A ruinous cataclysm unleashed by a tormented god descended the world of Talamhel into perpetual night. The hourglass of time was shattered and its essence poured across the land, creating an endless sea of sand. The once-flourishing world of Talamhel became a putrid lesion of its former glory an...
A ruinous cataclysm unleashed by a tormented god descended the world of Talamhel into perpetual night. The hourglass of time was shattered and its essence poured across the land, creating an endless sea of sand. The once-flourishing world of Talamhel became a putrid lesion of its former glory and those who called it home are now husks of corruption--violent, undying, unyielding soldiers of death.
But Talamhel is not lost--not yet. For generations, the righteous few have endured. You are one of those few.
On the eve of your induction into the Order of Remnant Knights, the last protectors of man, Talamhel is once-again wracked by calamity. The corruptive nature of the Night Plague has mutated, and the realm of man needs the Remnant Knights more than ever.
Track down the emergent evil and destroy it. Protect the realm of man.
From the helm of your nimble grainwake, carve across the perilous sandseas to confront the source of this newfound terror, but don’t expect a guiding light or a red X on a map. You’ll chart your own course forward--behold the open seas, and choose the heading you best see fit.
But familiarity is a far-flung concept aboard the grainwake--the shifting sands are always changing, revealing secrets, dangers, and paths unseen. Things are not as they seem…
Talamhel is an open world, free to explore and discover as you please
Every island is a unique, colorful encounter of combat, lore, and plunder
With tiered levels of difficulty, locations offer challenges that will reward those who overcome
With a trusted (undead) companion rested in the crow’s nest, you’ll never sail the seas alone
The corruption that plagues Talamhel has created a horde comprised of both man and other Talamhelic natives: The venerable Ferrum and the insectoid, hive-minded Hashara. Once warring nations have become an abominable army of undying malice.
From doomsday cultists to fallen kings, the foes that guard the answers you seek are determined to see your end. Prepare for an unrelenting, unforgiving combat experience not to be taken lightly. Swing true, dear knight, swing true.
With hundreds of weapon components to be reclaimed from the crumbled remains of civilization, there are thousands of unique weapons to be forged. Find the hilt that fits just right.
Cleave through the corruption with 7 distinct fighting styles
Bolster yourself with dozens of armor sets, each with their own unique defenses
Combine and modify your devastation with magical augments, creating a personalized build
Starspire is the sanctuary that you call home, and its doors remain open to those you deem worthy of its hearth. Along your journey, you will encounter refugees in need of shelter and a Remnant Knight can see they find it in Starspire.
Each person deserving of Starspire will make their new home stronger and safer, but not all are deserving.
Working as an optional companion to core gameplay, Starspire offers an opportunity to test your Remnant traits of leadership and judgment. The choices you make regarding Starspire’s residents will alter your story and affect your fate, as well as the fate of others--but only if you choose to make those choices.
New Starspire residents unlock perks like gifts of exclusive equipment and unique services
Discover the lives of others, their choices and actions, and decide their fate
Engage with characters unlike any you’ve ever met, and rebuild a community
Decisions not easily made: become familiar with the grey area between right and wrong
The symphony of the sands are brought to life with an evocative, soul-stirring soundtrack composed and produced by the incredible Eduardo Lopez.
Sands of Aura will feature a fully symphonic soundtrack, with a wide selection of instrumentation--from the haunting strings of the antique Viola Da Gamba to the resonant thunders of a professional Bulgarian choir.
These are the unforgettable sounds of Talamhel. The score of a wounded world.
Game is simple but very well done. A little soulslike, but without the stamina bar, which makes the combat faster, exploration is very good and the world is well made.
The story is nice, at least im no chosen one, although of course is up to you to save everybody, didnt finish it yet though, might have some twists up ahead.
An action RPG with fluid, occasionally hard combat. There is no stamina and combat is fast paced. Upon death all glint (currency) is lost and should be recovered like in souls-like games. Should use your Grainwake sandship to reach an island for the first time and fast travel is available after that. There are no character stats, character progression is made through equipment upgrades and spell-like abilities. Graphics and sound are great. All NPCs are voiced as well. The world is open and exploration is fun. Character position and progress is saved on exit, no reset unless you travel to another island or ring a bell.
There are some geometry bugs. My character got stuck two times and I had to reset progress returning to last bell. I also had a few crashes to desktop, but I usually have such problems with Unreal Engine games, so I think of them as an engine issue.
There is no Game+ at the moment.
I finished the game yesterday and probably that was the game of the year for me!
It's a pity that the soundtrack is not available for purchase on GOG until now.
Played the game on Steam and it’s definitely worth it!
Gameplay wise it’s very soulslike but without stamina management. Exploration is rewarding and you have to look in every nook and cranny. Quests are similar to Dark Souls with multiple stages per NPC, but you have a small quest log that guides you.
Character builds are focused on equipment rather than stats, so no leveling. You can still make your typical Dex, Str or Magic builds.
Imagine buying a new keyboard for your computer and all of the letters were inverted, and you could only use your non-dominant hand to hunt-and-peck the keys. Tedious, yes, and your character gets tired of dying so many times they simply stop screaming.
What continues as a decisive rant, is that companies do not tell players they must use W A S D to play. In the spirit of Wasteland, CIV, Starcom, and Pillars of Eternity, excellent games all, not a one of them requires this antiquated method of moving your character.
GOG now has to mess around -- AGAIN -- with issuing a refund and I have to mess around -- AGAIN -- and try to find a game that I can play.
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