Twelve Sins of Herakles - Dev diary 01: The next chapter

The world was murdered, and the blame lies with Herakles. His wrath, rage and recklessness have left the lands wasted, nations sundered, laws broken and twelve monsters unleashed.

The death toll was unimaginable. The sins… unforgivable. And hereditary.

Having come of age, Herakles’s children set out to find their would-be Father. They will follow the bloody path he carved, from the sunbaked savannahs of Nemea, to the shattered spine of the Erymanthian mountains, to the blood-stained sands of the distant shores of Anatolia, to the ends of the earth if they have to.

They will get answers.

They will have justice.

Or, if neither is available, they will settle for revenge!

This is what I wrote last time: The next chapter of Aeon Trespass begins now! Complete new game. New open-world campaigns (plural!) with new regions to explore, and a new way to play. New heroes, new villains, a new approach to Voyage, new adventures and a new character progression system, new Titans and Primordials, new Gear, of course, so much new Gear, new crafting mechanics, ICP 3.0. New everything. The same richness of gameplay, story and worldbuilding, the same passion. Fully compatible with ATO. A new epic saga of Love and Revenge.

And this is what I will tell you now: unlike ATO, in Twelve Sins of Herakles you will play one of the many abandoned children of Herakles, with all that it entails: a unique named character, a personal story, evolving customizable skill trees, abilities and weaknesses. If you pair that with our Gear system, Titan classes and strains, and the new Allies, you’ll have an unprecedented way to create endless new builds that suit your playstyle.

Achemagoras: "We're coming for you, Father."

Achemagoras: "We're coming for you, Father."

Nemean Cloak. Also comes in White.

You will traverse a true open world in a non-linear, but still highly narrative campaign. True open world is the operative word here – you will be able to connect every Twelve Sins of Herakles region and map together, travel at your own pace in the direction of your choosing, no timelines, but annals. You think a Cycle is big? Wait till you see the connected world of TSOH! The freedom of exploration, discovery and choosing your own path and playstyle will be unprecedented.

You see that mountain? That's Erymanthia. You can go there. And get maimed.

Spires of Nemea...

Nemea: Here, we, go.

You may remember the Nemean Lioneater. It will devour you in the new Learn to Play.

You will again face Primordials, this time literally donning the bodies of Titans. But these are not your tame and restrained Argo-bred Titans. No. These are raw, wild, primal. Humanity feared these giants for most of its existence, and now you will learn why.

Not your daddy's Titan.

So uncivilized. Let's see how he fairs against an Argo-bred...

Oh. Ok.

This is just small taste of what is to come: we have so many surprises and additions planned, so many improvements! What stays the same is our dedication to deliver the best quality game there is, and to create rich worlds full of exploration, possibility, secrets, gripping stories and down to the wire tense boss battles!

Stay tuned!

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Twelve Sins of Herakles - Dev diary 02: True open world