About This Game Gambit Heart is a blend of Open-World Sandbox-styled exploration and crafting mixed with Turn-Based Tactical RPG inspired combat and characters. Set in a beautiful 3D tile-based fantasy world you will be able to explore new areas, meet new friends, find new equipment, and more! Combat is unique with a new layer of strategy where the players choose when to take their turns during a real-time turn select phase. We hope that you enjoy Gambit Heart and see what it has in store! 7aa9394dea Title: Gambit HeartGenre: Adventure, Indie, RPG, Simulation, Strategy, Early AccessDeveloper:Grizzly Wolf Games LLCPublisher:Grizzly Wolf Games LLCRelease Date: 15 Jun, 2018 Gambit Heart Android Apk Download gambit hearthstone. gambit ace of hearts. gambit heart quest. gambit seething heart. gambit heart. destiny 2 gambit heart There's no instructions.You walk very slow.Battles are very slow.. There's no instructions.You walk very slow.Battles are very slow. Community Update - version 0.291: Thank you everyone for your patience and understanding during our hiatus! We are resuming our normal update schedule. We will do our best to be very active with development in the coming weeks. We’d like to address a few things with this community update, as we haven’t been quite as transparent with our plans as we had wanted, and we’d like to share what our goals are with this game. Here we’ll discuss our roadmap and planned features with Gambit Heart. We had previously planned on getting the roadmap out earlier and updating it as we go; this did not happen, as focus has been solely on development. This is probably something to expect to a degree with us and Gambit Heart. We’re developers before we’re publishers, and our focus has always been on making the best game possible. That being said, we love our community, you may be a small group at this point, but you’ve been here with Gambit Heart since the beginning. Thank you so much for your support and patience! We’ll try to be more timely with responses in the forums moving forward, so don’t be afraid to ask us questions! There’s a lot of design work that hasn’t been talked about, features unsaid that should arrive eventually, and mechanics in place that aren’t showcased properly at this point. On that note, we’re going to continue with weekly updates for the foreseeable future; we are actively working on Gambit Heart full time and aren’t slowing down any time soon, and getting weekly builds out has been a great way to keep a good pace while everyone gets to see the game improve every week. We want to see Gambit Heart improve quickly and drastically, so there is no current plan to transition to two weeks between updates any time soon. Moving roadmap. It’s rough and will change over time, we may move it to our website as well, but this is a good starting point. We hope to revisit the roadmap at least once a month to keep everyone up to date on where we’re heading. The Roadmap-The first dungeon.We stated that we were going to have that ready for this update today, this was wrong, and we definitely bit off more than we could chew with that promise. We’re sorry for making promises we couldn’t keep, as we also weren’t able to fit in the next two features either. We’re going to be pushing these out before August rolls around, which means there may be a second update beyond the 27th to make sure that these are all on time. As for the dungeon itself it will receive some additions and changes throughout August; especially in the items and equipment department, as well as quests. -Skill System (version 1)This has been on paper for a long time, and the current system of a single skill per class that is automatically unlocked has been a placeholder. The system moving forward will be new combat skills unlock every five levels, and that these are class-based skills. There will be a hard limit of 3 skills that you can equip to take into battle with you at a time and outside of combat you will be able to adjust which skills you have equipped. In the future, we’re considering some skills that can be gained from equipment, items, and learned permanently, outside of classes, but this will be placed on hold while we get the essential skills completed for each of the classes. -Class ChangingWe want to introduce class changing, as it’ll be a primary attribute to building up your characters just the way you wish. Currently, the plan is to have characters you meet train you how to become a class, but it will require that the desired class be in the same branch as your starting class. In the future this will probably be expanded upon, and specific NPCs may be put in place over hireable characters. (At this point all there is are hireable characters and enemies, which leads us into August.) -Towns revisedCurrently town maps are very barren and do very little outside of containing Quest Machines and hireable characters. Moving forward we will be implementing proper town-based NPCs, including merchants and profession-based NPCs, as well as buildings you can actually enter, which will be replacing our currently ineffective placeholders. -ProfessionsThere’s more on the plate than just combat when it comes to Gambit Heart, and that requires cooking. But to cook you’ll need ingredients and to make a campfire, and to make a campfire you’ll need to gather wood… We’ve been looking forward to professions for many months, and we’re excited to introduce them into Gambit Heart. We’ll start with simple professions that can be swapped similarly to class, and will be building out the profession system further over time. We’ll most likely start with cooking, smithing, and resource gathering professions, but may move into more going forward; we don’t want to make professions a superfluous addition, though, so all professions will have strong utility in-game. -BiomesThe current game world is going to get much more varied moving forward, and as the first region becomes more detailed and polished, we’ll be moving into adding a lot more content and diversity to the world around you; currently everything is just a repetition of the first environment, and that will be changing. -LootThere’s not much in the realm of equipment or items, currently, but that is only on the production side. Internally, we have an enormous amount of equipment planned, and a fair amount of items as well. Along with all this loot will come a currency as well. Equipment will start to first appear in July, most likely, but the focus on itemization won’t really roll out until we’re starting to polish up towns and biomes. (There’s not much point loading up your inventory if you can’t sell your old gear!) -QuestsCurrently, all there is to find in the realm of questing is the Quest Machine, which only cares about shiny stones. Moving forward NPCs will help pick up the slack, as will other unique objects. And not all quests will simply be collections, nor will all quests be direct; puzzles and hidden objects will be finding their way into the world of Gambit Heart, and we want to see these added in early, as they will continue to crop up in dungeons, towns, fields and forests moving forward. Going into the fall/winter we will