The new Elder Scrolls meets gothic action RPG on Steam leaves you wanting more after just 30 minutes.

Every once in a while you'll see a post on your X feed about some random indie game you've never seen before. If it looks attractive enough and there's a demo, I'll give it a try. Sometimes the demo will surprise me. My latest quest, pun completely intended, went something like this: short questis an upcoming action RPG created by two former AAA developers under the name Silent Moon. steam I was drooling while playing the public battle playtest. Unashamedly inspired by RPGs such as: Elder Scrolls and Gothic, short quest I think fans of that franchise should take note. Because I know I am that kind of person.

The currently available demos are: short quest It's really just a playtest so players can get a feel for the combat. But even though it was simple, it was one of those appetizers that actually made me want to try the entire menu. Besides, the path short quest's combat is designed so you can actually play through the combat playtest multiple times to try out different builds, from heavy and light melee weapons to ranged weapons and various magic spells. Basically, I can't wait to try out a legal demo of this game. Because even though it's a thing of the past, the fight itself is already explosive and holds all the promise it deserves. short quest We're creating something that will be truly immersive for 30 minutes or more on Steam.

Combat playtests of short quests are most engaging

Our first run through playtesting was to try out some almost classic melee combat. All weapons feel heavy, slow, and a bit clunky. This is exactly what I expected from a game so openly inspired by old school RPGs. I know some players will hate it, especially if they're expecting something modern and polished, but I honestly loved how unapologetically old-school it was.

Guess the game with emoticons.





Guess the game with emoticons.

Easy (120 seconds) Medium (90 seconds) Hard (60 seconds)

Playtesting takes place in a small arena where each round begins after a bell is rung in the center. Then enemies start pouring in and each round gets more and more difficult until the game eventually throws some truly ridiculous things at you. One of them is an incredibly powerful goat that will send you flying across the arena if it hits you. And yes, it got the best of me.

All weapons feel heavy, slow, and a bit clunky. This is exactly what I expected from a game so openly inspired by old school RPGs.

There is a fair amount of humor and exaggeration throughout the playtest, but not so much that it turns the whole thing into a joke. Being destroyed by a goat or watching enemies tumble across the arena keeps the experience light enough to mean combat is never too frustrating. Even when I felt the humiliation of dying and having to start over, I would usually smile and immediately ring that bell one more time.

Short Quest Screenshot 1

At the end of each round, you could spend the gold you earned on more powerful weapons, try something completely different, or buy potatoes that restored health when eaten. Since I almost always prefer a faster playstyle, I eventually decided to go with dual daggers. Especially when the alternative is wielding a massive weapon that takes three business days to reach its goal. The dagger allowed me to lunge in, land a few quick strikes, and then get out before whatever I was fighting flattened me.

Of course, using a dagger meant you needed a lot of stamina, as both attacking and dodging drained your stamina quickly. Dodge is especially important here, as these enemies hit ridiculously hard, and standing still for too long can end your run before you know what's happened. I also thought a bit about combining fast dodging with first-person melee attacks and magic. declaredbut short quest Definitely going for something a lot more gritty and old school.

Short Quest Screenshot 8

short quest's magic-based combat became one of my favorite parts of the playtest. Arcane Daggers summoned groups of spectral blades that fired at enemies, and using Necromancy runes I could resurrect already killed enemies to fight for me. Of course, newly resurrected friends rarely lasted long, but it was never fun to see them turn around and start attacking their former allies.

I should also mention the dogs. Because you can pet a dog and that information is obviously essential. He was sitting near a bowl of food that I had stolen because he needed health, after which I immediately petted him and saw a little heart appear above his head. Apparently the dog has forgiven me for stealing his dinner, which further confirms that he is actually a very good boy.

Beyond the combat and humor, I really liked the atmosphere Silent Moon created in such a small space. While the wind blows through the trees outside, birds chirp in the distance, and torches crackle within the stone hall, the lack of constant music makes every little sound much easier to notice. Even the small voice acting from the playtest was convincing enough to make me curious about the characters I would meet in the official game.

Apparently the dog has forgiven me for stealing his dinner, which further confirms that he is actually a very good boy.

Near the stadium there was a door marked “Employees Only” and I spent way too much time trying to see what was waiting behind it. The vibrant world outside looks very attractive. Especially after seeing more of the game in trailers and videos, but in playtests players refused to leave the arena. When I finished I was hoping someone from Silent Moon would open that door and let me wander more than I wanted to try another round.

A short quest promises much more than one small arena

Combat playtesting is obviously only a very small part of the game. short quest It looks like it will work out in the end. The full game takes place in a crumbling kingdom where the king has gone mad, goblin raids have become common, and the player is tasked with delivering an important note to the king. It's a classic RPG setting, but it's still something I can't wait to play.

Key Features of Short Quests

  • Hand-made forests, caves, cellars, swamps

  • Fully voiced characters and quests

  • Melee weapons, ranged weapons, magic, and tools

  • Chests and secrets hidden above and below ground

  • Alliance system where allies and enemies participate

  • A necromancy spell that turns a fallen enemy into an ally.

  • Asymmetric skill tree for melee attacks and magic

  • A dog equipped for battle

  • A tavern where players can stop and have a beer

After experiencing the Necromancy runes in playtests, what I was probably most interested in was the alliance system. Silent Moon says players can pit enemies against each other using allies, friendly fire, and spells. This sounds like the perfect excuse to create problems and let others solve them. I've already enjoyed pitting one dead enemy against another, so expanding on this idea throughout the game could make encounters much more urgent and unpredictable. I also forgot to mention that enemies can actually kill each other, either accidentally or intentionally, depending on what they are.

Exploration is another big reason I want to see more. short quest. The developers are promising forests, caves, cellars, swamps, treetop secrets, and treasures hidden deep beneath the surface, all of which sound much more exciting once you're locked inside one arena. I mean, the game hasn't even let me go through a single door and now expects me to wait patiently before exploring the entire Broken Kingdom.

The full game takes place in a crumbling kingdom where the king has gone mad, goblin raids have become common, and the player is tasked with delivering an important note to the king.

The full game also allows players to gain experience and invest in asymmetrical skill trees for melee attacks and magic. In my playtest, leveling up gave me points to improve features I was already using, and once I spent those points I couldn't move anywhere else. Since the whole purpose of this test is to gather feedback on combat, we assume the system will continue to change before launch.

Short Quest Screenshot 12

Of course I don't expect it short quest Suddenly becoming another massive RPG. SkyrimAnd I don't think Silent Moon is trying to make it. This is a two-person team building a deliberately smaller RPG around hand-crafted environments, difficult combat, weird gadgets, and the kind of charming jank that most major studios abandoned years ago. Honestly, the fact that it's called that short quest The promise of a focused fantasy adventure is more appealing to me.

30 minutes was never enough to see how all these ideas would come together, but it was enough to leave me wanting more. The combat already has plenty of character, the atmosphere immediately makes you want to explore, and everything promised for the entire game sounds a lot better than what current playtesting allows. Now all you need is Silent Moon to open that door and find out what else lies there. short quest There's more waiting for you.

short quest You can now add it to your wishlist. steam.

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