(WIP) Magician’s Voyage: A High Fantasy Solarpunk Adventure Game
Hi everyone! I’m finally ready to share the demo for my WIP.
To access the most recent update, consisting of the fifth and final Pordezzo branch, with 24,000 words of new content, choose to “spend the morning at the docks”, once you arrive in Pordezzo (the choice comes right after you select your outfit for the day). What you do after that is up to you
It’s your first job as a full-fledged Green Magician! The Magicians Order has hired you to transport magical artifacts across Midland, where they will be studied and their true natures revealed. You must travel to The Library with a band of magic users, making friends and enemies along the way.
This game takes inspiration from solarpunk, steampunk, and high fantasy. Explore a world where life runs on magic or the power of the sun, where flowers grow from magical influence, ships sail on golden wings through the sky, and where everything is under the watch of the Magicians Order. Will you join the Order, or rebel against them?
The demo covers the first three playable chapters, at 105,000 words, with an average playthrough of 20,000 words (This means there are a lot of different paths to explore, so feel free to play multiple times to test out multiple branches, if that’s your thing).
You can leave feedback here, or email: firstname.lastname@example.org
You can also follow my progess and updates on the game’s blog: http://magiciansvoyage.tumblr.com
Play as woman, man, or nonbinary; straight, gay, bisexual, or asexual; polyamourous or monogamous.
Follow the law or break it. Stick to tradition or forge a new path.
Perfect your plant magic with knowledge gained from books, gardens, and hedge witches, or learn technological magic and shapeshifting.
Watch airship races, fight using magic swords, and cook a meal with enchanted ingredients.
Guard magical artifacts and uncover their mysteries. Visit a Solar Commune and use your powers to defend it.
Explore themes of trust, comradery, and friendship. Relax on cozy, sun-filled afternoons, fly through the air during spellbinding battles, and unravel cryptic secrets with the help of ancient wizards.
Explanation of the Magic System
There are three major disciplines studied by magicians in Midland.
Greening: Plant Magic. This is the magic the player character studied at The University. Greening can grow and manipulate existing plant life, to the extent that living plant matter may be used to build structures or function as weapons. This magic can also improve crop yields and develop new plant variants.
Fielding: Energy magic. Fielding involves the manipulation of raw magical energy. It can create energy blasts to attack enemies in battle, as well as form defensive magical barriers. Fielding also covers the study, creation, and maintenance of magical items, and machines that run using magical energy.
Shaping: Shapeshifting magic. Shaping is used by its practitioners to transform their own bodies. Alterations may be purely cosmetic, but Shaping is more often used to perform feats of strength, or to transform the magician’s body into a weapon.
Magicians are generally discouraged from studying too extensively outside of their chosen discipline, and combining magical disciplines to create unique hybrid enchantments is strictly forbidden.
Magic is performed by drawing power from ley lines, concentrated areas of magical energy that flow through the sky like rivers. This magic is accessed via a wrist bracer worn by the magician.
Bracers are licensed by the Magicians Order, and allow a magician to bypass the protective wards placed around the ley lines. In this way, the Order controls access to the lines, and the power contained therein.
In addition to the ley lines, there is also ambient magic, which is much less concentrated and powerful. Ambient magic is used by some to perform small enchantments, but in a very limited capacity compared to those performed by licensed magicians.
For example, a gardener may use ambient magic for a small increase in plant yield, but not to make plants grow and mature instantaneously, like a Green Magician might.
The most powerful effects using purely ambient magic are said to be those achieved by SolGuard Healers. Their exact methods, however, are closely guarded secrets.
List of NPCs
Pictured above are artbreeder portraits for the main NPCs/Potential ROS. (From left to right, top to bottom, there’s Aja, Rem, Grusk, Kel, Luc, and Ines)
The player can pursue friendship or romance with these characters. There are no penalties for dating more than one npc, and if the player pursues relationships with more than one, unique character interactions between those npcs may be unlocked.
Description: Specializing in Field Magic, Aja is the archivist in charge of the artifacts during the journey, and she plans to stay on at The Library after the delivery of the objects to aid in their study. She and the Player Character both graduated from The University in the same graduating class.
Appearance: Short and fat, with dark skin and glasses. She usually carries a satchel, which contains the artifacts.
Character Traits: Outwardly chill/internally anxious, huge nerd, gets along with everyone.
