Fellworld [v0.0.19] [AristidesTheJust]
You wake up in an abandoned lab, filled with horrors. Outside: a world struggling to pull itself back together after the fall, ridden with beasts and bandits, with scavengers trying to salvage the ruins of what was before. Something within you is unstable. Escape the lab and figure out what happened.
Fellworld is a text-based sandbox survival RPG, with turn-based combat, interesting choices, and NPCs with different personalities to meet, hire, fight, trade with, or romance.
This is an early alpha: expect rough edges, limited content, and placeholder art.
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2. Run Fellworld.exe.
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- Spire campfire: relax at the encampment in the evening to reduce stress. A few things can happen there.
- Community service: 3 new events, some of which can train skills.
- Beach-cave Megarat: Maya now reacts to the incident, and it got a bit scarier with a new enemy…
- Spire academy training: pay to train Shooting, Melee and Defense if your reputation is high enough.
- Scavenging: 1 new scavenge event.
Items
- Smoke Grenade: raises flee chance and makes the affected character harder to hit, but also worse at hitting.
Techniques
- Feinting Strike (melee): an accurate melee strike. Sold by Elwyn and Frank.
- Crippling Shot (ranged): slows enemy movement. Sold by Frank.
- Cynoids get a new gap-closing ability.
Perks
- Gatekeeper: enemies entering your melee range provoke attacks of opportunity (uses 1 reaction).
- Ambidextrous: +15% off-hand damage, and no off-hand accuracy penalty.
- Haggler: hirelings cost 25% less. Traders start 15% closer to your best price when buying and selling.
- Tireless: fatigue builds 33% slower while awake, and scavenging gives 25% more.
Combat
- Most one-handed weapons (clubs, swords, handguns, etc.) can be wielded in either hand.
- Off-hand Strike: replaces the old regular attack with the secondary weapon. It costs a Bonus Action and deals 50% damage at -5% accuracy.
- A melee off-hand weapon can threaten and make attacks of opportunity even when the main weapon is ranged.
- Techniques can now require a weapon type or setup (two daggers, an off-hand weapon, etc.). The off-hand penalty still applies.
- Technique range follows the weapon in the hand used. Two-handed techniques use the shorter range.
- Status effects now show when they are resisted (“Gained X” / “Resisted X”).
- You and your party now lose some stress after winning a fight.
- Performance work: combat should be much smoother.
Interaction & Social
- New action: Kiss.
- All social actions now give social XP based on interaction energy.
- Successful flirty or sexual actions raise the target’s arousal.
- Arousal fades over time.
- Arousal during a (non-sex) interaction makes flirty or sexual actions more likely to succeed.
- Chats started by an NPC are more likely to succeed.
- Completing or extending a hireling’s contract now builds trust.
World & Events
- The Spire camp now mostly spawns Drifters.
- Night crawl incident: the text now uses the thief’s name and pronouns. Intruders come from local factions, fights change their Fear of you, and nearby NPCs no longer leave a ghost icon when they get pulled in.
- Unlearned techniques can now drop from chests and certain salvage events.
- Technique descriptions now state their requirements and usage clearly.
Balance
- Adaptation: accuracy bonus 10% → 15%.
- Dodge Roll: cooldown 0 → 1, memory 7 → 6, stamina 12 → 5.
- Heavy Strike: stamina 6 → 5.
- Compact Bow: now two-handed, damage 6–10 → 7–13.
- Gasping: outgoing damage -20% → -33%, incoming damage +20% → +33%.
- Sims: healing 50% → 30%.
- Monster and beast enemies now have some skills (they were all 0).
- Elite Bandits now have a perk and 2 techniques.
- Cynoids cost slightly more threat points.
UI
- Zoom in and out on the Map and the Combat Map.
- The inventory now shows weapon type.
- Redesigned the combat speed button, and added a combat speed option in Settings.
- The character menu “!” now animates when you have unspent perk points.
- The text window is capped at 8k characters (it got out of hand in long combat and sex scenes).
- Removed TMP Effects: I barely used it and it was costly for performance.
Fixes
- Combat-only items could be used outside combat.
- Logic error in the trader inventory refresh.
- Common item tooltip headers started with a space.
- Spawned and present NPCs didn’t update their status effects properly.
- Being defeated by an attack of opportunity didn’t end the player’s turn, which caused errors.
- Attacks of opportunity didn’t check for remaining reactions.
- The Zweihander didn’t block the secondary slot.
- The combat movement animation could break in some cases.
- Important NPCs’ arousal was capped at 35 instead of 100 (fixed on new saves only).
- Losing the intro fight didn’t count as helping Zane.
- Fixed a ton of typos and reworked the writing in many existing events for readability, including some perk descriptions and event lines.
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What’s in the alpha:
– Paperdoll system
– Story intro and a few side quests
– About 48 events across 15 locations
– 8 characters to meet, with Maya as your first hireling
– Radiant quests
– Scavenging and loot
– Bandits, beasts and monsters to fight
– Relationship system with favour, trust, intimacy and personality
– A dynamic text based sex system.
