MASTER THE ELEMENTS, ELIMINATE YOUR FOES


In Oblitia, you command the most powerful gods, legends and monsters from world mythology in the battle for humanity, as you wage war against friends and foes alike. Use your minions unique elemental abilities to transform the terrain of the battlefield to suit your personal style and strategy. With their own elemental strengths and weaknesses, each terrain type can be used unleash epic levels of destruction upon your opponents.

At launch, we will be offering more than 350+ unique creatures and pieces of equipment, 200+ elemental abilities and skills, over 20 terrain types and 30+ battlefields. To ensure this game is going to be legendary, we will be releasing new content each month, packed full of new creatures, elemental abilities, terrain types and battlefields.

Additionally, users will be able to create their own battlefields using our map editor and can submit new ideas for creatures which will be available to the entire community. On top of that, we will host in-game tournaments for every level of player, whether you are just getting started or a tactical mastermind.


THE STORY
Representing 5 different continents, our development team wanted to share the stories and legends of our ancestors by creating a game that mixed well-defined genres with many personal touches of our own.

The game explores how the world would change if these gods and legends were to suddenly return in their former glory. These fantastical tales of primordial deities and terrifying beasts have inspired writers, poets and artists for centuries yet, too frequently, we forget that these creatures brought wanton destruction and death to mankind.

In Oblitia, the story begins many years after their return and after the inevitable collapse of civilization; a world where miraculous things are once again commonplace. Since the fall, humanity has struggled to fully recover and its only solace has been found in the traditions and rituals of its ancestors. Temples have been rebuilt to appease these ancient gods and many priests have learned the old words, allowing them to communicate between the gods and mankind.

These seers now lead the fragmented populations as they seek to rebuild and find peace in this new world.


FEATURES

RAISE AN ARMY

✫ Recruit from over 250 unique creatures and equip them with divine weapons, armor and items that you collect from battle.

✫ Defeat opponents to level up your creatures and spend skill points to expand their elemental ability trees.

✫ With over 200 different abilities, the possible combinations for each creature are endless.

✫ Visit the Auction House to trade-in or bid on new creatures and maximize the strength of your armies.



Example of four different elemental abilities.

REDEFINE THE BATTLEFIELD

✫ Alter the battlefield through massive floods, creating mountain chains, releasing lavaflows or using dozens of other terraforming abilities.

✫ 8 elemental types, each with their own special skills, such as the ability to swim through deep water, flyover mountains, or cross icy patches without sliding.

✫ Day/night system grants skill bonuses to light and dark creatures, enabling extra powerful attacks against those caught offguard.



MASSIVELY MULTIPLAYER

✫ Participate in hosted tournaments and championship games based on your global ranking. Not ready to compete? No problem, watch the games live to learn from the pros.

✫ Raise the victory stakes by wagering your own cards in exchange for greater gold and experience bonuses or to capture your opponent's cards.

✫ Battle independently or as part of an alliance on maps that support up to 12 players concurrently.



TRIALS OF THE GODS

✫ Recruit followers for your elemental deity by defeating opponents in battle and by capturing human encampments found on battlefields.

✫ With enough followers, your elemental deity will bestow special bonuses in the form of unique creatures and weapons.


CONCEPT ARTWORK
CONCEPT ARTWORK


LEGENDS OF THE PAST
IN DECLINE

WHAT'S LEFT BEHIND

A NEW ERA

THE END

THE LAST STAND

DISCORD AND DISEASE

THE LONG ROAD

DIVINE RECONSTRUCTION

DESTINY OF GODS
CREATURE EXAMPLES


KOSCHEI, IMMORTAL LORD


NANOOK, MASTER OF BEARS

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Over the past few weeks, the team has launched the website, attended the Richmond Comic Con and released the 'Origins' video. We wanted to take a few minutes away from coding to share with you everything that went into getting these out the door.
From the beginning of the project, we knew that we needed a website. We knew that we wanted something that was both relatively original (realistically, you can only be so original without being distracting) and that really captured the core elements of Oblitia, no pun intended :). What we didn't know, was that we would be working on it up until the morning of the the launch date, the Richmond Comic Con.
The biggest challenge that we had with building the site wasn't the design or the development, the team has a solid background in these areas. What we struggled with, more than anything else, was ensuring we had content to share that was new to the Oblitia community and that would be helpful in understanding the game itself. Until this point, we had primarily released concept art but now we wanted to show how core features of the game would work. While we knew internally how we wanted these features to work, the game is still fairly early in development and we had limited gameplay to take screen captures from. Several of the mockups that showcase the features are ones that we put together for our first convention, VGU Con, back in August. Since then, as can be expected, there have been several changes that we wanted to include for the site launch. Foremost of these, was showcasing the way in which the terrain of the battlefield would be modified by abilities.
image

