Dark Souls™ - The Board Game is a strategically challenging, deeply immersive combat exploration game for 1-4 players.
Latest Updates from Our Project:
Update: Mercenary Player Character Render
about 8 years ago
– Tue, Sep 20, 2016 at 07:22:00 PM
Hello Unkindled,
We took your feedback on board from last week, and all information will always come through here to you. We'll still be putting images up elsewhere, but you can rest assured that they will always come through Kickstarter as well.
So without further ado, the Mercenary PC Render:
(These images are Work in Progress)
Praise the Sun \[T]/
If you'd like to see the video in which these images feature you can do so here.
Steamforged News: Dark Souls Teaser
about 8 years ago
– Wed, Sep 14, 2016 at 12:40:45 AM
Steamforged News - Dark Souls Teaser
If you want to stay up to date with all the latest Renders then I recommend subscribing to our YouTube Channel and Following our Facebook Page!
You pointed out that you can't watch at work, so here is the render of the Pyromancer (Work in Progress).
\[T]/ Praise the Sun!
Dev Diary #05 - Revised Renders, New Renders and BackerKit Update
about 8 years ago
– Thu, Sep 08, 2016 at 09:01:54 PM
As promised this update will contain some renders, some of these are revised versions of models you’ve already seen, while others are previously unseen. We’ll start off with those that have been revised.
These are all still works in progress.
Large Hollow Soldier
The Large Hollow Soldier, or Hulking Hollow as he was known throughout the duration of the campaign, was a model that seemed to be ‘moth eaten’ rather than ‘Hollow’ in his previous state. Since the close of the Kickstarter he’s been cleaned up, had some extra detail added to what’s left of his face. He’s even been on the receiving end of some fresh new threads!
Gargoyle
The Gargoyle model was one that several weren’t sure about during the Kickstarter. He’s been revisited with some new wings, some armour on his arms, and had his trusty shield added. These extra details really bring the model to life, and it looks to be a thoroughly enjoyable one for gamers and hobbyists alike!
Invader
The Core box Invader wasn’t necessarily a model we felt was lacking in any department, but he just felt a bit out of place. As a result, he’s been given an overhaul, and I don’t use that term lightly. I won’t go into too much detail on this one, the model speaks for itself!
Ok, that’s the revised models done for the time being… I guess you guys and gals want some new shinies, right?!
Pursuer
I mean… Just look at it, I’m trying to be impartial on this update… But just look at it! Big fan of this one, hope you all are too!
Sif, the Great Grey Wolf
This is the final render you’ll be getting in this update, so we figured we’d make it an exciting one. Much like the Invader, this doesn’t really need much of an introduction… So here you go. Sif, the Great Grey Wolf!
BackerKit Update
Finally, here’s the information you have been waiting for!
As you can see from the work we’ve been doing, and the recent updates - we are working very hard to meet the production deadlines and quality standards this product deserves. We also want to ensure it arrives on time. We closed the Late Pledges on the 2nd of September and will now no longer be taking any more orders until retail.
Although BackerKit was due out 1-2 months after the Kickstarter ended, unfortunately this has run away from us slightly. Due to the scale of the project and our unlocked stretch goals, our estimates for weights of the product you will be getting in the pledges need to be as accurate as possible. This is to ensure we don't end up costing our backers extra due to lack of information on our end.
We are in the final stages of gathering this information and can confirm that the BackerKit will be released to everyone in October - this is for ALL backers - Kickstarter and Late Pledge Backers. As we have stated before, this will mean you can then pay for your shipping and choose all the goodies (and add additional items if you want) that will arrive with you in April next year.
Thank you once again for your patience.
Praise the Sun! \[T]/
Dev Diary #04 - Class Differentiation
over 8 years ago
– Fri, Aug 12, 2016 at 12:14:41 AM
Classes within the Dark Souls™ franchise have always been unusual. Conventionally, classes in games very much govern your move-set and role. Within the Dark Souls™ video games the class you choose to start the game with doesn't impact the progression of your character too much; any build can work on any class as you progress through the game. The choice of your starting class only really comes into effect when you want to maximize your stat allocation for a specific build, when working within a specific Soul Level cap.
