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Showing posts with label Visions of Zosimos. Show all posts
Showing posts with label Visions of Zosimos. Show all posts

Friday, September 16, 2016

Materia Spotlight- Mephistopheles Gift

“Mephistopheles is a demon- a worker of Satan- who grants corrupted men with a gift. Mephistopheles is known from his deal with Johann Georg Faust in which he exchanges his soul for unlimited knowledge and other pleasures. In the Afterlife, Mephistopheles grants the Student a more physical gift with a very powerful flame. This flame allows the Student to cast physical, magical and astral cards at a reduced cost but will get hit rather hard if they are attacked.”


Welcome back Students! In this Spotlight we will be looking at another Construct but on the Dark side known as Mephistopheles’ Gift! As you read above, this fire Homunculus takes the idea of trading something valuable for something just as valuable. Like Faust, you’re receiving immediate gratification for your body which may not affect you right away. This was another card where the name came first and the Ability came second.


Mephistopheles’ Gift specifically states that your cards cost 1 less to play. Attacks made against you gain 1A (This includes Magical and Astral attacks). This passive is extremely powerful and has a lot of utility. It is easy for new players to pick up and play multiple cards without worrying about dice fluxing too much. It is difficult to master however because that additional dice hitting you can add up really fast. When designing this card we thought about how powerful it was to be able to cast cards with less dice for ALL pools. So we initially had the enemy roll two dice instead of one. If you didn’t already guess, this overwhelmed your Homunculus and made games extremely one sided so that was changed after quite a few paper prototyping sessions.  


Thanks for reading and if you didn’t know, Visions of Zosimos was Greenlit! This means we will be working extra hard with check out our new Patreon too! We will be offering exclusive content and discounts for donators. We are also working on a physical board game which we will have more details on that soon!




Friday, September 9, 2016

Materia Spotlight- Behemoth

“The great beast Behemoth was described by Job as a great, powerful and gentle beast. His bones are as strong as pieces of brass and are like bars of iron. The Light Realm took the opportunity and retrieved the fallen beasts’ bones and have being using it as Construct Materials.  The Behemoth lives on in the form of the Homunculus and it shows in the way it acts in the battlefield. It’s strong legs propel the Behemoth and the added momentum pushes back any creature that gets in its way.”


Welcome back students! In this Spotlight we are going to look at the Materia Card, Behemoth. If you didn’t know, Construct’s are what determine your Homunculus Movement Speed and Attack Range. This Construct, specifically, is all about moving around the board because of its passive ability. It is similar to Charge in the sense that as you move you gain power but it is unique in the sense that for every two movement, instead of Attack Dice you gain a point of Knockback. So as the Behemoth moves it builds momentum and with a total movement of four it can knock enemies back up to two tiles.


In the last post, we talked about what came first, the Name or the Ability and with the Behemoth I cannot rightfully say what did. However, I do know it’s ability was based on its art and model. Materia Cards did not start with abilities. They only determined the amount of dice your homunculus starts with. With that said, we had the model made and the rhinoceros horn really stood out to us. We wanted to feel like it was creating a stampede or a rabid animal chasing you down. We didn’t want to straight out give it charge (Which may not have existed at the time!) This is why we gave it this knockback ability that is based off movement.


The Behemoth is by far the most offensive Light Earth Construct and Materia overall. It is strange to think of Light Earth as this offensive force but they can pull it off very well and even if you don’t want to get up close and personal you can use this knockback as a way to control the board. The knockback the Behemoth has is based on the direction you are facing making it easy force minions into Glyph radii, Ambush trigger radii and into allied minions, walls or choke points. There is a lot you can do with a direct knockback!


Thanks for reading and we hope to see you this year at GenCon 2016 August 4th through the 7th! If you are new and would like to play the game yourself, click the link below and we will send you an Alpha Key!




Tuesday, May 26, 2015

The Music of VoZ

We have recently been adding our music from Visions of Zosimos onto our YouTube channel for everyone to enjoy. Our amazing award winning Sound Designers are doing fantastic job composing music that truly contributes to the overall atmosphere of our game . Enjoy some of our soundtracks below, and subscribe to our YouTube channel to stay tuned for more of the Music of VoZ!

