
Dying, respawning, and combat logic included. There are six swappable hotbar slots with quick access keys (1-6) associated. Minimap is accurate, as is the compass UI. Inventory is both space and weight based, with backpack upgrades included. Dialogue and trading with Villager mobs implemented. Running, jumping, turning, and sprinting are working. Footstep 1K sounds in place for many different materials such as sand, wood, stone, grass, mud, wet ground, and snow. Craftable potions include strength, stamina, large stamina, health, large health, agility, oxygen, and more, with lots more on the way. Weapons are currently two handed, one handed, ranged, unarmed, bows, and staves are in progress. Weather varies from snow, rain, fog, thunder and lightning, partly cloudy, cloudy and sunny, with sounds and puddle and snow effects on the landscape. Sounds in place, both atmospheric and conditional. One village has interactable mobs and a vendor. Base Building system is rudimentary but usable, and includes foundations, walls, doors, doorframes, windows, door locks, ceilings, sloped walls, sloped roofs, and decorations such as carpets and pictures, mostly upgraded to 4K assets. Swimming includes splashes, drowning mechanics, diving, and regular swimming. Swimming system and water volumes in place. Playable area of 4850 square kilometers, but only three finished with hand placed assets. Combat system in place, some mobs in place, but both will be expanded as well. Currently craftable items include: potions (listed later), cloth, fertilizer, crop plots (small, medium, and large), tools such as stone hatchets, pickaxes, sharp stones, metal tools like hatchets and pickaxes, mallet, shovel, swords, keys, door lock, claim stakes, campfire, work bench, alchemy cauldron, compost bin, respawn bucket, furnace, press barrel, fridge, millstone, research table, mortar, chests, building plan, mannequin, and some weapons. Crafting system is in place, and ready to be expanded. Collectable assets include: Achillea, Aconite, Allium, Anemone, Bellis, Bolete, Brunnera, Centaurea, Cortinarius, Crocus, Digitalis, Eshscholzia, Goetia, Hazelnut, Iris ensata, Lupine, Mugwort, Muscari, Papaver, Puffball, Scilla, SPirea, White mushroom, seeds for all previous herbs as rare drops while harvesting, rock, flint, stone, iron ore, palm leaves, wood, coconuts, sand, clay, fiber, raw meat, and vegetable seeds, and more to come. The rest are currently procedurally generated, so still playable but do not represent the final game state.Ĭurrently one player character, many mobs and harvestable herbs, rocks, and trees. “Entirely playable, but only three areas fully finished for playtesting. What is the current state of the Early Access version? A fishing system will be set up, and tree farming as well.” We are looking into upgradable equipment, turn based combat for bosses, and guilds. More damage types (such as dark, poison, light, etc.) will be added. Tons more NPCs by faction, for instance Bag Witches, Flower Fae, Gnolls, Mermaids, and Gnomes. There are plans for massive additions to the potions crafting system. The farming and crafting systems will be expanded, and a cooking system included.

“There will be multiple biomes on the map, including ocean and underwater areas.
SWORDS AND POTIONS 2 IMAGE BUCKET FULL VERSION
How is the full version planned to differ from the Early Access version? There will be huge additions to the potion crafting ad usage systems.”Īpproximately how long will this game be in Early Access? The world will continually be refined, the Fen is first, followed by a ton more biomes. Gameplay is getting refined for combat, including new crafted weapons and armor. We're currently hard at work adding content and gameplay features, including (but not limited to!): More assets for base building such as dormer roofs, bay windows, balustrades, and will e working on new levels such as plaster and stone assets. We really want to refine gameplay and hear from players to see what they think would make this game great.