As can be seen in the image above, we have four different creatures, each preparing an elemental attack. In the top left, we have an ice elemental move which freezes the water tiles and blankets the land in snow. In the bottom left, we see an earth elemental attack that raises a mountain range across the land. In the top right we see a water elemental attack which floods low lying terrain. Finally, in the bottom right we see a fire elemental attack that is drying up the ocean and turning it into new land. Since this is the most important mechanic to showcase, we wanted to ensure it would be representative of the final product. While these are all early screen captures, the team will do whatever we can to ensure that we are able to reproduce this level of functionality in the released version.

With the site wrapped up, we needed to finish the launch video. We had found the narrator, the talented Daniel Ross, through our composer and after discussing the project with him, signed him on board. The script for the video was actually written within the first month of the project but needed to be trimmed down as we estimated it would likely run 8-10 minutes if left uncut. Perhaps one day we will release an extended 'director's cut' of the trailer :). The music had been left in the capable hands of Tuomas and now that we were approaching the launch date, we sat down with him to review where things were at and leverage his help in mixing the vocal narration into the music mix. If there's interest, maybe we can convince Tuomas/Daniel to write a small segment explaining how their process for recording/mixing/mastering of the audio for the game. Please be sure to comment if this is something you'd like to see.
Two days before Comic Con we now had mixed music/narration and had just received updated background images from one of our artists, Marko Markovic. No one on the dev team had much experience with video editing so it took us a little longer than expected to master Adobe Premeire to the requisite level to handle the motion of the images. Once we figured out the basics though, we had the finished cut ready Friday afternoon.
Friday, we received our t-shirt order, the printed promo cards and with site/video ready, we drove down to Richmond for the Comic Con. That night, we uploaded the video (literally finished around 04:30 in the morning!) and slept for a couple hours. It was a busy few weeks but we accomplished a great deal and were quite proud of the results.
In the next segment, which we promise will not take as long as this one, we will provide insight into the convention itself and discuss a few mechanics of Oblitia gameplay.
-B
Epocu Launch

Epocu Launch

News

It's officially time to begin the long march to Kickstarter. We have launched our project on Epocu, a site designed to help promote new games in development...

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Oblitia
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Pikwn Studios
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Latest tweets from @oblitia

Wanted to share details about some of our creatures abilities - let us know what you think! #indiedev #gamedev Oblitiaofficial.tumblr.com

Nov 1 2014

Support Hazewalker, a Dark Fantasy Adventure game in a world gripped by an ancient curse. Ow.ly Wp.me

Oct 20 2014

Pre-alpha launch December 6th! For access and additional details check out Facebook.com #indiedev #gamedev T.co

Oct 19 2014

Thanks to everyone that helped make our Epocu successfully! We also have a new creature! #indiedev #gamedev #artwork T.co

Oct 18 2014

Hex-based, tactical RPG where your creature's elemental abilities alter the terrain and redefine the battle. Wp.me

Oct 18 2014

We need #indiedev #gamedev help! 4 days left to support our new strategy game @epocu_feed - Wp.me T.co

Oct 14 2014

Excited to share our interpretation of Iku-Turso in our game. Let us know what you think! #indiedev #gamedev #turisas T.co

Oct 12 2014

Follow our upcoming hex-based strategy game to see new concept art/creatures. #screenshotsaturday #indiedev #gamedev T.co

Oct 11 2014

We need #indiedev #gamedev help! 10 days left to support our new strategy game @epocu_feed - Wp.me T.co

Oct 8 2014

Free t-shirt and pre-alpha access? Reply with your favorite creature of myth to be entered to win!#indiedev #gamedev T.co

Oct 5 2014

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