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Isles of Adalar is an open world single player/co-op fantasy RPG that can be played in first or third person. The game is one part RPG one part RPG maker as it ships with an integrated level editor and Steam Workshop support. Users can mod the existing content or create their own ranging from simple objects to fully fledged campaigns.

Choice and consequence is at the core of our dialogue system. We use a hybrid (mostly) text based system that features non specific voice lines for NPCs. This allows us to have in depth dialogue with the characters in the world but also gives the player necessary feedback to reflect the NPC's general attitude and response to the player. For example, you may try to intimidate a bandit and if you fail the speech check you may get a voiced response saying something like "I won't stand for this!" but the text can be more in depth and context specific.

Instead of using a speech skill to determine dialogue choices and persuasion success, the player can assign multiple personality traits to their character and these traits will give unique responses. The success or failure of a persuasion attempt is determined by both the player character's level and if a specific type of persuasion logically makes sense in the context of the situation.

We've always wanted to experience this style of RPG with a few friends. With that in mind, Isles of Adalar will support up to four player co-op on release. However, we know multiplayer isn't for everyone so we will manually scale the difficulty of every encounter to keep the integrity of the single player game design.

Our vision is for Isles of Adalar to become known over time as a nearly endless RPG experience rich with narrative driven content. With this in mind we've designed our game to support mods and user generated content from the very beginning. Everything that exists in game is created using the same level editor that ships inside the game, so the modders have access to all the tools we use ourselves to create campaigns.

Just shipping tools for modding is not enough to realize our vision. We are going to be actively working to build up a creative community around our game. This starts with making tools as user friendly and efficient to use as possible so that small teams of only a handful of people can make large scale campaigns. But in addition to the tools we will also be giving players extra content that is not used in the base game so that their campaigns can feel unique. This will range from environmental biomes, to different styles of architecture and even new enemies.

Isles of Adalar Update 2/5/23


Dear Isles of Adalar Community,


I would like to take a moment to express my appreciation for your support and to provide an update on the status of the game.


I regret to inform you that I have not been able to post updates over the past year. In April 2021, my partner stepped away from the project and I took on additional work to make ends meet. As a result, progress on the game was slow and I was unable to work on it full-time.


However, I am excited to announce that I am now working on a new, smaller game. This game is a single player, turn-based, rogue-like dungeon crawler that I hope to have completed by 2024. I am using this opportunity to apply what I have learned and develop a plan for addressing some of the challenges in Isles of Adalar.


My goal is to generate enough revenue from this new project to hopefully return to Isles of Adalar. I am currently not seeking funding or volunteers, as I simply need time to work on the game.


I understand that this may be disappointing news for some of you, but I want to assure you that I am still committed to bringing you the best possible gaming experience in my current venture. I appreciate your continued support and understanding as I work towards this goal. Special shout out to @Fall Damage for the recent review. You can find it here:  



Please note that I am working alone and only part-time on the game, so I may not be able to provide regular updates or respond to all questions at this time. I will keep you informed as I get closer to releasing the new game.


Thank you again for your support and I hope to have some exciting updates for you in the near future.


Kevin Nelson

Peakway Software

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