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Zoria: Age of Shattering | Isometric Fantasy RPG

Created by Anshar Publishing

A squad-based tactical RPG with fluid turn-based combat, crafting, and outpost management.

Latest Updates from Our Project:

Dev Diary #2 - Let's talk about the Stats!
about 2 years ago – Thu, Sep 22, 2022 at 06:57:01 AM

Hello adventurers!


Today we want to talk about some stats, armor, and attack types in Zoria. There are a lot of mechanics in the game that we believe we should cover, so you get the idea of what to expect when you jump into the world of Zoria. It's going to be a pretty long diary today, so grab your favorite beverage, snacks and enjoy the guide!


Main Stats

These stats directly influence the character’s various attributes (health, damage) and the power of a character’s abilities.


  •  Stamina: directly affects the character’s health. Especially important early game and the single greatest contributor to player survivability. 
  •  Strength: especially important for melee characters, directly affects Melee Attack Power and increases the Energy pool for Lancer class and Captain. It also increases block power for characters wearing a Shield.
  •  Agility: increases Ranged Attack Power for Ranger. Increases Melee Attack Power for Thief. Increases Melee Attack Power for Lancer, Kingsman, Battle Cleric, and Captain to a smaller degree. Increases Energy pool for Ranger, Thief, and Kingsman. Increases Crit Chance with values depending on the class. Increases Armor.
  •  Intellect: Increases Spell Power. Increases Magic Armor. Increases Crit Chance for magic abilities. Increases Mana pool for Wizard, Necromancer, Priest, Battle Cleric, Bard.
  •  Armor: reduces the amount of damage received from physical abilities and effects.
  •  Magic Armor: reduces the amount of damage received from magic abilities and effects.

Secondary Stats:

  •  Initiative: it influences the character’s place in the combat queue at the start and where it will be placed in the queue once that character’s turn is finished. A character with a high Initiative value will be placed higher in the combat queue once its turn is completed than a character with a low Initiative value.
     
  •  Hit Chance: chance to hit with an ability. It is directly influenced by the level difference between the character and the enemy. The higher the level of an enemy compared to the character, the lower the Hit Chance.
     
  •  Crit Chance: Critical chance is influenced by the dominant stat for that class – Agility or Intellect.
     

Elemental Resistances:

All magic effects belong to a type of elemental magic.

  •  Fire Magic
     
  •  Water Magic
     
  •  Nature Magic
     
  •  Arcane Magic
     
  •  Death Magic
     
  •  Light Magic
     

Light and Death Magic are in direct opposition, with Death Magic wielders being especially weak to Light Magic and Light Magic wielders especially weak to Death Magic abilities.
Enemies weak to Fire Magic are equally weak to physical Fire effects, like the Fire Arrow Ranger ability.
Elemental resistances mitigate a percent of the incoming damage from that specific element. Gear pieces with elemental resistance have values representing their elemental resistance. Depending on the level, these values translate to different percentages of elemental resistance, making a low-level gear piece more effective in elemental protection for the appropriate level character.


Effects:

These effects are placed on the character by various abilities and can be temporary (only during combat) or permanent (must be removed by resting, using a potion, or in the Outpost). Each effect influences the player’s stats differently:

  •  Sunder: can be applied by physical abilities. Decreases the player Armor and can stack multiple effects.
  •  Wound: can be applied by physical abilities. Decreases the player Initiative while active.
  •  Bleed: can be applied by physical abilities. Deals damage over time to the character until removed.
  •  Stun: can be applied by any kind of ability. Locks the character in the current position in the combat queue for its duration.
  •  Poison: can be applied by Nature abilities. Decreases Hit Chance.
  •  Disease: can be applied by Nature abilities. DecreasesAgilityandIntellect.
  •  Curse: can be applied by Death abilities. Decreases Strength and Magic Armor.

These effects do not show on the Character Stat sheet but in the abilities description for each ability that places a certain effect. Some enemies can be immune to certain types of effects, making the abilities that place those effects less effective. This immunity will be shown in the Compendium entry for each enemy.


