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Peering Into the Afterlife - VoZ Developer Blog

Visions of Zosimos is a Free-To-Play Online Strategy Board and Collectible Card Game! Join us as we discuss design decisions, tactics and art!

Author: VisionsofZosimos

Claiming the Afterlife

Posted by VisionsofZosimos Monday March 25 2013 at 4:08PM
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In this blog, we have covered a number of subjects. We’ve described dice mechanics, the four elements, both realms, and delved into some deep lore for Visions of Zosimos. Today, however, we will be telling you about one of the most important aspects of the game – how to win!

In every game, victory is achieved by defeating any opposing homunculi on the game board. However, depending on which game board you choose, there may be other objectives as well. On a PvEvP board, you must not only defeat enemy homunculi, but also powerful monsters appropriate to the board. Defeating these monsters help advance the story and reveal the mystery and lore of the Afterlife in Visions of Zosimos.

Currently, there are three types of monsters on a given game board. They are Wandering Monsters, Bosses, and the Final Boss. All of them are considered adversaries, and they grant bonus dice to the homunculus of the player that defeats them. This bonus applies until the end of the current game. Bosses and Final Bosses may also give various other rewards, such as cards to add to your collection, as well as other surprises planned down the line.

 

The Bog Slave is a Boss Monster. He won’t go down easily!

 

Wandering Monsters are free roaming monsters that make their way around the board until they get close enough to a homunculus or its minions – then attack, doing their best to wound or destroy any they can. There are several kinds of Wandering Monster per game board, and each are specific to their realm. The number of Wandering Monsters increases the more players there are per team.

Boss monsters are considerably stronger than Wandering Monsters and possess special abilities. Unlike their wandering counterparts, they do not change in number based on the number of players, rather they gain strength as their opposition becomes more numerous, forcing a team to work together to defeat them. The number of Bosses varies from board to board, but there is one of each kind available to each team on the field. Boss Monsters are generally not visible on the game board until they are drawn out from specific lairs, marked on the board by specific tiles.

Once a team defeats all of its Bosses, it may draw out a board’s Final Boss. Between its raw power and potent abilities, a Final Boss will take a considerable amount of effort to defeat, but unlike normal Bosses, there is but a single Final Boss per board. It is only once the Final Boss and all opposing homunculi have been defeated that a winner can be declared.

 

As a Final Boss, the Spawn of Fenris may take several players’ concerted efforts to defeat.

 

It is here a decision must be made. The Final Boss grants bonus dice as well, but only to the team that has defeated him first. However, any other rewards are split amongst any teams still on the board. This means you must find a way to handle both the powerful Final Boss, and any opponents that seek to defeat both it and you.

This confrontation is inevitable, but how will you handle it? Will you work together with your opponent to try to take the advantage before destroying them, or will you attempt to bring them down first to gain all the rewards? The choice, as they say, is yours.

Alchemist Spotlight: Saint Albertus Magnus

Posted by VisionsofZosimos Monday March 4 2013 at 3:01PM
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I continue to dream. They do not fade like the dreams of sleep – rather, they linger like the dreams of a higher kingdom. I no longer confide in my brothers, for they report all aberrations to the Cardinal. I do not blame them. They are concerned for my well being. But they do not understand – they cannot understand – that God is granting me these dreams for a purpose beyond conventional understanding.

I find my thoughts going back to “boots the bishop” – Albertus of Cologne. A Bavarian and a practitioner of the sciences, his ideas weren’t any more foreign to the fathers of the church than mine. He had visions, as I do – the Virgin Mary came to him and convinced him to join our Order.

 

 

 

But where I shy and hide my visions and my desire to expand my mind for fear of persecution, Albertus embraced them and proclaimed them for all of Europe to see. He defended our Order against attacks from those who wish to remain closed to the Glory of the Kingdom of God as observed through the natural sciences. He studied all aspects of nature, science and mathematics and beyond.

Where did he find this courage? This strength? Did he ever doubt the vision that put him on the path? When people criticized and attacked the work of the Dominicans, did his conviction ever waver?

He not only studied these disciplines through the works of others, he researched on his own. Experimenting with chemicals and reagents, he expanded upon the labor of others by carefully working within the scientific method. He discovered the philosopher’s stone and witnessed the creation of gold by transmutation.

