What is the Saga of Lucimia?
The Saga of Lucimia (SOL for short) is a group-based, high-fantasy MMORPG. It combines rich storylines with elements of classic table-top RPGs and the earlier forms of dungeon-based, group-based MMORPGs.
It is built with the Unity engine. Currently, we are working with Unity 5, which should carry us through the development of Volume I of the saga.
What do you mean when you say group-based?
Think about Dungeons & Dragons; the vast majority of sessions aren’t just one person sitting at a table with a Dungeon Master. Rather, the most fun is had when you are sitting around with a group of friends sharing in adventures together over a session of several hours.
It’s the same thing with Saga of Lucimia. This is a team-based game where the best rewards in terms of adventure, storyline and gear, come from overcoming challenging content that is experienced with a team of your best friends and allies by your side.
For more information, read this blog post on The Meaning of Group-Based Gameplay.
What size will groups be?
We are focusing on an 8-man party system. Small group content will be 3-4 man in the overland zones. Well-geared and skilled players may be able to duo or trio content slightly below them in terms of difficulty, but only in the areas close by outposts and cities; dungeons will require full groups and raid parties to work through.
What size will raids groups be?
While nothing is set in stone at this point, we anticipate x2, x3 and x4 group encounters (up to 32 players).
Will there be solo content?
You will be able to explore within cities and outposts on your own, as well as craft by yourself in between adventuring sessions and work on leveling up certain skills, but any time you step foot outside of the protection of a city or outpost you are entering a world of adventure and danger, a place where you dare not venture alone. This is a challenge-based game focused on group content.
What do you mean, “challenge-based”?
Challenge means different things to different people. For us, it starts with group-based content.
If you make the decision to leave the safety of town and its guards, it’s not a decision you should be making lightly. While there are little things you can do just outside of outposts and cities in micro-sessions of 30 minutes to 1.5 hours alongside two or three of your friends (gather pelts and harvesting supplies, raid small bandit outposts, etc.), the further you go afield, the less civilized the world is, and the more dangerous things become.
You need a balanced group of adventurers to handle whatever you might come across in the wild. You need gear. You need supplies. Bandages. Potions. Scrolls. A pack mule. Rope. Never leave home without a good length of rope.
It’s an excursion, not an afternoon stroll down to the river to pick daffodils for your sweetheart or mum. You need to prepare for adventures that will take multiple game sessions to complete, just like with a Dungeons and Dragons campaign. We are talking days to weeks, and in the case of epic quests, months.
Think the Mines of Moria; we want every dungeon and adventure our players encounter to be on par with what The Fellowship encountered while being forced to skip the pass and head into the mines.
Beyond that, we’ll be adding other mechanics to up the ante. For example, there won’t be mini-maps in this game. You’ll be navigating based on your own ability to figure out where you are in the world or a given zone. You’ll be able to find maps for cities that you can store in your inventory and open up to help you navigate the streets, but there won’t be a glowing dot with a “You Are Here” marker; you’ll still need to be able to read the map and figure out where you are in the city.
There will also be NPC-dropped maps that are part of quest chains, as well as those given to you by NPCs as part of quests, but those won’t be linked to a mini-map. Instead, it will be based on your ability to read the map in real-time and navigate the world using descriptions and landmarks in conjunction with those maps…if any exist in the first place for whatever it is you are looking for.
Also, there will be corpse runs; if you die in the wild, your gear will remain on your corpse and it will be up to you (and your friends) to work your way back to where your corpse remains to recover your gear and continue your adventure.
What is the story of the game?
The Saga of Lucimia is based on a four-book series drafted by T.W. Anderson in 2008, which in turn was based on a D&D campaign world he created in the late 90s and enhanced and DMed for more than a decade. You can read more about the creation of the game lore here, as well as read the chapters in the Story So Far section of the site.
Skill system? What about classes?
The Saga of Lucimia features a skill-based leveling and adventuring system. Players have the option to choose their own combination of skills at character creation, thus creating a completely unique, class-less character based upon the concept they choose to pursue. However, we also have dozens of traditional “classes” laid out based on a combination of various skills, allowing players to choose from familiar archetypes should they desire (such as Ranger, Monk, Thief, Warrior and beyond).
We have already developed over 40 unique “Classes”, which are combinations of skill sets as well as unique skills assigned to those individual pre-built characters, which you can choose from at launch.
However, some of their abilities are unique to them….which means if you are starting a character from scratch you won’t be able to select certain abilities at creation. Instead, you’ll have to find the trainers in-game and not only have the relevant statistics (high enough STR/DEX/whatever), but also faction/etc. in order for that NPC to want to train you in that special ability.
So, while you can choose to custom create from scratch, you’ll also have over 40 class-builds to choose from at the beginning.
Will there be PVP?
No. We are a purely PvE title.
Will there be crafting?
