It’s been almost two weeks since MuHa Games launched their Kickstarter for Thea 2: The Shattering. During that time, the game has earned $44k, bringing it close to being fully funded.
What can we expect from the next installment? In one of their updates, MuHa revealed some of the main differences between their first game, Thea: The Awakening and Thea 2 :
- Islands, Seas and Boats – Which will allow you to travel between two land masses
- Pets – That’s right, everyone needs one
- Customisable God Traits – Who doesn’t want to create a God in their own image?
- Three Person Co-op – Because what’s better than playing with a friend? Playing with two of them!
- Biomes – Six new ones so far
- Factions – Everyone needs a frenemy to fight off despair and boredom while trying to save the world
- Multiple Settlements – This is a big one actually and a serious departure from Thea 1
But one of the biggest differences is the update to the card resolution mechanic. There’s a lot going on here, so we’ll do our best to summarize.
According to MuHa, the sequel will have different types of challenges to resolve problems, so that brute force is not the only way. There are three challenge types: Physical, Spiritual, and Mental. Those three are also broken down into two subcategories – vs enemy or vs concept. Unlike Thea 1, in Thea 2 enemies will have a favored challenge type and will attack you with it – so you will not always win with brawn!
Depending on who you’re fighting there will be different scenarios including straight up fights, physical challenges (such as climbing or running), battles against demons or magic, and even social conflicts between groups.
There will be basic concepts carried forward from the original Thea, however many of the systems will be tweaked. For example, players will be able to use a single character’s skills multiple times in a battle, and won’t be forced to split their characters into separate melee and support decks. This should make individual cards have a bigger impact on the fight.
There will also be new skills and spells, and even the opportunity for divine intervention! Together, these changes should give players greater control over the challenges, allowing them to bring new strategies and gambits to the game.
- Setup initiative (who goes first in the preparation phase) is determined randomly
- The battlefield is split into two rows for each side (Melee and Ranged)
- The first line, Melee, is used to play the frontline characters, like warriors in a Physical Challenge. This line will deal and receive most damage. The second line, Ranged, provides support. You can play the same character multiple times, so even if you only have one, you can set them up on both lines to ensure victory.
- The challenge begins with a preparation phase. This phase always lasts 4 cycles for each side. During these cycles, you play your character cards and chose skills or cast spells to set up for the fight. Once a card is placed on the table, these choices cannot be changed
- Cards are deployed on the table in turns during the preparation phase. After 4 cycles of deployment the fight stage (where the combat is resolved) begins
- After the preparation phase comes the fight stage, where the cards are played against each other and, depending on the outcome, the next step is determined. If one of the sides is not beaten, the setup cycle will be repeated until one side loses all cards or surrenders
- Every character card has skills. The basic attack skill allows you to play the card in the Melee line and attack the opponent closest to you
- Each card/skill has action point (AP) cost. You can stack your action points during setup to spend on more expensive skills (not yet available in the demo) or play the strongest character multiple times
- You gain action points in every setup cycle up to the value of 7 AP. You do not have to spend them straight away. You can also play the same card more than once, but the cost of playing it will rise each time
- The fight stage will commence according to the initiative seen in the initiative queue on the right-hand side of the screen
- A character’s initiative depends on their Wits attribute, delay of the skill used and the preparation stage’s phase
- Skills are assigned either to the character or to an item. Their effectiveness however, is dependant mostly on the character’s attributes. So, if a skill uses Perception, it will be the character’s perception attribute that determines how well the skill worked
That may seem like a lot to parse, but we’re hoping that the community gets to see all of the work that has gone into improving just this one aspect of Thea 2.
So, if you haven’t supported Thea 2 yet, now is the time to do it. In case you haven’t read enough, here’s one more tidbit. The first stretch goal:
- Male and female voiceovers for all major quests
- Additional background art for each challenge type
- More character art
So yeah, Thea 2 looks to be on the right track for another memorable experience in the dark fantasy world of Slavic folklore.