Knights Saga: Revenge — Major Demo Update
Hey everyone, I wanted to share a larger update covering the recent changes and additions to the demo.
The current version contains Chapters 1–4 and is approximately 26,655 words without code and 28,513 words including ChoiceScript code.
This is still a very early demo, but the opening chapters have received major rewrites, and the first mission has been significantly expanded.
Writing and presentation improvements
Large portions of the story have been rewritten to make the prose feel more like a novel.
Paragraphs are fuller and more connected, dialogue flows more naturally with narration, and unnecessary line breaks have been reduced.
Characters now express more through facial expressions, posture, gestures, tone of voice, and physical reactions. The goal was to make conversations feel less like characters standing still and exchanging information.
Reimond and Miriam also have more distinct dialogue. They still fill the same central role, but Reimond is generally more playful and reckless, while Miriam is more reserved and controlled.
Chapter 1
The opening has been heavily rewritten.
The destruction of the protagonist’s village is now presented as a recurring nightmare and traumatic memory. The protagonist awakens at Thomas’s estate several weeks after surviving the attack.
Players can now choose:
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A first name
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A family name
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Eye color
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Hair color
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Hair length
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Height
The protagonist is currently written as male.
When they are alone, the protagonist may address Thomas as “Uncle” or “Uncle Thomas.” In public, he addresses him as “sir” or “Sir Thomas.” Thomas may address the protagonist as “boy,” “nephew,” or by his name.
The first training scene with Thomas has also been expanded. Thomas should now feel more like an experienced knight and demanding mentor instead of someone who is simply harsh.
The player can ask him several questions after training and learn more about how he fights and what he expects from his new squire.
Chapter 2
Chapter 2 has been rewritten and expanded to better show the protagonist’s first month of training.
Players can choose which skill they focus on and what motivates them to continue, including revenge, protecting others, gaining control over their life, or simply surviving long enough to choose their own path.
The first meeting with Reimond or Miriam has also been expanded.
Their friendship no longer begins instantly. The relationship starts through a dangerous confrontation and develops through shared injuries, conversations, food, training, and time spent together.
The player can succeed or fail during the confrontation depending on their strength, agility, intelligence, or cunning.
Thomas also reacts differently depending on the outcome.
Chapter 3
Chapter 3 begins after a three-year time skip.
The protagonist is now seventeen, physically older, more experienced, and still training under Thomas.
Reimond or Miriam is reintroduced with a new appearance and a stronger established friendship with the protagonist.
Their history has been expanded to explain how they began training with Thomas. Reimond and Miriam now have different versions of this scene that better fit their personalities.
Thomas’s history has also been expanded. Players can learn more about his family, how he became a knight, his experiences during war, and his relationship with the protagonist’s mother.
A money system has been added.
The protagonist receives a weekly allowance from Thomas and has personal silver that can be saved or spent. Thomas also provides separate mission funds for necessary supplies.
Before leaving on the first mission, players can purchase equipment, food, medicine, armor improvements, or save their money.
Chapter 4
Chapter 4 now begins the protagonist’s first real investigation.
The protagonist and their chosen companion arrive in Westmere and immediately find a tense public confrontation that is close to becoming violent.
Players have multiple ways to handle the situation, including direct intervention, careful observation, or using Lord Thomas’s authority.
The investigation also includes three different approaches:
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Leadership: Take control of the situation and organize the questioning.
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Intelligence: Examine the scene and search for physical evidence.
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Cunning: Quietly question townspeople before their stories can be influenced.
Each approach contains different scenes, dialogue, clues, and character reactions before returning to the main story.
The investigation has been written to avoid giving players an immediate or obvious answer. Witnesses may disagree, rumors may become exaggerated, and the player will need to decide which information can actually be trusted.
New and improved systems
The demo now includes:
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Three manual save slots
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Automatic saves at important points
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A dedicated save and load menu
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Character stats and appearance information
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A separate relationship screen
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Friendship, romance, and loyalty tracking
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A money and mission-funds system
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More skill-based choices
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Success and failure outcomes
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More consistent public and private forms of address
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Several ChoiceScript code and continuity fixes
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Improved Quicktest compatibility
I also fixed a recent Chapter 4 Quicktest issue involving conditional dialogue.
There is still much more planned for Chapter 4 and the rest of the story, but I do not want to reveal where the investigation or the larger plot will lead.
Thank you to everyone who has read the demo, reported problems, or offered feedback. The project is still early, but it is becoming much closer to the interactive medieval fantasy story I originally wanted to create.