Yes. There will be solo crafting and group crafting, as well as solo and group harvesting.
Will there be housing?
Yes. There will be a mixture of player-built and rentable housing.
What can I do in the game?
The Saga of Lucimia is first and foremost an RPG, which means there is an underlying storyline that accompanies each Volume of the game. Players have the option of following this primary storyline through quests laid out over the course of the game, as well as pursuing content across the entirety of the continent of Lucimia in a true sandbox-style environment.
Players can also specialize in a wide variety of combat and non-combat skills provided by our robust skill and crafting system.
Bearing in mind that we are building a sandbox-style game, there will still be theme park elements of the game in the sense that certain questlines will have a pre-determined point A and point B. However, there will be no quest hubs nor will you be required to follow a specific series of quests to gain skill points and level your character.
However you choose to play the game is how you grow your character and immerse yourself in our world.
It’s important to note that since we have zero quest hubs, and the quests that exist are 100% optional, how you choose to play the game and experience our world is entirely up to you and your friends. Want to be explorers, crafters, or merchants who caravan goods from city to city and outpost to outpost? Go for it! Want to follow the main storyline and partake in the lore of the world? Go for it!
Sandbox = your decision.
Will there be more than one episode?
Yes. There are currently four books in the Saga of Lucimia series. Each book represents a game Volume, or release. The initial game release is Volume I, and there are three expansion volumes currently planned, with original content to be created beyond that point. No release dates are available at this time, but we anticipate a release schedule of roughly every two years in regards to the follow-up expansions.
When will Saga of Lucimia be available?
The project started as an idea in early 2014. Our friends and family alpha began in early 2015, with our Early Access kicking off September of 2015. We have the benefit of being self-published, which means we aren’t working against an official timeline, but rather our own internal timeline. We have an estimated 2018 release.
Will there be an open beta for Saga of Lucimia?
No, there will not be an open beta of our game. Anyone who wants to help us test our game can do so by pre-ordering a copy of our game at any one of the varying levels of backer tiers available, which will allow them Early Access to the alpha and beta builds as they are available.
What is Early Access and how does it work?
In many games, Early Access is a chance for players to get a headstart on content. They pre-order the game as a way to get in early, to “farm” data and content, and get a headstart on everyone else.
That’s not how we are treating our Early Access.
For us, Early Access is there for players who are extremely passionate about our game, and want to help us test it from the earliest, ugliest, glitchiest stages of pre-alpha, all the way through to the final product. As of this writing, our EA players test builds on an as-needed basis; every few months. They kick the buckets that we ask them to kick, and they help us test mechanics, infrastructure, and the core game.
However, they don’t have access to game content or storylines. Instead, we’re hand-picking a select few out of the Early Access program; those who are the most passionate, the most loyal, the most trustworthy, and the most dedicated to helping us build this game into the final version. Those who are hand-picked get a special invite to join us on the actual test server, where we’re testing actual game content ahead of the launch of the game.
While we don’t have an NDA on the Early Access test weekends (not necessary since we aren’t testing game content there), we do have an NDA in place for those players who are selected for our test server.
Want to make it to that level? Pre-order the game, get involved at the forums, and show us that you are here for more than just a headstart on other players. If you believe in what we are building and want to help, actions speak louder than words.
What platforms will Saga of Lucimia be available on?
Windows, Mac, and Linux are planned.
How can I help?
Follow along, spread the word, share our content via word of mouth and your chosen social media platforms, get ivolved at the forums, and grow the community! And if you are super-excited with what we are doing and you want to get involved in the Early Access program, pre-order the game today!
What will the costs to play be?
We will be a subcription-based game. There are numerous reasons for this, mostly relating to the fact that we aren’t creating a solo-style, play-5-minutes-here-or-there style of game, free-to-play game where everything revolves around micro-transactions to cater to the guy-who-only-plays-five-minutes-per-month-and-doesn’t-want-to-pay-a-subscription-for-his-hobby.
Instead, we are catering to the players who understand group gameplay, who thrive in Dungeons and Dragons-style environments where sessions last three to six hours, and who play multiple times per week within those groups: the 15 – 20 hours per week players are our “core” audience. The players who immerse themselves in our world, who take up their personas and BECOME Lucimians, the ones who play enough per month to justify paying a monthly subscription…YOU are our core players and who we cater to.
While our final price isn’t set in stone, you can expect it to be in the ballpark of 15 to 20 dollars a month.
Your monthly fee gives you access to 100% of the game. No locked content hidden behind pricing points, no micro-transactions required to give you access to a mailbox or chat abilities…just a flat monthly fee to play the game.
Your purchase of the initial game (via the release version or by purchasing a pre-order) will include a free month of gameplay, as traditionally done in the past. Lifetime subscription options are available with higher levels of pre-orders.
Price is not set in stone; more on this to come at a later date.