurally generated dungeons and permadeath. Recruits will come and go, but your company remains and will attract more capable heroes as it attains wealth. You might even encounter some curious individuals that can provide valuable services for your enterprise.
Things! Stuff! All the shimmering trinkets and doodads! Grab it and sort it. Toss it. Store it. Eat it. Unleash your inner loot goblin and seize it all. But beware, not everything is safe to carry, and you should perhaps think twice before dropping that potion in favor of a golden crown. The mission is to make a profit and haul that booty back to camp, but you can’t do that if you’re dead.
Current state
As mentioned it’s very early and the game is still finding its identity. The images are from a working prototype of the dungeon gameplay, which has some simple exploration and combat implemented. Most of the infrastructure is in place to be able to easily add new types of actions, entities, items, and effects. Still so much to do, but with the basics in place, it’s soon time to start expanding on the world and build more complex systems.
Thank you so much for reading my ramblings and I hope I’ve spurred your interest. I’ll cover things in more detail in the coming dev logs, including concept art and technical stuff, so make sure to subscribe!
Keep making stuff!