Our maiden title, Warland – Tales of the last kingdoms, is a JRPG with a western fantasy flavour, set in a world torn by endless scrambles for power, coloured by magic and different cultures.

The gameplay will revolve around an open world exploration, a deep yet accessible combat system with evolving classes and customizable specializations fit for any playstyle. The main star of the game will be the narrative, with an extensive single player campaign.

Crafting, cooking, fishing will complete the experience together with a vast lore.

Some more details

The game features a linear story (as opposed to games with branched stories or multiple endings, such as the Dragon Age series, Deus Ex, etc.) with expanded subplots and optional subquests. The story and gameplay should deliver a solid 25-30 hours of play. All the features listed below are the tools that the player has at his disposal to traverse the world of Warland and proceed through the plot, enjoying the narrative component that is the key element of the experience.

The main aspects/features of the game, aside from the plot, are presented as follows:

  • Combat
  • Exploration
  • Progression
  • Crafting

The combat in Warland includes up to 4 playable characters in battle VS up to 6 enemies. When in battle each of them waits for a counter to fill, graphically represented with a bar. Once it’s full, the actor may execute a single action such as attacking, defending, using items or skills, changing tactical positioning or even fleeing the combat if the encounter permits it.

Once orders have been issued, they are either executed immediately or added to the order queue. In case other orders are being executed, it is possible to view at any moment which orders have been issued by who on the left side of the battle screen.

Upon damaging the enemy or healing yourself, the Morale bar will fill up. Morale is a powerful resource, as it allows to perform combo attacks, powerful moves which can turn the tides of a battle dramatically.

Bosses are particularly strong enemies whose life bar will always be shown on screen, and have an additional, unique, resource: Aegis. 

Aegis charges up every time a boss has an action, and when it’s full the boss will receive a boost, it may be an increase in statistics, extra attack skills, increased speed or some counters, or even a special attack that is extremely powerful, if the boost is prolonged through time it will end once the Aegis bar falls below half.

Most bosses will require particular tactics to be defeated, rather than just being big enemies with a lot of damage to take, some bosses may even require the Aegis to fill up to be possible to defeat.


The world of Warland is a huge sprawling continent dotted with islands and with many different environments. As the party of characters the player will traverse a wide variety of areas.

The local maps are points of interest: specific locations like fortresses, cities, markets which will be explorable in detail. They are the scenery where the plot will develop and where most of the lore-building details will be accessible.

The world map instead will be a representation of the entire continent and surrounding sea mass, in which the player will move to reach the points of interest and to explore, traversing a diverse array of biomes, from the frozen peaks of Vargol to the deserts of Arenaria. 

Some of the local maps will be explored with a set of static cameras, reminiscing of how it worked in old school JRPG games, while in others and  in the world map the player will be in control of it.

To travel between the location of the world the player has to cross the world map, a 3D representation of the whole continent in a scaled down fashion, similar to the old JRPG games.

The world is huge, and for this reason the player can benefit of 3 vehicles unlocked throughout the game:

  • Horse
  • Ship
  • Airship

Characters have several ways to learn new powers and grow to face stronger enemies, aside from standard leveling up by experience Warland features some extra mechanics. A part of the progression will be automatic (like leveling) or quite passive (like finding new items), while another part will require knowledge and dedication, enabling an “easy to learn hard to master” type of gameplay.

The main way to improve the characters is to raise their statistics, may it be through leveling, equipment or skills.

Each class has three class styles, they might be focused on different mechanics or roles (eg: Damage, Thank, Healer) and can change radically the way you play each character, in particular, by changing the style the set of available skills will be completely different.

Weapon skills are made available by using a certain weapon (and therefore a certain style) but you also need to learn and level up the very skills you want to use, is possible to learn skills from any equipment piece or scrolls, in turn, crafting is also useful for learning more skills.


Even if it’s simple and approachable, crafting will play a big role to anyone looking for a more elaborate gameplay experience. Even though is possible to play the main story by just buying stronger equipment and looking for drops of bosses, crafting is necessary to unlock some of the most powerful and flashy skills and equipment of the game, as well as keys to several optional dungeons.