Legendum is an incremental / idle RPG where you live many lives in a fantasy world, aging from youth to elder.
Your deeds shape the world your next life inherits. Spare a goblin in one life, meet them as a trader in the next.

Wishlist on Steam: https://store.steampowered.com/app/4512440/Legendum/

Features

Idle horde combat


Fight as an armored knight, a ranger striking from afar, or a powerful wizard. How you build and equip your character makes the difference.

Age through a full lifetime


Start young and sharp, but as years wear on, your body slows while your skills remain.

Manage your daily schedule


A farmhand might study a holy text at dawn, tend the fields in the day, and spend the evening unwinding in the tavern.

The world is your skill tree

Your chronicle acts as a branching web of places, folks, and secrets. Some paths are laid out before you, others are hidden until you explore.

A story that spans generations

Each life pulls back another layer of a dark plot, and one will finish what the rest began.

Choose how you begin each life

Begin as a farmhand, a scholar, a wizard's apprentice, a prisoner with an erased memory, and more.
Demo note: only Farmhand & Scholar (WIP) are available right now.

Developer Notes

If you enjoyed the demo, please consider rating or leaving a comment below! It helps a lot with visibility.

Feedback Form: https://tally.so/r/9q4p9Q

Wishlist on Steam: https://store.steampowered.com/app/4512440/Legendum/

Join the Discord Server: https://discord.gg/nDyXttbPNv  (if you want to give feedback or follow development) 

I'd love to hear your feedback! There's a lot planned for the full version and your input will help me with what to focus on. 

Some things to keep in mind:

  • Lives move fast; this isn't meant to be a game you leave running overnight.
  • Low resolutions (720p) aren't officially supported at this time.

Credits

Story Event Theme: “Only Piano - Faraway” by Adrian von Ziegler
Original Music: Vadeum

Updated 3 days ago
Published 15 days ago
StatusIn development
PlatformsHTML5, Windows, Linux
Rating
Rated 4.7 out of 5 stars
(75 total ratings)
AuthorVadeum
GenreRole Playing
Made withGodot
Tags2D, Clicker, Fantasy, Idle, Incremental, Pixel Art, Roguelike, Roguelite, Story Rich
ContentNo generative AI was used

Download

Download
Legendum-Windows-v0.13.8.zip 49 MB
Download
Legendum-Linux-v0.13.8.zip 43 MB
Download
Legendum-Windows-v0.13.7.zip 49 MB
Download
Legendum-Linux-v0.13.7.zip 43 MB

Development log

Comments

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(2 edits)

this game is pretty cool and I recommend it especially since I didn't expect to like the game as a completionist yet unlocked multiple heirlooms and still wanna continue. it's not entertaining in the sense you'll fall off your chair and jump through the screen, but it definitely did hook me considering the time I spent.

what I actually did:

spent like an hour and 30 minutes playing as an archer build and unlocked 3 heirlooms within that one life and bought 3 more with the leftover cash I had in the afterlife shop (not called the afterlife shop but I forgot).

pros:

1, the game itself is fun.

2, unique concept.

3, didn't play that far into my second run but from what I can tell, you do indeed make an impact on future lives.

4, lore is pretty interesting. I liked the dialogue with the dwarf guy living in the abandoned mine.

cons:

1, confusing terminology/mechanics.

what exactly is piety? what's a "focus"? what's "unforeseen" on a node? why does my bow say "muscles icon = weak, wind and eyes icon = strong"? what's the dreamcore rainbow with an eye on currency supposed to be?

I think the point of all these names not being standard to make the game seem more unique but some of it doesn't really make any sense especially when it's not fully explained.

there's multiple solutions:

you could replace the names with generic ones.

you could replace names with unique but more intuitive ones.

you could expand the tutorial.

you could add an encyclopedia that explains what every word means. for example, one page explains how items work and describes the "icon + strong/weak thing." another page defines what "piety" is. maybe you wouldn't even have everything unlocked at once and it could unlock as you see stuff and it permanently progresses across characters. you gain your first bit of the dreamcore currency and it unlocks the page for that for example.

2, UI is hard to read.

I think the game is going for an art style where everything uses a small amount of colors which I have no opinion on but one of the things this effects is the UI. when I was playing, I was stuck at the section with fighting the test dummies because I didn't realize I was meant to click on the "proven farmhand" node and had to watch a playthrough by a british guy playing to figure out the issue. basically, the proven farmhand node, for some reason, doesn't have a red outline, and the yellow exclamation mark is green for some reason (again, tutorial issue) which blends in with the icon for the node and looks like a check mark for completed when you're looking at the screen with your eyes more then 1mm off the surface.

more major ideas:

1, make the game mobile compatible. this game seems like it would feel pretty nice to play on mobile. sure, you wouldn't be able to help your character fight npcs while managing unlocks and routines but you could just pause and switch tabs at the bottom of the screen. portrait mode optimally. this would help the game grow too.