With his vast scientific knowledge, what did he do? He preached for peace. For understanding. He dreamt of a world where science and religion could co-exist, peacefully, so that all might understand the glory of the work of God as they see fit.

 

And he did not find himself censured by a cardinal. He did not find himself dreading to sleep for the dreams he might have. He did not question his own sanity and reason.

Contemplare et Contemplata Aliis Tradere. Our motto. Albertus’ life put into words. Is it my curse? To be taught lessons I can’t fathom by beings that subsequently enthrall and terrify me?

I hope for a dreamless sleep. But I dream of a world larger than conventional understanding.

 

Padre Gasparo Barbarigo

2 Marzo, 1418

 

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win an alpha key and more!

Eternal Tundra: Ice

Posted by VisionsofZosimos Monday February 11 2013 at 5:50PM
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In the beginning, there was only Fire and Ice. Fire is endless change, and thus the light of creation. Ice is far more than simple frozen water; it is preservation and a lack of change. Old hatreds, enduring empires, ancient principles- these things are all influenced by Ice. As such, it makes sense that those who channel Ice excel at preventing change, and maintaining the status quo.

 

- Creatures of Ice direct what change they cannot prevent outright.

 


The first thing an Ice disciple learns is the ability to render creatures Impervious to a specific type of change. It is simplest to prevent change from sources that are not physical, but such immunity is impossible to maintain for all types. Instead, each is aligned with a particular element; even a mighty bolt of lightning can do no harm to a creature rendered Impervious to that element.

For physical sources, from the blow of a weapon to the strike of a homunculus, it is necessary to expend energy actively to Block such attacks. If you are prepared to offer up such elemental power, such attacks can be prevented from having any effect on you or those near to you. Be warned, however, such power must be given each time if such violent change is to be prevented.

A more advanced technique is to use Ice’s namesake for both attack and defense, while preserving range of motion and movement capabilities. This brings with it great power, but such frozen creatures eventually Thaw, slowly reducing their increased power until only the creature itself remains.

It is possible for talented alchemists to delay violent change for a time, rendering a creature Numb to its effects. Note that this protection only lasts for a time upon receiving such an attack, but it allows a creature to continue to act normally no matter their grievous wounds. Sadly, after this protection runs out, the full effects of the damage are felt by the creature.

Only the most skilled of practitioners can go beyond preventing change, to directing it. This can allow a creature to Deflect a blow, causing another willing creature to feel the effects. This may seem like a detriment, and indeed one cannot reduce the damage redirected in this way. However, it can allow a less important creature to take a powerful blow. Creatures already Numb to their wounds can be Defected to with impunity, though they still feel the effects when their protection fades.

 

- Though many are built for power and defense, some Ice creatures are made for speed.

 


Ice creatures can be found in any place far enough from the light of creation, often in the old forgotten places of the world. As such, they are far more numerous than one might expect, and alchemists with talent can draw them from their hidden places to do battle in the Afterlife. The element holds great appeal for those who wish to achieve and then maintain power, its effects felt long after it is but a memory. Any element can bring you strength, but mastery of Ice can make you a legend.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win an alpha key and more!

A Game Like No Other

Posted by VisionsofZosimos Wednesday January 23 2013 at 5:23PM
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As previously mentioned on our facebook page, Visions of Zosimos is coming up on an Open Alpha Release! With that in mind, it’s more important than ever to showcase how truly unique this game really is! On the surface, Visions of Zosimos may seem like just another digital trading card game. This is far from accurate, despite the common elements that can be found.

The most obvious difference can be found in the game board. Unlike in other TCG’s, board positioning and tactics matter just as much as strategy in deck building or having powerful cards. Another element we borrow from board games is our use of various dice for attacking, defending, and playing cards.

 

Your struggle for the Afterlife will bring you into conflict with terrible foes.

 


Even deck building has an additional layer of strategy differentiating it from standard TCG’s. In addition to the time-honored tradition of deck-building (choosing which cards will comprise your deck and strategy) we change the formula by allowing you to create and customize your homunculus, choosing different components to grant it different abilities and change its appearance.

There is even a bit of standard RPG structure to be found in this game. Players gain strength over time by playing, their wins and losses contributing to the overall power and variety their army. This advancement comes with numerous benefits, such as granting the ability to use more powerful components for your homunculus, deck building options and more!

