is an upcoming game devolved by Double Fine
; the brain-child of Brad Muir who previously brought us Iron Brigade
, and is the second Double Fine game funded by Kickstarter
. Following on from the more open development approach of Broken Age
a public "live-team-steam" is broadcast every fortnight discussing new ideas, cut material and progress. Currently alpha so anything and everything might change as the game develops.
The player takes control of the immortal ruler, an overseer to a mythical kingdom under a prolonged war against corruption demons (Cadence), manipulating the bloodlines of the land's heroes to sire stronger warriors to combat the ever increasing threat of the demon incursion.
Massive Chalice provides examples of:
- All Your Base Are Belong to Us: Keep missions sees you fighting off an invading force; lose and you lose the area and that family.
- Ancestral Weapon: Fallen heroes have a chance of creating a relic that can be passed on down through their bloodlines; giving stat boosts and other bonuses.
- Arbitrary Headcount Limit: You can have multiple heroes lying around but so far you can only pick five to go into battles.
- Badass Grandpa: The game is designed so this will happen with the bitter pill that if you use him in battles he won't be able to have children.
- Cut and Paste Environments: Craftily utilized due to the tight budget; all levels so far only have a minimum number of objects necessary with liberal use of rotation and size variation giving the impression of unique objects.
- Demonic Invaders: The Cadence.
- Development Gag: Several still on going "we've talked about" being the most prominent. It's good fun however to see how the "Time Fist" evolves as the game progresses.
- Doing Research: As time progresses you will unlock demonic weapons; these have unique bonuses and draw-backs but can't become relics.
- Eldritch Abomination: The Cadence all look suitably bizarre with one having the "head" of an orb held up by multiple arms sprouting from it's neck.
- Evilutionary Biologist: Amusingly the player can become this. Coldly selecting "favourable" traits for the heroes they retire, while throwing those with undesirable traits into harms way, or completely out of the way into research. In some effort to curb this the devs separated traits into genetic and personality; so you may keep somebody that is a slow learner (less exp) but is quick footed (higher evasion).
- Generational Saga
- Going Through the Motions: Repeatably mentioned in the "team-streams"; wherever possibly every character will be using the same set of animations to save time and money.
- Helmets Are Hardly Heroic: heroes won't be wearing helmets to allow you to see character traits that will vary depending on their linage.
- Heroic Lineage: A key component of the game is the careful cultivation of these a the start to provide better warriors in the end game.
- Improbable Weapon User: The three core hero classes are sporting; a portable battering ram, a lacrosse craw that flings potions, and a bazooka-styled-crossbow.
- In-Universe Game Clock: One of the more extreme examples of this trope, the game has the Epic Timeline; completing the game will take several generations, at least 200 years depending on the game's settings.
- Isometric Projection: The game is fully 3D yet the camera is constrained only to provide four different views, all giving the game this look.
- The Lost Woods: One of the five areas of the game sees you fighting in a dense mangrove.
- Minored in Asskicking: Sagewrights keep their stats and when their guild is attacked they're placed on the map with a simple hammer. Not terribly helpful for hunters and alchemists but if it's an experienced ex-caberjack then they'll pack quite a punch.
- New Weird: The team have gone out of their way to avoid the common Medieval European Fantasy creating a new world with Russian and Mongol influences.
- Never Mess with Granny: That (slightly) smaller aging grey woman on the battlefield may just be the strongest thing on it! Of course using her means she can't have children.
- Player and Protagonist Integration: You are the Immortal King awakened from a long slumber to lead with the cadence attacks.
- Rated M for Manly: Despite equality among the in-game sexes the game seems to be leaning towards the similar direction of Iron Brigade.
- Renaissance Man: The Sagewrights, as shown in their character design, are a highly eclectic bunch. Their skills range from scholarly research, forging weapons and large scale building construction.
- Shifting Sand Land: One of the five areas takes place one a dried up river bed with bizarre coral-like vegatation; taking influence from real-life salt-flats.
- Short Range Shotgun: One of the planned demonic weapons features a massive cross-bow styled shotgun with reduced range.
- Shout-Out: The Alpine level is populated with White Birch trees, a nod to prototype game White Birch made in Amnesia Fortnight.
- Standard Status Effects: We already have poison and slow tiles in the game. Slow tiles also work on enemies.
- Suicide Attack: One of the enemies attacks will be exploding close to your men; causing damage but also corrupting the surrounding area.
- Surpassed the Teacher: You better hope this becomes the case as it's directly linked to the level progression of the game. Children sired from high level parents gain a few free levels and with further training a couple more; this in turn allows them to level up past their parents and teachers, meaning that eventually their children will start with a higher level than their parents, and so on.
- Variable Mix: Even in the early stage this was the case, thanks in no small part to the team's previous experience from Brütal Legend.