2, solve the naming issue from options I previously mentioned.

more minor ideas:

1, add some easter eggs. maybe it'd be cool if you got a really bad 1% xp boost permanent heirloom if you started a new character and immediately retired at young age.

2, maybe make combat more interactive at the start.

not sure about this.

3, make dialogue for npcs change so that each time you talk to someone, that person doesn't say the same thing again.

4, character customization maybe.

how the game works is that each storyline is it's own unique character you can control but I think it'd be nice if you could customize your own character and choose a preset storyline instead (issues such as gender and name could even be solved with stored booleans and tables of data).  I doubt many others care but I'd like that because it's more entertaining to make dumb characters yet, it doesn't matter that much.

conclusion:

I spent way too long writing this. good game. 

(I know this is hard to read but idk how to improve it)

Great game. I'd love to buy it here, or on GoG. Not gonna buy from Steam though

(+2)

this is absolute peak, i'm not even sure there is any feedback to give I just wish there was more content in the demo lol 

hi! on my first playthrough as isla the scholar, it was impossible to progress past the first stage of archive depths because some glitch made that level have high level enemies. on my second playthrough as isla the enemies were normal and i was able to progress without trouble.

Hmm that's very strange. Was it the same kind of enemies in both runs? Were they really high HP or damage?

i think it might've been the enemies i was fighting at the end of my previous playthrough as the farmhand and they somehow carried over? apologies for not knowing the names of the enemies-- on my first playthrough as isla, i was fighting lots of red impish creatures, big rocky creatures, and small purply creatures. they were high hp and damage to the point that isla died of old age before i ever beat the first archives depths level. when i replayed, isla's first level just had slime creatures that were very easy to beat.

(+1)

Fun game! Having the weapon descriptions be a bit more verbose would be appreciated though (ie does per: great mean that perception scales damage by a lot, or that perception has more of an effect than it otherwise would (ie scales crit by more than normal), or that you train perception faster with this weapon?)
The differing origins making up for the relatively minor meta-progression is also nice.

Thanks! That means perception has more of an effect than it otherwise would. I do plan to make it clearer.

(+1)

Love this! Played both origins. The concept is so interesting, and the demo is so well done. Can't wait to see how the full game looks!

also  there is currently no way to import a save

Adding this in the next update.

YAYY thanks

(+1)

love i

(+1)

This is awesome, can't wait til there's more content

Does dexterity affect staff attacks?

It does not. For the staff INT and PER are the main stats you want. WIS helps too but not as much as the other two.

(+1)

This is really fun!  I read more of the flavor text than I usually do and was a bit disappointed upon seeing "coming soon!"  So well done!

I absolutley missed the bottom panel until I came here to write a comment.  I was going to suggest telling the player how much life they had left.  In the beginning, I did want to know how improving the str/ speed of attack works.  I couldn't figure out if STR had any effect on magic or not.  (probably not).  
How much speed am I adding per level would be helpful.

I played this for a good hour.  Much longer than most.  Great job. 

(+1)

I LOVE IT<3 do you have a release date in mind?

Thank you!! Aiming to release late this year.

(1 edit) (+1)

I like the concept but its hard to figure out what i should be focusing on without the proper info, how much attack speed do i gain if i focus on dex? how much crit from perception? how much damage from strength? are the weapon bonuses to exp additive or multiplicitive? is it better to use a sword when im training strength or just stick with bow if im an archer build?  Felt like i hit a wall pretty quickly,  and the reward for my prestige points or legend points or whatever felt very small, im gonna redo the same thing but now with 10% more exp? i dunno, anyways i do like the overall concept and this seems like a pretty solid begining idea but i hope it gets smoothed out for a more rewarding experience

(+1)

That's understandable. I plan to break down those details in tooltips eventually. The gains from those stats vary based on the weapon you have equipped so it's something I'll show in the Gear tab.

Generally, you shouldn't swap weapons early on, so I adjusted the first trader to stop selling the weapon you aren't using. If you have some Valor, it can help you catch up train another physical weapon, but it's probably still not optimal in the demo at least.

For meta-progression, it's going to change/develop a lot. I agree it's not super rewarding right now.

I really like what I've seen here, but the intro chapter (and even that with missing bits) ultimately isn't enough to judge how good this will be, because it will hinge more on the writing of the different paths than the mechanics (which seem solid) and I can't really judge the resource management well with the demo stopping at the point where the paths split up and it becomes important. Still, worth keeping an eye on.

When you say "where the paths split up", do you mean the woodlands and inn? The demo lets you go quite a bit beyond that, but how far a player gets in one life can vary a lot depending on playstyle.