see the world take a lot more shape, as there are so many dungeons on paper just waiting to be implemented, towns to shape out, and more. We’ll be coming back to the roadmap with more detail sometime in late August. Curators, Twitch streamers, and YoutubersWe are excited to take advantage of Steam Curation in the near future, as well as work with twitch/youtube content creators. Our plan is to wait until we have a more fun and complete build which will be announced as our first big milestone, hopefully towards the end of August. At this point we feel it is too early in development to fully experience the game as we intend it. We do plan on sharing keys with selected curators/content creators in hopes of receiving honest reviews and feedback. If you would like to be considered, please drop us an email with your curator page link. Here is the list of updates for the newest build 0.291:Updated save system which includes:-World Map-Inventory-EquipmentAdjusted Quest Machine turn-in to 3 shiny stones instead of 10Fixed stackable inventory objects to now work correctlyKnown bugs: Quest Machine turn-ins do not save progress.. Community Update - version 0.295: This week we are trying to get organized. Our time-frame was estimated based on the need to catch-up and we have to accept that updates will be slower than we would like. We are still committed to delivering the best game we can with Gambit Heart. Everything we need has been planned and we are excited to produce it as fast as we can but we need to be realistic.The roadmap is the same but our dates are going to be a little farther out. For those still unsure of whether or not to purchase the game: please look forward to us having most of the lumps smoothed out by early September. This will include the initial area and biome as well as what’s missing on what we promised to deliver: the first dungeon.We hope that by September you will be able to play the game as it was meant to be played, albeit a small starting version. Thank you for sticking with us and please forgive our poor planning.Here are the changes for version 0.295:Added ability to change classesAdded preliminary skills for Assassin, Fighter, Mage and Thief classesKnown bugs: Changing classes resets the player character’s location to the bottom corner of the map, and inventory is not updating correctly after class change. New skills are integrated, but not available yet as VFX and SFX are not yet completed.. Community Update 2 - version 0.281: We have added 3 new enemies to the forests, and Bogles have been added to fields. In current production are more enemy monsters as well as craftable drops which players can utilize once we unveil our crafting system in a future update. It’s been slower than we’d like this week, but we’re expecting the updates to become more substantial in the weeks to come as we get our bearings and continue to finish out the essential gameplay mechanics.Added classes Guardian, Ranger and Herbalists to forestsAdded placeholder icons to itemsUpdated Bogle spawn locationsFixed loot spawn on class NPC’s. Community Update - version 0.297: This week was a lot of work on the back-end of production; assets are being assembled, skill effects are being plotted out, and the story that has yet to be told is shaping its way into production. There have been several aspects severely missing from Gambit Heart that we haven’t addressed, those primarily being quality UI design and narrative. Both of these will slowly filter their way into the game over the next few weeks, on top of the essentials that we have addressed.On that note, there are some changes that can be expected when it comes to how Gambit Heart presents itself; both financially and descriptively. First, our price point will be changing, we stated that we would stay firm at our price point in the Early Access questionnaire, and we’ll be reviewing how we want to address that soon. Second, we may be removing the moniker of “Rogue-lite” as we feel more and more inclined to make a standardized RPG experience. We have a distinct story to tell, ours is not a completely randomized world. We have many procedural aspects, and those will be staying, but the narrative, the overall story being told, and the characters involved, those are set firmly in place. Secondly, we feel that Rogue-lite as a genre (and by extension Rogue-likes) are quite distinctive in their expectations, and we don’t feel the necessity to confine ourselves inside of those lines. Perma-death was always planned on being circumvented easily, and by the very nature of the term, this removes the “Rogue” element. If any of our current players are put off by this and are within Steam’s window of a refund, feel free to trust your gut; we are as well, and we feel that Gambit Heart will be far better for it.Patch Notes:Fixed map location bug when changing classFixed inventory not updating properly when changing class. Community Update - version 0.329: We are back from hiatus and working diligently on Gambit Heart! We are excited to introduce this patch 0.329.We have added hundreds of unique weapons and armor which can be found in battle or for purchase.A marketplace with 3 vendor stalls for buying and selling gear, as well as 3 NPC's to man them; a general merchant, an armorer and a weapon smith. You will now be able to buy or sell your loot.The character menus have been updated with added functionality for inventory access to items and gear as well as equipment information and stats.The camera has been reworked to feel more intuitive and responsive to player input.This update should add a lot in terms of playability and will hopefully show our players what they can start to expect from Gambit Heart in the future. These features are the meat of the game and will change the experience drastically so please check back to see what's new. We are already working on the next update with lots of exciting additions!We are returning to regular updates but aiming for monthly intervals. We feel that weekly updates will feel more substantial when the game is more substantial, and there are currently some larger features that take longer than a week to complete.---Here are the changes for this patch:Added player equipment functionalityAdded player equipment inventory menuAdded color-coded stat difference indicatorAdded item/equipment databaseAdded item/equipment shop descriptionsAdded 3 vendor NPC's (general, weapons, armor)Added 3 outdoor shop stalls (general, weapons, armor)Added NPC inventoriesAdded NPC animationsAdded buy/sell menusAdded camera panningAdded camera manual zoomAdded currency systemAdded new game logoAdjusted combat and non-combat camera functionalityFixed menu mover bugFixed camera movement bugFixed buying menu bugFixed mouse highlighter bugUpdated Options menu---These are the known issues and should all be fixed/completed in 1 week:Character menu tabsSome item data (names and descriptions)Team NPC menu (so player can gear up team members)NPC and shopkeep Talk menus (currently blank)Monster level range to coincide with player levelMonster color variation based on levelNew trailer for the latest patch
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