Saturday, May 23, 2015

How We Test and Improve Game Design

Here at Forever Interactive, we believe strongly that evidence of what works is infinitely better than decisions made purely on gut reactions and instinct. To that end, the Design team is constantly trying out new ways to revise the game, to make it even better in the end. If a change is deemed necessary, we embrace it, even late in development. Our resource system is a perfect example of this.

For quite a long time, the resources in Visions of Zosimos worked as follows: your resources were determined by which cards you chose when creating your Homunculus, and they remained largely unchanged for the length of a match. Thanks to our Flux system, those resources shifted as cards were cast, attacks were made, etc. All seemed well- our card costs seemed appropriate, people could cast their cards. However, a member of our Marketing team brought up a major flaw with this system. Drawing upon his years of experience as a player of Magic: The Gathering, he proceeded to point out that while we had resources, there was no resource management. That may seem like a subtle distinction, but it is important. Managing resources is a layer of strategy that was both intended from the beginning, but a core appeal for the type of player we want to play our game. As it stands, the player rarely has to even consider their resources, much less strategically manage them. This team member went on to explain a full revamp he had in mind.

The suggestion was a big shift, but radically changed how we would give resources to the player. First, the Homunculus would start with a very low number of dice at the beginning, gaining a die to the pool of the player's choice every round during the Transfer phase. This would allow the player to adapt to the match not only based on their deck composition, but based on what they had in their hand and what the opponent was doing. Additionally, card costs would need to be altered considerably to allow play to continue; the current ones were much to high to fit with the suggested model. Finally, Elemental Dice were to be removed- in their current state, they serve as an extra complication the player does not need, and a crutch that helps enable the kind of play we've been seeing — ignoring resources in favor of simply casting everything you can, every round.



The next step was to test it out, which took us roughly two weeks. After several matches with the updated rules, several things became apparent. First, the initial numbers for the Homunculus were too low, and the resources trickling in too slowly. We'd made the Homunculus incredibly vulnerable and fragile to boot- it essentially shut down the game entirely. After some tweaks, the numbers were less dramatically low, but we discovered that our lowered costs were creating the same problem we had before; we could play out our entire hands every round with impunity. By sheer dumb luck, our original costs worked perfectly within the new system, forcing players to consider their choices when building their forces during a match. The last tweak was to gaining new resources- one die per round was simply too slow. After some trial and error, we settled on giving the player two dice each turn, but restricting them to placing the new dice in separate pools (Body, Mind, or Soul). After the first five rounds, the player would receive no further dice automatically.

Our final step, believe it or not, was more testing. The difference, however, was in whom the players were. Up until this point, our testing had been strictly in-house. After getting a set of rules we felt worked, we took the paper prototype on the road. Not only did we try out the new rules with players familiar with the old system, but also brand new players. Surprisingly, the new system was universally preferred over our current rules. Armed with this new information, it was an easy decision to approve, and this new resource system is now in the backlog to be implemented into the full game.


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So, to sum up the new rules — Materia cards will determine what abilities and Life Points your Homunculus has, not its dice pools. Every Homunculus will start with 2 dice in both attack and defense of all three pools, for a total of 12 dice. For the first 5 rounds, the player will be given 2 dice to distribute to separate pools as they choose, prior to being able to transfer dice as normal. Finally, Elemental Dice will no longer be used. With these changes, the game has its intended layers of strategy-deck construction, resource management, and battlefield tactics.






- Dave Brown, Lead Game Designer

Wednesday, May 6, 2015

Thanks to all of you...WE DID IT!

We couldn't be happier here at Forever Interactive today as our Kickstarter campaign has successfully been funded! We are proud to announce that with the help of our wonderful 63 backers we managed to fund our campaign for 127% for a grand total of $5,116! A huge thank you to all our backers and to everyone who helped spread the word and helped support our project. We could not have done this without your help! We are going to have some epic battles with you all at Gen Con 2015!



Once again, thank you all for helping us make our dreams your reality!

Stay tuned in for more updates on VoZ on all our social media sites and our communities!

The Forever Interactive Development Team

Sunday, May 3, 2015

Just Hours Left To Still Become a VoZ Backer!

We are currently only hours away from till our campaign comes to an end! Don't miss out on your chance to become an exclusive backer and earn some really epic VoZ rewards! Did you miss our most recent updates? No worries, just click on any of the links below!

Project Update #25 - Homunculus Lab Showcase

Project Update #26 - The Future Lobby System

Project Update #27 - The Future Raid Game Mode

We would like to thank each and every backer for their amazing support throughout our campaign! We could not have done it with out you all!