These elements are already enough to make this experience unlike any other out there, but there are other interesting aspects to Visions of Zosimos. We also incorporate social elements found in MMORPG’s. As with any MMO endeavor, players are encouraged to form groups of up to three alchemists to take on challenges and foes within the Afterlife.

 

You are not alone in your endeavor. Other students of Alchemy are there to support you.

 


It is common for games to draw upon real world history or mythology for inspiration. We take that to a whole different level. Since the lore for this game is inextricably tied to real world lore, we go to great lengths to incorporate as much as we can from our world, even as we weave a narrative with our own elements. For some games finding a name from legend is sufficient; for us, it’s just the first step.

It is not all that unusual for a game to borrow elements from other games out there. However, the way the myriad elements of Visions of Zosimos interact leads to a one-of-a-kind experience with more depth than the sum of its parts might suggest. Even better, this combination is just what is planned for the upcoming Alpha; there is far more to come.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for an invite to the alpha and more!

Return to Ashes: Fire

Posted by VisionsofZosimos Monday January 7 2013 at 10:47PM
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Fire is an element of creation. It brings light, and therefore life to every corner of the world. Much of the universe was created with Fire, and even now it remains the basis of nearly every form of life we yet know.

But that is not what most remember.

Fire is known as a force of violent change. Some call it destruction, but it is not true annihilation; rather it is a process of changing the form of both matter and energy. It is this which shows the element’s power. Those aligned with Fire bring this powerful force to bear, leaving piles of ashes and scorched earth in their wake.

 

Creatures of fire bring sweeping change and raw power to the battlefield.

 


What all remember is that fires Burn. Over time, the raw element strips away flesh and spirit alike, leaving grievous wounds. Though it grows no hotter as it consumes its fuel, the reaction lingers, and many cannot help but succumb to the flames.

When that energy is concentrated enough, it can Strike through even the most sturdy of defenses, dealing damage with no chance of rebuke. In this case the energy dissipates soon after contact, but the damage done is often considerable.

While these are the most obvious applications of Fire’s energy, there are more subtle ones. Though no less dangerous, skilled practitioners can Scorch their foes, leaving them wounded and weak. Although these wounds will heal in time, such a wound leaves a foe more vulnerable and easier to dispatch.

However, if an adherent of Fire makes up a lack of skill with raw power, some can Razewhole territories to the ground, stripping them of their elemental alignments and leaving them bare. Those who face fire would do well to harvest their terrain’s elemental energy quickly, lest they lose it in a conflagration.

 

Between ambition and desire for change, denizens of the lower Hells are often aligned with Fire.

 


The hardest skill for a student of Fire to master, is how to cause the change to spread. Best seen in Wildfire, those with enough talent can cause other applications of this power to jump from target to target on contact, potentially leaving crippling wounds or fatal injuries. Fortunately for its foes, few Alchemists have the ability to invoke this terrible power, and fewer still can use it well.

Beings aligned with Fire are as numerous as can be expected; the passion of even a single creature can incite fervor in others, though for some this does not last. For those who seek change, those with high ambitions, or those who simply seek power, Fire has great potential. What they say about using Fire remains true, however- if you grow careless, you too shall burn.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win a beta key and more!

Landslide Victory: Earth

Posted by VisionsofZosimos Thursday December 6 2012 at 4:29PM
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The Earth is timeless. It has provided for all life since before recorded history, and it will remain long after the last of us has passed. It nourishes, protects, and provides. With such strength, it is little wonder that it is harnessed both to nurture and to destroy.

To choose Earth is to choose stability, strength, and endurance. While its adherents may lack some mobility, they make up for it in durability, and given time, can bring forth power sufficient to lay waste to their foes. As with Lightning, Earth too has special abilities it wields against its foes with impunity.

 

- Creatures of Earth are known for their extraordinary resilience.

 


The most common of these abilities is, in fact, a pair utilizing inertia. Hulking minions use their added bulk to deflect blows and remain unharmed, gaining additional defense dice. Minions with Momentum use their mass as well, gaining attack dice to inflict punishing blows. In both cases, new bonus dice are added whenever an Earth spell is cast by their controlling Alchemist, and the bonus dice are permanently used at the first opportunity. In other words, once Hulking or Momentum dice are used, successful or not, they vanish and must be earned anew.