Stats influence on abilities:

The power of each ability of a certain class is affected by the main stat. Because of this, different builds for a class can benefit from a different main stat.

As an example, below are some of the Kingsman’s abilities and the stats affecting their power:

  •  Strength: Basic Attack, Vanquish thy Foe, Avenger Strike, Bash of Wrath.
     
  •  Agility: Shield Wall, King's Resolve, Deflect, Hold the Line, Avatar of Protection.
     
  •  Intellect: Magic Absorption, King's Fire.
     

Fatigue: is a special stat central to the Fatigue and Outpost recovery mechanic. We will introduce more details on this mechanic in a dedicated post later.
 

Together with the Stats update, we are also introducing new stats to armor and weapons.


Durability: all weapons and armor now have certain durability that decreases with each combat. Once a gear item’s durability reaches 0, that item is no longer usable and does not contribute to the character’s stats.


Armor Types:

  •  Light Armor: worn by Wizard, Necromancer, and Priest classes.
     
  •  Medium Armor: worn by Ranger, Thief, Bard classes, and the Captain.
     
  •  Hardened Armor: worn by the Ranger, Kingsman, Lancer, Battle Cleric classes, and the Captain.
     
  •  Heavy Armor: worn by the Kingsman and Lancer classes.

Weapon Damage and Spell Damage:

  • All weapons now have a weapon damage stat. This damage is added to the base attack of the character using that weapon.
  • Specific caster weapons, like the staff, have a Spell Damage stat instead of Weapon Damage.

Stay tuned for future updates, as there is much more we want to present to you!


Cheers,

Team Zoria

We're out of "Thief - Early Bird)" pledge tier!
about 2 years ago – Thu, Sep 22, 2022 at 05:45:18 AM

Hey Everyone!


Wow, that was fast! In less than 48 hours, we ran out of the first pledge tier! 


Thank you so much for supporting the project, and we encourage you to check on the next tiers as these have awesome rewards as well! 


The campaign is moving fast, and so do we! *can't stop, won't stop!*


Once again, huge thank you, adventurers <3 

Campaign Status Update + some information about GOG.COM
about 2 years ago – Thu, Sep 22, 2022 at 04:43:07 AM

Hey everyone!


We're pleased to inform you that GOG.com has joined our campaign, and you can download the latest demo on their platform as we speak! Click on the below graphic and enjoy the gameplay:

After the Kickstarter campaign ends, you can request the keys for GOG.com or Steam keys. 


It's less than 24 hours since the launch, and we have already raised over $6000! We can't express how happy and excited we are, and we already want to thank all of you who decided to support Zoria!


But, we're not done yet; $29 000 left to go, and 29 days of the campaign ahead of us! We believe that we can do it!  Share the Kickstarter page with your friends who also love RPGs and turn-based combat; together, we can make Zoria huge <3 


PS. GOG is working on updating Zoria's store page, so the logo may be different than the one on the above screenshot, but the link is correct and you can download the demo :)


Cheers!

Team Zoria

Dev Diary - Let's introduce ourselves!
about 2 years ago – Wed, Sep 21, 2022 at 07:28:56 AM

Hey everyone!


We are super excited about the Kickstarter campaign, and we want to thank every single one of you who decided and will decide to support Zoria: Age of Shattering!


Many of you may not know the story behind the Tiny Trinket Games. We think the first Dev Diary will be perfect for introducing ourselves and giving you a little backstory on our first steps in the gaming industry.


Ladies and gentlemen, meet our team!


Stefan Nicolescu (Fane)

I have worked in the gaming industry since 2004, in several roles, from QA tester to QA Manager, to PM, Level Designer, and Game Designer. I have been working on mobile games in my spare time, but my mind was always set on a full-fledged PC RPG game. As time passed, my dream came true, and now I am in charge of all creative aspects for Zoria AoS - from mechanics to level design and environment design, UI, SFX, and animations. I love games, but most of all, I love making them. Nowadays, I enjoy the day-to-day process, as I am doing the thing that defines me.


