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The changelog for the newest build can be found at the bottom of this description text.

Wind Carrier is an anthropomorphic, adventure rpg set in a realm in which each of your steps may have a massive, unintentional impact on the future of the world.

As you advance, you will learn the secrets of transference; transferring your consciousness forward or backward in time to another being, another host for your power. As a Wind Carrier, your character never really dies, but rather slumbers; seeing all of their power into a newer Wind Carrier when the time is right. You will be able to see the effects of your choices as each iteration brings the world forward a hundred years. You will watch civilizations rise and fall, wars start and end. And if you so choose, you may return to your previous state and right some wrong that you believed was perpetrated, but be wary. Changing the past can have unfathomable effects on the future... and the only choice that can be undone is inaction.

Wind Carrier's minute to minute game-play is set around a combo-based melee combat system, a magic system using cards of multitudes of types to summon beasts and magical effects alike, and directing the advancement of your civilization along with those that you meet along the way.

The game has been in development for a year and a half now, and we have made massive strides. It is still within the pre-alpha stage of production, but soon we should be moving onto alpha. Our projected time-frame for this project of this scale is around four or five years at the current pace.



Changelog 1.2.0

-Added a pop-up to the upgrade option for buildings, which details how much it costs and the amount of the resources in question that you have

- Added a more efficient means of adding quests

-Added more grass variation

-Updated AI wandering

-Resized a few of the creatures

-Mana crystals harvested from the environment now scale with player level

-Increased the spawn rate of enemies and encounters across the board

 -Most smaller enemies should always spawn now; the same with most smaller  encounters

-Enemy spawners no longer spawn enemies near player buildings

-Added some widget art

-Updated enemy AI a bit

-Added the "Key item" tag to keep the player from destroying irreplaceable items

    -only the homes and Tho-to's Camp­ are currently key items

    -all key items also have a scrap value of 0

-Updated most spell effects to work properly with the cell post processing volume
-Fixed some map seams

-Populated the map with more props and encounters

-Added new crafting materials

-Increased the likelyhood that a wandering allies will spawn

-Adjusted the cell post processing volume to stop it from making grass glow

-Random dreams can now be dismissed by pressing the 'F' key

Note: It felt to me that sometimes they would actually just be in the way if you wanted something else that was dropped nearby or simply didn't feel like dealing with it at the time. 

-Re-generated landscape LOD's that apparently didn't carry over the last time that I had to migrate projects

-Updated the reputation system to make more sense for the world size

-Added a few sounds to the menus

-Spawning near buildings that generate NPC's should properly have them generate said NPC's


Item Updates:

-Added the Bedroll crafting drop

     -drops from Vulpine Ritualists


Enemy Updates:

-Faithless Hound hide drops adjusted from 1-7 to 3-6

-Haljuhurtta hide drops buffed from 5-10 to 8-15

-Ob'dar hide drops buffed from 3-5 to 5-10

-Updated the Sundrinker's potion explosion to work with the new cell pp

-Updated Brindlebark's seedling explosions to work with the new cell pp

-Vulpine Ritualist

     -Ritual Red is now a rare drop, as opposed to a normal one

     -Now drops Vulpine Bedrolls as normal drops


Quests Added:

-Added the quest Fresh Water

-Added the quest A Place to Grow

-Added the quest A Trade

-Added the quest Worshiping the Winds

-Added the quest A New Home

-Updated Feeding Ardor to work with the new quest system

-Added the quest A Lost Staff


Building Updates:

-Added the Vulpine Campsite building

-Added Tho-to's Camp building

      -Tho-to's Camp grows in power as you complete tutorial quests

-Added Material, Martial, and Mystical player homes

     -Each upgrades from the base

-Added level 2 Yurt

-Added level 3 Yurt

-Added level 2 Well


Bug Fixes:

-Fixed a bug where the rain actor interfered with the cell post processing effect

-Fixed a bug where Fennoc Fire was blocking enemy movement

-Fixed a bug where The Missing Mate wasn't working properly

-Fixed a bug where dreams were still dropping within dreams




Download

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Click download now to get access to the following files:

Wind Carrier Demo 1.2.0 32 bit.zip 464 MB
Wind Carrier Demo 1.2.0 64 bit.zip 488 MB

Development log

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