But Earth is not merely known for its mass; the bounty of life it supports has an energy all its own, and users of Earth learn to Replenish that energy. This allows a skilled alchemist to heal the wounds of their minions or even their homunculus, though this effect cannot make them stronger than they began.

More than just supporting life, however, Earth helps to Shelter it. Even if it cannot withstand the full fury of an assault, the resilience of these Earth minions helps to reduce damage taken from any source, dramatically increasing their longevity.

 

- Though known for defense, do not underestimate Earth’s offensive capabilities.

 


As life grows upon the Earth and becomes more complex, occasionally something wondrous happens. Sentient beings can form incredible bonds of Camaradarie, their underlying connection bringing them great strength. In fact, the more of these comrades there are, the stronger each one of them becomes, striking terror into the hearts of their foes as the legion becomes unstoppable.

Unsurprisingly, creatures and beings aligned with Earth are found everywhere. Those that strive to protect others, those that make use of their surroundings, those that withstand the fury of their foes- all these exemplify Earth. If you, too, wish to endure and build your strength until none can stand against you, Earth will take you there.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win a beta key and more!

Shock and Awe: The Element of Lightning

Posted by VisionsofZosimos Sunday November 18 2012 at 1:43PM
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A crash of thunder, a whiff of ozone, and a patch of scorched earth; these are all that remain in the wake of a lightning strike. With such power, it is little wonder the forces of the Light chose to use it in their endless struggle. For this reason, too, talented Alchemists harness the fury of the storm.

As you can imagine, Lightning has a number of benefits going for it. The most obvious are that it strikes fast and hard, but there is more. Its unpredictability allows it to catch its opponents off guard, and take advantage of each opening it creates. Like all elements, there are a number of abilities that Lightning has at its disposal. Other elements may use them here and there, but Lightning is the undisputed master of these.

 

- Lightning users harness the fury of the storm to swiftly destroy their foes.

 

Among the most common abilities is Backlash. While Lightning is not known for its stalwart defenses, it can make sure that those who dare to strike back pay for it. Some minions innately store electrical power, ready to lash out at any who create a link to ground. Others simply have reflexes so incredible that no strike goes unanswered. For those that lack either, there are spells that grant the power or speed necessary.

Lightning’s ability to appear where least expected is made manifest in many cards’ ability to Teleport. Though this transportation requires some form of power (often in the form of Elemental Power Dice or a Terrain where Lightning is strong), the advantage it can bring is undeniable.

Instant travel is not the only movement advantage Lightning can confer upon its adherents, however. Some minions are able to move with great Haste, seeming to fly across the battlefield to bring the fight to their foes. This often has fewer restrictions than Teleport, so it adds considerable maneuverability to those units that benefit.

Rarer still are those units which Bolt from skirmish to skirmish, making a strike only to be gone to the next fight. With this ability, units may move again immediately after successfully attacking, taking themselves out of danger or moving to a better position from which to strike.

The most powerful weapon Lightning has in its arsenal is the ability to Stun an enemy minion or homunculus. If hit by this surge of power, a target is unable to move or attack for one round, rendering them docile and potentially vulnerable. It should be noted, however, that it cannot prevent a player from casting other cards.

 

- Blitzkrieg tactics are favored by many who channel the power of Lightning.

 

Creatures and people aligned with Lightning come from all corners of the world, from those that embody the physical qualities of the element to those that embody the spiritual aspects of the element and its realm. Among humans, there are many who strive to bring swift vengeance to their enemies; those with the necessary discipline and strength are often Lightning aligned.

Do you wish to strike with the fury of a thunderstorm? To see your enemy scattered before your might, to give them no chance to fight back? Do you wish to see them stunned by the fury of your assault? If so, seek Lightning; it will serve you well.

Interested in learning more about Visions of Zosimos? Join our facebook page and follow us on twitter for a chance to win a beta key and more!

Dark, Realm of Ambition

Posted by VisionsofZosimos Tuesday October 30 2012 at 5:57PM
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October 29th, 1537

Another dreadful party at the Chetwood estate. Barely edible food, wine watered down to criminal levels, and entertainment so dull our hosts fell asleep! Why we indulge this “noble” family in rags I’ll never understand, but father always says that being of true nobility means we must tolerate our lessers for the sake of stability.