The Forever Interactive Development Team

Sunday, April 26, 2015

You Got To Support Your Local Stores!


The Visions of Zosimos development team has recently been hitting the road hard with our Paper Prototying version of our game. We here at Forever Interactive believe that customer engagement is our number one priority as a independent game studio. We have been to a number of local stores and a convention recently so we just wanted to share a some pictures of our most recent trips playing VoZ with some really awesome people!




















Stay tuned into our social sites for when we will be at a local store near you!

Jorney Onward!

The Forever Interactive Development Team
"Visions of Zosimos"

The VoZ Kickstarter Countdown!


The development team here at Forever Interactive would like to personally thank each and everyone of you who has backing us on our Kickstarter campaign. Whether it was sharing or retweeting a post, or it was actually backing our project, we just want to let you know that we appreciate you for your support!

In case you missed our most recent Kickstarter updates...
  • We recently had added a new tier onto our Kickstarter! Our Immortal+ Local level tier grants you and a guest access to our pre-launch dev party!
    • Check out the Immortal+ Local Level tier HERE.
  • Project Update #14: Quest 2 is still looking for a winner! Want to be the first person to receive a redemption code for the Damned Soul to use as a minion in game? 
    • Find out how to win by going HERE.
  • To reach 3k on our campaign, we introduced a drawing for all Kickstarter Backers. We broke our 3k mark just yesterday! Three lucky winners were awarded a FREE VoZ Digital Booster Box ($100 value).
    • Find out who the winners are by going HERE.
  • Want to download some really cool VoZ wallpapers? 
    • Click HERE to go to our Project Update #17 of our Kickstarter for the link to download the high quality wallpapers!
  • As of today we are currently sitting at 41 backers, and are 90% of the way funded! We couldn't of done it with out the wonderful support of our friends, family, and our players!

Keep spreading the word of VoZ as there is only 7 more days to become a backer and earn some really cool in game exclusive rewards!

Thank you and stay tuned in for more!

The Forever Interactive Development Team
"Visions of Zosimos"

Monday, June 2, 2014

The Inclusion of Victory Points

Visions of Zosimos is clearly a rare breed of video game.  It is the first true MMO CCG and board game. It is also one of the few games that is both a tactics and strategy video game. Tactics, dealing with the how a battle should be fought within a given board and how many minions and wandering monsters they must face.

Strategy, planning out your strategy to achieve certain goals is more long term planning than tactics. With the inclusion of Victory Points, Visions of Zosimos will have a whole new layer of strategy that we haven’t had in the game. Victory Points will ultimately determine the winner of each battle. Victory Points will change depending on the map making players rethink their strategies as well as their tactics. Killing the enemy homunculus is still the main goal but may not always claim victory. With the Victory Point system, players will earn points for defeating wandering monsters. The strength of the monster will determine the amount of points you will earn with the homunculus always being the most. In addition to this, games will have bonus objectives like conquering a boss’ territory after defeating it or collecting objectives on the board itself, such as bits of lore or relics that could be fought over. Be careful with enemy territories though, because bosses may re-spawn! Another thing to keep in mind is that objectives are long term and the points are gained at the end of battle. Victory points are currently under testing, both the points above and other objectives like achieving first blood from killing a minion.

Victory Points allow players to shape decks based around earning certain Victory Points. We also believe that they will create a sense of randomness so games are always new and exciting. Victory Points also create new strategies for team battles. For example, a three vs three match could mean one player goes for collecting lore pieces while the other two go after wandering monsters and lore pieces. Some teams may even try to end the game as soon as possible and go straight for the enemy homunculi.

Special Announcement for those who wish to join us!


For those who are trying to log in to old clients or players who wish to become part of our Open Alpha. The client that is downloaded is out of date due to a recent engine upgrade. It is in the process of being fixed. In the meantime, you may use a generic player client available for download here:


Inside are two files. First, run LnchInst.exe to install the Launcher. Then double-click the heal file to begin the client installation. After you login you will need to choose a world (there should only be one choice). Enter the world called "Forever Interactive Beta". The client will likely need to stream the art assets which can take a while. So please bear with us; once you are able to get into a game with that client, future loads will not take nearly as long.

We will keep you posted when there is a new official player client available.