While designing the leveling up system and itemisation options, it become clear to us that this entirely open ended approach worked very well for us in terms of keeping playthroughs varied. However, it left a distinct lack of identity for the classes themselves... Something we're aware was also mentioned in the comments of update 68.
So, what did we look at in an effort to restore class identity? The first port of call was class specific traits. These were passive bonuses which stayed with a class throughout the game and had a small impact on the things that class is 'meant' to do. Though they functioned well, and gave a degree of flavour, they still felt bland and somewhat uninspired. They were certainly lacking some interactivity. Back to the drawing board…
After some thought, we landed on what is now known as 'Once Per Spark' (OPS) abilities. Self-explanatory, they are abilities that can be used once per Bonfire spark. Each class has their own OPS, specific to the flavour intended with each class. We were very careful to ensure that all of these abilities are useful irrelevant of the build you opt for, while portraying the class identity we were striving for.
We started going through the classes with our shiny new idea in mind, looking at the primary and secondary roles which best suited the Player Characters. These range from the Knight being a reliable Block Tank with some Counter Engage, to the Herald focusing on Stamina Recovery and a capacity to Off-Tank. Once we'd got a good initial feel for the identities we were trying to project we moved forwards to mapping out the first drafts of the OPS abilities.
So, example, right?
Herald – Perseverance
Once Per Spark during his activation, the Herald may have each PC immediately recover [2] Stamina.
The Herald’s OPS fills a more supportive role. Though it can be used for aggressive play with the Herald if the time is right, it’s definitely much better suited to longer fights to help maintain available resources.
The OPS abilities are found on the Character Boards of the Playable Characters, and will be on the revamped (but still work in progress) Character Boards that are being used in the revised Demo which was show at GenCon.
A huge thank you to those of you who came to visit us at GenCon 2016 the demo tables were incredibly busy and we hope you managed to get a game with us or spectate a game. If you were unable to attend then we have included some media links so that you can see the latest version of the game:
Lastly, we’re happy to announce that we will have a production update in the next update showing some of the new renders that have been approved. So keep your eye out in the future for that!
Praise the Sun \[T]/
SteamCon - Play Dark Souls™ - The Board Game
over 8 years ago
– Mon, Jul 18, 2016 at 05:20:37 PM
SteamCon - 25-27th November
Venue: The Headingley Experience, Leeds, United Kingdom
If you love anything that Steamforged Games has done, then this is quite simply unmissable. We’re planning a schedule filled to bursting with awesome stuff to do:
Exclusive Keynote by Mat Hart & Rich Loxam unveiling unreleased products and upcoming announcements for 2017 followed by a Q&A with the entire Steamforged Games Design Team
Be one of the first ever to try out the full play-through of Dark Souls™ the Board Game.
SteamCon Limited Edition sculpts, SteamCon Big League plot cards, a loot bag for every attendee and an on-site official Steamforged Store with more exclusive swag to be revealed closer to the time...
24 Hour Access to the venue for gaming throughout the weekend
Kraken’s Den: Pitch your idea for a new game to Rich and Mat, get feedback and suggestions.
SteamyCon Social - being Mat Hart's idea this could be anything! But you don’t want to miss it!
And much much more...
Sounds good? Here are the details you need to know:
Tickets will go on pre-release sale on Monday 18th at 18:00BST (GMT+1). Details will be sent via the mailing list below - so sign up quick if you don't want to miss out. After this on Wednesdsay 20th at 20:00BST (GMT+1) tickets will be on general sale.
Ticket Prices are as follows:
£50 for the Weekend Access (with an optional choice of a guaranteed qualifier tournament entry)
Optional +£250 for an on-site hotel upgrade.for the duration of SteamCon (Thursday Check-In and Sunday Check-Out). Rooms can accommodate up to 2 guests. Please NOTE: These are limited in availability and likely to sell out quickly.
As a special bonus, anyone who purchases a ticket within the pre-release window will have a discounted rate of £45.