I find myself growing bored with my lessons. Sums and histories – arithmetic to run a world I currently hold no stake in, and names and dates of men long dead. They say those who ignore history are doomed to repeat it, but why must I repeat it every hour of every day to please a headmaster more interested in my father’s coffers than my advancement of knowledge?

I asked again about beginning work on the sciences – astronomy, natural philosophy…and alchemy. My lord-father grew incensed at this. He shouted and yelled, threw parchment across the desk. He repeated, once again, what he’d told me so many times before. That these weren’t “proper pursuits for a man of breeding.” But my dreams…they stir a passion so deep and primal in me that I find myself contemplating disobeying my father’s will and studying in secret.

They are terrible, fell images from beyond the colour of sleep, piped into my thoughts as though transplanted there by some dark and nameless god. I question everything I was raised to believe was true, and am drawn to the brutal, nightmarish imagery.
 


Angels, faceless and grim – their wings are hacked off by members of the faithful, and they are cast down from the heavens to settle into a dying and decaying swamp. Hordes of demonic creatures spring forth from the Pit, hurling themselves en masse against the gates of Paradise.

The strong rule over the weak, and those that fail to fall into line either die, or kill and become masters themselves. A red-skinned, horned brute sits atop a dais of bone and rock, basking in the glory of fear. Fear of him. Fear of his power. Fear of what it would mean to fall under his scrutiny. The lesser devils and demons defer to him – their eyes are gleaming, and all hunger for his power, but find themselves unable to meet his gaze.

He stands, and comes towards me. Towering over me, and whispers to me the secrets of attaining power like this for myself. He tells me the achievement of true power is strength for strength’s sake. He tells me that mortals can achieve this power through alchemy and experimentation – no price is too high, no sacrifice is too far in the pursuit of knowledge. He tells me that he is Sraosha, and that his lieutenants plot against him and work towards his downfall – should they achieve it, they will earn his respect as his betters. Should they fail, he will crush them without a second thought, for nothing is as contemptible in this realm of the damned as failed ambition.

Every night I awake, and every night I contemplate on the words of Sraosha. I shall keep this journal as a living document of the work I intend to do – the east wing of the manor has several abandoned rooms. I shall tell father that I intend to turn it into a private study. Let him think that I intend to review Estate Management and the Classics. If the Earldom is to be mine, I shall have it on my terms – with a being such as Sraosha guiding me, how can I fail?

Giles Daubney II
Heir-Apparent to the Earldom of Bridgewater

If you are interested in learning more about Visions of Zosimos, want to stay up to date with our latest development news, gain chances to win Beta keys, free card packs and more, please join us on our Official Facebook page and Official YouTube Channel!

Light, Realm of Order

Posted by VisionsofZosimos Tuesday October 16 2012 at 1:01AM
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Laudare, benedicere, praedicare. To praise, to bless, to preach. This is our motto, by which we measure our worth in the eyes of God.

Contemplare et Contemplata Aliis Tradere. To study and to hand on the fruits of study. This is our creed, by which we measure our worth in the eyes of each other.

Saint Dominic de Guzman, our patron and founder, valued intellect and reason as well as faith and devotion. Our order has always been on the forefront of scientific and intellectual toleration. However, when questions are asked regarding the very basis of faith, toleration gives way to fear, and those questions are shunned and ignored. The man who asks, however, is not.

The Cardinal instructed me to forgo the dreams I’d been having, and “reaffirm my faith.” He suggested an Illumination on the basis of belief. But to discount such visions…how can I, in good conscience, ignore what may be a redefining aspect of how we understand our relationship with God?

In my visions, the armies of Darkness rail against the forces of Light – angelic beings, ordered in rank and file, defend the Gates of Paradise, utilizing bolts from heaven and the earth beneath their feet to drive back the horde. I see the demonic host stealing the Fire of Creation from the domain of God, twisting and perverting it for their own uses.

 

 

 

I see loyal followers praised for carrying out orders. I see obedience rewarded and questions punished. Initiative knows no place among these beings.