(+1)

No, I found that I could do most of Forest/Deep Forest, Lost Temple, Church and Mine in one life, but I assume that if I wanted to actually visit a major new location like the elven lands or the underground city I'd have to make careful choices which events to actually do and have enough lifespan left to finish one of those. That's the resource management I meant I couldn't really judge because the demo ends before it becomes relevant. 

That said, I quite liked the whole thing about different characters having different lifepaths and skillsets, so if there end up enough of those paths and the writing keeps holding up I think this will be really good. 

(2 edits) (+2)

Ah okay. Well, in the full game it's likely some origins will start in later regions like Valenthar. But yeah, otherwise you would need to manage your time. However:

  • There might be the possibility of building permanent shortcuts in the world, like a path through the woods
  • There may be ways to increase your life span
  • Meta-progression would significantly increase your overall strength so you progress through tier 1 regions faster 
(+1)

Some gameplay, a smattering of critique ;)

(+1)

Thanks for playing :)

It's really cool to see someone play the game firsthand. Gives me a perspective I can't always get from written feedback.

For your lore tab suggestion, I do plan to add a Journal tab. It would probably be unlocked in the 2nd or 3rd life so as not to overwhelm people. Overall, I've been thinking about ways to make things a little less overwhelming.

The suggestion for more reactivity around your accomplishments is good, and I'll see what I can do to expand on it. There's actually a bit of that in place. For example, if you remember Bess talking about the missing caravans, that’s something you can eventually resolve, and people will react to it while the world permanently changes.

(+3)

Finished two lives and I think I've done almost everything that's currently allowed... Also the mage has significantly fewer options to explore than the farmer.  But even after just the first life I bought out everything in the meta shop except the expensive elixir thingy

This was also my experience with the game. That said, I'm pretty excited to see what else the finished game will have in store!

(+3)

I don't really know what to think. The life of the character felt too short to do anything. I hardly felt like I did anything. Completed two "lifes" and it didn't really feel rewarding. Just felt cutoff. 

Thanks for the feedback. I plan on some changes to the aging system. It'd help to know a little more about experience. Do you play more idle or active? What adjustment would make it feel like you could do enough?

Really enjoying it on browser, though some weird audio crunches whenever i scroll. Would really like to see a version of this on macOS. I know it can be fiddly to do but would be really appreciated. :') great laptop-type game with a wonderful premise

Glad you're enjoying it! I do plan on a mac version at some point, I'll have to look into what Apple requires.

(+2)

Just fyi, the default scaling mode is unreadable on a high-dpi monitor, way too small. "Fit to Window" is fine.

(+1)

Fun game, I did find though that if I close out and reopen the game most everything is saved but seemingly not certain quest progress, such as the getting stronger quest resetting to 0 completions of the training area.

I refreshed the page by accident and now I can't go back to the forest (even after unlocking the deep woods (post refresh)

Just pushed an update that should fix this. If you reload the page again the forest locations should be there.

Will address this in a future update.

(+1)

Very cool start, I'd love to see more.  Though the one problem I found is that sometimes on the talent page, it's possible to double click a banish, and end up with two overlapping new talent options.  This sounds like it would be useful, but since one covers the other, it's more like you just lose access to that talent, so...

(+1)

Incredibly fun, can't wait to see more

I like the idea !
You can download your save , but where could you import it ?

Will add an import button soon!

(+2)

Looks like this will be a fantastic game!  Overall style, storytelling, and game loop is pretty fun. I managed to find the cultists in the temple, but it took a fair amount of planning. I like the idea of having a finite lifespan (but also heirlooms + some saved progress) to see how far you can get. Good luck with everything.

(+1)

Extremely nice game.. Good balance on leveling/ grinding.  Well done.

(+1)

Literally, the only complaint I have is that there isn't more. This is amazing. 

had a glitch where i: finish first life, go to wishlist before restarting, cant fullscren the game because it takers up my whole screen and itch wont let me interact, reload, lose all my feats and get reset to right before i reset.

Oof sorry that happened. Thanks for letting me know, I'll look into the issue and get it fixed as soon as I can.

after finishing the first life, there is no way to start the next. 

Hmm, unless there was a bug you should be able to click "Retire" in the "Legend" tab (4th tab). Or "Early Retire" in the save menu (bottom-right icon).

(+2)

I completed a life as each the Farmhand & Scholar. Interesting concept here, with unique pathways to take depending on which life you are living, yet common nodes & lore persisting across all lives. The dialogue is especially well written and though out; the worldbuilding is looking very cohesive so far; the variety of encounters & explorations keep it all entertaining for an extended period of time.

Actually pretty sick. Only bug i encountered was GODOT crashing and when i reloaded I couldn't switch my location. 

Glad you liked it! I'll look into that issue.