Stefan Nitescu (Neles)

Passionate about games since childhood, especially RPGs and story-driven games, my background is not what you would call a classic game developer background, with studies in architecture and business.

Working on a game like Zoria was something I always wanted to do - to participate in the creation of a big, detailed, magical world that you can lose yourself into.

Apart from the day-to-day administrative activities of Tiny Trinket Games, I'm in charge of the implementation of quests, actions, interactions, triggers, in short, Quests, Events, and Dialogues (QED). Together with Fane, I have written the lore of the world of Zoria and created the story's overall narrative structure, a part of the quests you will be playing throughout the game.

I hope you will have as much fun playing Zoria: Age of Shattering as we had creating/working on it.


Gabriel Ivanica (Gabi)

I've always been fond of video games and computers, but the road from playing them to making them was long. While studying, I discovered my passion for graphics programming and game engines since they are the perfect combination between complex technical sciences and the visual output of my work. I’m a software engineer with a master’s degree in Advanced Techniques for Computer Graphics. I worked on various University Research Projects to expand my knowledge of real-time graphics computing and general application software architecture. I also love sharing the things I learn, so I started teaching computer graphics and game programming at university or in the game industry in collaboration with Ubisoft Bucharest Studio.

Working on Zoria has been the part that I enjoyed the most in the last five years. My dream is not only to launch this game but to continue to work on feature versions and expand the realm of possibilities of what gamers can do in Zoria through new features, mechanics, and visual feedback. What motivates me is the opportunity to work on a personal project that I love and grow it into something that others may experience and find enjoyable.


Tiny Trinket Games took its current form in 2017, and our purpose was to develop games for PC. The first game under the name Tiny Trinket Games, Azuran Tales: Trials, was launched for PC in 2018, about the same time we started working on the concept that would later become Zoria: Age of Shattering. In 2019 we managed to port Azuran Tales to the Nintendo Switch and have been working on Zoria since. We launched the Prologue in 2020 and the updated Demo in 2021, iterating and improving the systems and the game's overall quality.

One downside of working on a large game as a small indie team is the time involved in taking the game to where we wanted it, especially since we had to support ourselves in the meantime and could often only work on it in our spare time.


The origin story and how we started project Zoria.


We (Fane and Neles) have been friends for years, and we've spent lots of hours playing together at Lan parties back in the day.

Years ago, we’ve been talking about making games and were both very excited about the idea. One thing led to another, and we decided to try to make it work. After many prototypes and a long search for a third partner to complete our team, we met Gabi at a gathering at TechHub Bucharest.

We set up a meeting, we met, Fane (Stefan Nicolescu) showcased what he did in Unity, and Gabi liked what he saw. From there, it is history, and we are here, now, all three of us, after many, many, many sleepless nights, iterations, meetings, calls, and lots of coffee and green tea (for Gabi).

The idea for Zoria evolved, and Fane’s and Gabi's skills progressed. Originally the game was supposed to be a Mobile game, but Fane wanted something a bit more and later discovered that the rest of the guys also did. One thing led to another, and from 2D mobile, we moved to 2D + 3D characters and Heroes 3 style combat to the free-roaming combat we now have in Zoria.

We started in March or April 2017 when we presented Gabi with the mobile game design document. Many years and a lot of free time spent on nothing else but this. For Stefan Nicolescu, it was a learning curve in terms of level and environment design; with each iteration each year, the levels would improve. It took him around three years and thousands of hours to reach consistent levels. The same goes for Gabi to understand more the mechanics Fane needed and for Neles (Stefan Nitescu) as well for understanding and requesting features in the Quest Editor. Gabi and Neles did an excellent job with the Quest Editor, something that was built from scratch to fit our needs. It is still being upgraded as we discover we need it for a thing not tough possible.

WHAT WAS THE BIGGEST CHALLENGE FOR US?


Keeping the team together for so long without seeing a financial gain, fueled only by grit and hope. Then came things like: as the design expanded - keeping track of all the mechanics, skills, triggers, and progress for creating a quest or a new enemy. There is a lot of information overload at some point. Another challenge for us is trying to keep things small; we are kinda failing at this as the Demos we released so far are like small games in terms of gameplay hours.