And I see the hard edge of the Light’s embrace – the dismissal of any and all philosophy other than their own. Worlds set ablaze in holy fire, their occupants unwilling to fall into rank with their “betters.”

Perhaps these are merely dreams. Perhaps the Cardinal is right, and I would be better served completing an Illumination.

And perhaps knowledge can be its own reward. Contemplare et Contemplata Aliis Tradere. The fruits of study await – be they healthy or rotten, only time will tell.

In nomine Patris et fillii et Spiritus Sanci.

Padre Gasparo Barbarigo
15 Ottobre, 1417

 

If you are interested in learning more about Visions of Zosimos, want to stay up to date with our latest development news, gain chances to win Beta keys, free card packs and more, please join us on our Official Facebook page and Official YouTube Channel!

Lore Delving: The Process

Posted by VisionsofZosimos Monday October 1 2012 at 1:49PM
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“In off the moors, down through the mist bands,
God-cursed Grendel came greedily loping.
The bane of the race of men roamed forth,
hunting for prey in the high hall.”

Demon-spawn. God-cursed. Descendant of Cain. Whatever the truth may be, the lust for blood and flesh defines this monster’s existence, to the anguish of the Danes. Ascending from the darkness of his waterlogged lair, Grendel assaulted Heorot – the mead hall of Hrothgar – tearing men asunder, gnawing their flesh and drinking their life-blood. Their only crime against him being the making of joy and merriment, he terrorized Hrothgar and his Danes until the intervention of brave Beowulf, who tore his arm from its socket. Only then did Grendel – great and terrible – succumb to his wounds.

He awoke here, and now terrorizes the Forest of Decay. A realm without merriment. A forest who has never known the sounds of joy.

A veritable paradise for a being who lives only to cause pain.

 

- Grendel is a fierce opponent, not to be crossed lightly.

 


In Visions of Zosimos, many aspects of the game draw upon real world history and mythology, with a bit of our own spin added in. The Alchemists and the Ego essences one uses to construct a homunculus all pull from these sources, as do many of our boss monsters, such as Grendel. Even broader elements come from actual history; Visions of Zosimos is the name of an actual book detailing alchemical lore.

With this being the case, we take great care to ensure that our sources are accurate, and strive to remain as faithful to the source material as we can while still bringing it into the mythos of our own universe. To that end, we employ research methods, normally looking at the earliest known translations of foreign texts. In addition, when using multiple sources we try to remain true to them by seeking out the commonalities between these myriad sources and using this information as the core of the game element we are creating.

But how does this all come together? When designing a boss monster, the first step is to answer a simple question – is this Boss going to be historical, or completely original? Grendel is certainly the former, being drawn from the epic poem Beowulf.

The next step is the research. This helps determine how much of our own creativity gets added to the base source. The only known manuscript of Beowulf was written in roughly 1000 AD, and (despite the best efforts of historians and librarians of the time) has suffered through the ages, the most notable being the Cotton Library fire at Ashburnham House in 1731. This means that, though there may have been a detailed physical description of Grendel at one time, the only surviving original copy of Beowulf contains very little. In later sources, Grendel’s qualities vary considerably, but the one commonality was simple: an ogreish being who devours men.

 

- Grendel has come a long way since this early concept.

 


Originally, we designed Grendel as something radically different from previous representations. He was a thin, amphibious creature as seen above. However, while this was an interesting direction to take, it was not true enough to the original source, so he has since been altered to the form you saw earlier in this post. We did, however, keep some of the original reptilian feel, but stayed closer to the original vision of Grendel’s savage brutality.

Even here, though, the process was not complete. In deciding to use Grendel as a Boss Monster in the Forest of Decay board, it helped push us to make that board more influenced by Norse mythology and history, and several other Bosses have been included to enhance this feel. The mere act of including these Bosses together has helped us define the feel for one of our most major areas.

Finding and creating the lore for this game is a delicate balancing act. Applying our own spin and perspective is one of the most rewarding parts of pulling it all together, but our desire to keep close to the source means we must take care in deciding what we change, and how much. However, we are confident that the end result of this painstaking process is a great game backed up by fascinating lore.

If you are interested in learning more about Visions of Zosimos, want to stay up to date with our latest development news, gain chances to win Beta keys, free card packs and more, please join us on our Official Facebook page