Description: Another magician in the Player Character’s party, Rem was also hired by the Magicians Order to help deliver/guard the artifacts. They knew both the Player Character and Aja at The University, where they studied Shape Magic.
Appearance: Highly Variable. They usually change their form to best suit their current outfit. (Rem naturally has brown hair and dark brown eyes, but they often opt for something more colorful.)
Character Traits: Flamboyant, knowledge-seeking, impulsive, gregarious.
Description: Kel is a SolGuard Healer. He was hired by the Magicians Order to provide Healing to the party in the event of an emergency.
Appearance: Brown skin, wavy, slightly curly hair, which he wears short and usually hidden under his sun mask, and brown eyes. He wears Healers robes.
Character traits: Stubborn, idealistic.
Description: A representative from the Magicians Order who will be traveling with the party to ensure the delivery goes smoothly. She is a magician who specializes in Field Magic.
Appearance: Very put-together with immaculate makeup. She wears blue Fielders robes and has dark hair, light skin, and hazel eyes.
Character Traits: Ambitious.
Description: He is the mechanic working on the airship the party takes over the mountains.
Appearance: A fat, muscular, bearded man with a mechanical arm and leg, which are outfitted with slots for his tools. He has short brown hair, light skin, and brown eyes.
Character Traits: Creative, industrious, outgoing.
Description: She is the swashbuckling pilot of the airship.
Appearance: A thin, wiry woman who wears a sword at her hip. She has a mussy shag of black hair, which nearly covers her eyes, and almost completely conceals an intricate, winding tattoo along the side of her neck.
Character Traits: Blunt, determined.
These NPCs can be encountered in some playthroughs, and may show up later in the game. A * by the character means they are romanceable.
Description: A PlantGuard and polar nomad, Alma is visiting Midland when you met them. They, like you, are skilled in Green Magic, and employ it in their work for the Sunkeepers, as well as in their projects with Arabella.
Appearance: Short curly hair and glasses. They wear PlantGuard robes.
Description: A seamstress and designer working on a clothing line for magic users with PlantGuard Alma. Arabella is Rem’s friend (and ex-girlfriend).
Appearance: Long straight hair, average height. She dresses elaborately, with many trinkets and jewelry.
Gender: [ … ]
Description: Twig works the pit crew of Honeyeye, a racing airship. They are the third member of the band “Blood Wolf,” along with Luc and Ines, who they’ve know since childhood.
Appearance: Thin, average height, with spiky hair.
Gender: No thanks.
Description: Krumpus is a Fielder working for the Magicians Order. They were freelance, like you, for several years, before joining the Order as a full member.
Appearance: Bald, fat. Wears glasses and Fielders robes.
Description: A prospective member of the Magicians Order, Guy has been shadowing another Shaper, hoping to gain enough favor to land a management position in the organization.
Appearance: Scruffy. He wears a worn-out red coat to signify his occupation as a Shaper.
Description: A Fielder working on a new energy project for the Order, called Ambifield.
Appearance: Cool grey eyes and a short frame.
Description: Another Fielder working on the Ambifield project for the Order.
Appearance: Tall, muscular.
Description: A Greener with the Magicians Order. She works primarily on the Order’s agricultural projects.
Appearance: Tall, charismatic. Dazzling smile and a shock of dark, curly hair.
The tone of the game is generally pretty light, but there will be occasional serious subjectmatter.
Some playthroughs will contain:
- Fantasy Violence
- Implied Drug Use (Cannabis)
- Body Horror
- Xenophobia and Religious Persecution
I’ll add to this as I make stuff
[Image ID: A golden sun mask is suspended against a blue sky. The mask is held aloft by magical vines, which wrap themselves around it. /End Image ID]
[Image ID: A variation of the first golden sun mask image, this time on a dark green background with golden vines. The image is distressed, as if from an old book. /End Image ID]
[Image ID: A rendition of the cast in pixel art. Each cast member stands in a field of green grass, and a pixelated “Magician’s Voyage” logo stands above them. /End ID]
Feedback I'm Looking For
I’d appreciate feedback on:
- Spelling errors/typos.
- Coding errors.
- Pacing/Clarity (Does the speed at which the story moves along work for you? Were any parts difficult to understand?)
- Screenshots of your stat screen when you complete the demo are always helpful! If you share these, I can use them for stat balancing in the next update(s).
- Anything else you liked or disliked, or just feel like sharing.