The game changed a lot- an unrecognizable - from 2D mobile game to a 3D party-based, free-roaming, open-world CRPG.



WHAT IS THE BEST FOR YOU ABOUT ZORIA? WHAT ARE YOU MOST PROUD OF?


Subjectively here: it's made by three guys in a "living room," as we don't have basements. We're also proud that we landed a good balance between too easy (Heroes 3) and too complex (Divinity: Original Sin combinations), so you can easily get into the game.


That sums up our story; there is nothing more to say. We’re a group of friends with the privilege to do what they love!


Cheers,

Tiny Trinket Games Team

We're Tiny Trinket Games, pleased to meet ya! | Info about free demo
about 2 years ago – Wed, Sep 21, 2022 at 01:38:52 AM

It’s happening!  

Hello! Many of you are hearing about us for the first time. Let us quickly introduce ourselves. We're Tiny Trinket Games, a team of 3 passionate devs from Bucharest, Romania, who dream of creating impactful RPG games. Sounds cliche, right?

We've been working on Zoria: Age Shattering since 2018. We can proudly say we have around 80% of the finished content. We teamed up with Anshar Publishing to give you guys as many opportunities as possible to get familiar with Zoria. That's why we treat Kickstarter as a part of the community-driven approach to our fans. The collected budget will be spent on improvements and additional content we have ideas for, like new classes, locations, and mechanics, which will make the world of Zoria more complex and offer what players expect from immersive RPGs. We hope you will join us on this journey!


In the next update, we will unveil more information about Zoria's Lore, and we'll break through every game mechanic. Today we have to stick with the most crucial thing – Zoria: Age of Shattering demo is now available on Steam for free!

The demo we're presenting covers a part of the game, which will be available later in the full release. In this build, we wanted to focus on a cross-sectional presentation of the mechanics and story of the Zoria world. To fully enjoy the gameplay, it is essential to remember that each teammate has a skill tree, which requires the distribution of skill points.

You should also regularly look around by rotating the camera during combat and exploration. Make sure the place you've visited has been viewed from all angles and you haven't missed anything. Have fun with the game: play with the team's configuration, attacks, skills, and development paths. Depending on the skills of your team members, some quests will be able to be completed differently, and some ways and objects will become accessible to you.

Due to this build's "work-in-progress" nature, you may encounter some minor (hopefully not major!) issues. If this happens, we would appreciate it if you would alert us of them. Please share any feedback with us via the Discord server!


CONTROLS

In-World Shortcuts

  • Use your mouse to move. Click on the target you wish your party to move to.
  • Hold the right mouse button and drag the mouse to rotate the camera.
  • Use the mouse scroll to zoom in and out the view.

[TAB] Activates the “Vision” ability. This allows you to see all items of interest around the character.

[C]  Access the Character Abilities Menu

[I]  Access the Character Inventory Menu

[M]  Access the Map

[R] Access the Rest System

[T] Access the Party Formation Menu

[F] Collect all loot within range

[ESC] Access the Main Menu

[F1]-[F4] Quick shortcut to follower inventory

[F5]  Quick Save


IN-COMBAT SHORTCUT

Use your mouse to move. Click on the target you wish your character to move to.

[1] – [8]  Select Ability

[Mouse Click] to Select Target

[Backspace] End Turn

[Enter]  Confirm

[Middle Mouse Button] + [Mouse Move]  or [W][A][S][D] Pan View


SYSTEM REQUIREMENTS

These are the Suggested Requirements. To be changed based on data collected during the pre-alpha build.

Requires a 64-bit processor and operating system

OS: Windows 10 (64-bit) or newer

Processor: Intel Core i5 / AMD Ryzen 5 or better

Memory: 8 GB RAM

Graphics: Nvidia GTX 1050 / AMD R9 280 or better

DirectX: Version 11

Storage: 20 GB of available space


Enjoy!  
Team Zoria