Of Heirs and Heroes - A new dynasty builder RPG. Now with active social media!

Ladies and gentlemen, I’m delighted to announce that the development of a rogue lite RPG about saving the world by passing the torch to your more capable progeny is finally starting properly!

Our game idea in nutshell: Soft parody of fantasy convention of heroes having super overpowered bloodlines focused on subsequent generations of chosen ones trying to save the world or at least find themselves a wife to pass the task to their hopefully more capable kids. The game will be a turn based RPG rogue lite in the vein of World of Horror, but with a generational cycle as a way of starting with new, inexperienced but hopefully stronger characters.

We have secured enough funding for sprite work and are now assembling the new team! We are looking for both volunteers and people willing to work on commissions!

We are planning on finishing the first demo of the game by the end of the year and starting a proper crowdfunding campaign.

Our current team already has:

  • Sprite artist
  • Vector artist
  • Two background artists
  • One extra illustration artist
  • Few people involved with general writing
  • Three coders (still few willing to join later)

I know it’s a bit of a high minded statement, but our goal isn’t making a mere fetish game, but a fully fledged RPG featuring attractive fat girls among other love interests, without being questioned for being larger than others. We are hoping to make a game where girls with unconventional body types can be seen as attractive without being seen as a mere fetish. If you wish to help us make a game with BBWs and muscular girls as the fully fledged love interests, DM me or contact me on Discord using handle: structural_nightmare !

Find us on:

Affiliated Patreon of one of our artists - funding goes to game dev:

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The first sprite sheet we made for our first designed heroine, Olga the tomboy childhood friend!

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Very interesting! I wish this project success!

Looks like Olga favors core day over arm day! Very cute and expressive face.

Will the game have any feeding / weight gain element?

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We aren’t planning on direct fetish stuff, but there will certainly be romantic dinners and, if we gather enough funds, gallery showing love interests as older moms with obvious changes to their bodies. Though I feel like mom-Olga will be one of the girls to just get slightly less toned but still fit :wink:

The early concept art of ogres is a pretty good showcase of how far the game will go. Sorry for slightly lower quality of sketches, these are just a quick concept arts after all. They are from the last year’s talk with my friends before we settled for an aesthetic for weapons and armour. Also, as the file names imply, ogres are mildly French.

Avril
Enora

I will also be slowly linking all the social media stuff to this thread as I set it up. I recently got few people willing to help me with that so I can focus on actually developing game. Right now though, I’m just setting up team this week.

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Big news, our art team is completed! Now we are looking for coders!

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Could you expand on a few things? If this game has a generational cycle, then how do you have specific, named characters? Wouldn’t they be dying of old age as the generations pass? You seem to imply that there would be specific scenes with love interests or party members, but how would this work with the generational cycle thing? If it’s a rogue-lite where you’re getting a new party every time you restart that are the descendants of the previous party, then how would those new party members be actual characters with unique dialogue and not just part of a template?

Also, why do you still need coders when you already have three? What exactly do the three coders need help with now?

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Thank you for your thoughtful questions! Let me answer them.

First things first, it’s good that you noticed the fact that you noticed a disparity between the generational cycle and established characters. The answer to that is simple - due to its nature as a rogue lite game is partially random, but only partially. Each generation the locations are reset with few possible quests taken from a premade pool. Same with the characters who are taken from a pool of available love interests. What’s more, the love interests themselves will also be partially randomized, if we can get funds for alternative sprites for them.

As for the party, the game won’t really have parties. I think that solo adventuring suits this idea much better.

Do you have any other questions? It’s a bit late on my side, but I’ll answer them when I can!

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Gave dev update - our team has started work on the first in game location, the riverside town of Brodnica! We are already starting to prepare assets for sub locations like main square, Craftsmen Street and the riverside district by western gate!

Stay tuned for concept art and sketches!

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Awesome to hear! Hope you guys can keep up the momentum, everything you have so far seems promising and the concept seems very interesting

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Thank you! Our team should manage to finish location panels for the first general region in few weeks at this rate. We got some surprise help thanks to people asking to join.

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Our social media got updated!

Find us on:

Affiliated Patreon of one of our artists - funding goes to game dev:

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you could explain recurring characters as either immortal, lineage inheritors, or mayhaps reincarnations?

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In this case, most are explained as basically either broad archetypes or lineage inheritors. For example, all monarchs of the kingdom are very similar to one another, with inherited name.

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Will these archetypes be expies of characters from other media?

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That’s a good question. If you are making a series with explicit comedy/parody undertones, it’s hard to avoid few expies, but overall the “broad archetypes” referred to stuff like broad archetypes for recurring characters like “Tomboy Childhood Friend” (Buff one), “Girly Childhood Friend” (Chubby one) or “Wandering Warrior Woman Who Will Only Marry Somebody Stronger Than Her”.

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Some updates - our art team finally settled on a design of the bridge area background and our code team confirmed that it fits into the interface, so things are looking good!

Small issue is that version control needs some tweaks to handle the assets swapping places with folders to avoid duplicates, but that’s a something to be fixed this weekend.

Early sketches are right now on our Patreon, but they’ll soon be there on our socials.

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Github integration is done. First video from setting up the interface tomorrow!

Menu music now works! Videos will be on our social media.

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