The Ultravision

The Ultravision

in development

A first-person party dungeon crawler. Build four heroes, walk out into Embros, and see how far down it goes.

latest updates on instagram: @the_ultravision
the world

embros

Sun-blasted desert, high walled cities, goblin caves lit by fungus, and marsh cities that do not want visitors.

You start in Vash, a walled town out in the Bleach, a sun-bleached stretch of desert by the sea with one road out. Past it are golden plains, a capital on a mesa, and a lot of dark under the ground. Something about the world is not right. You will find out what for yourself.

The character creation screen: race, class and trade pickers, a hero standing in a torchlit room, and stat sliders
character creation

build a party of four

You do not play one hero. You make four, and you make each of them from scratch.

  • race sets your starting stats and which classes you can take
  • class sets your role, your armor and every ability you will learn
  • trade: blacksmith, leatherworker, tailor, alchemist, jeweler, enchanter or provisioner
  • 27 points to spread across STR, DEX, AGI, STA, INT, WIS and CHA. Every point costs the same, so you can push one stat hard or spread them out
  • look: sex, hair style, hair color and facial hair, shown on the hero as you pick
six races

who walks in

Each race starts with its own stat spread and its own list of classes. A troll will never be a wizard. A halfling makes a very good rogue.

human

Even all round. Humans can take any class but the shaman.

str
11
dex
11
agi
11
sta
10
int
9
wis
8

11 classes

troll

Huge, tough and hard to kill. Not much for books.

str
14
dex
9
agi
8
sta
13
int
6
wis
10

warrior · shadow knight · shaman

dwarf

Stubborn, sturdy and devout. Built for the front line.

str
12
dex
8
agi
8
sta
13
int
8
wis
11

warrior · rogue · paladin · cleric

high elf

The sharpest minds in Embros, in the frailest bodies.

str
7
dex
10
agi
9
sta
7
int
15
wis
12

paladin · ranger · enchanter · wizard · cleric

dark elf

Quick, clever and comfortable in the dark.

str
9
dex
12
agi
11
sta
8
int
13
wis
7

8 classes, from rogue to necromancer

halfling

Small, nimble, and somehow always first to the treasure.

str
8
dex
14
agi
13
sta
8
int
7
wis
10

warrior · rogue · cleric · druid

twelve classes

what they do

Four families, three classes each. Every class is complete from level one and learns new abilities as it levels. Here are a few from each.

fighter

warrior

The wall at the front. Most HP, best defense, wears plate.

  • ProvokeTaunts a foe into attacking you instead of your friends.
  • Shield BashA slam with the shield that dazes the target for a turn.
  • CleaveA wide swing that splashes onto the foes beside your target.
  • Iron BulwarkDig in and soak half of all incoming damage for 3 turns.
fighter

rogue

Hides, waits, and strikes from behind. Also the one who opens the chest.

  • BackstabFrom hiding, a strike from behind for two and a half times the damage.
  • Smoke BombBlinds your foes and makes you much harder to hit.
  • RiftstepStep through a seam in space and act two places sooner.
  • Pick LockLocked chests and doors, plus traps to sense and disarm.
fighter

monk

Fists, feet and no armor. Very hard to pin down.

  • Flying KickA leaping kick that stuns the target.
  • Crane StanceWeight on the back foot for a big dodge bonus.
  • Feign DeathDrop and play dead, shrugging off almost every hit.
  • Iron SkinHit the monk with your hands and you get hurt back.
hybrid

paladin

A holy knight in plate who can heal, stun and punish the wicked.

  • Lay on HandsA large heal on one ally, with a long cooldown.
  • Holy StunA flash of light that stops a foe in its tracks.
  • Radiant WardWraps an ally in light that burns whoever hits them.
  • CensureHeavy holy damage on a single target.
hybrid

shadow knight

A dark knight in plate who drains, frightens and lives off the enemy.

  • Harm TouchA burst of dark damage, with a long cooldown.
  • Siphon LifeDamage the enemy and heal yourself for half of it.
  • FearSends a foe running for 3 turns.
  • Crimson CovenantA blood pact that hurts anyone who strikes you.
hybrid

ranger

Bow and blade with a little nature magic. Finds things in the wild.

  • VolleyArrows into three foes at once.
  • SnareRoots a foe and pushes its next turn back.
  • Barkskin WardSkin like ironwood: 40% less damage for 3 turns.
  • TrackSense the beasts and monsters moving nearby.
caster

enchanter

Weak damage, huge control. Decides who gets to act at all.

  • MesmerizePuts a foe in a trance for 3 turns.
  • CharmTurns an enemy to your side for a few turns.
  • HasteMoves an ally's next turn two places sooner.
  • IllusionsTake on the look of another race for half an hour.
caster

necromancer

Raises the dead, drains the living, and lets disease do the rest.

  • Animate DeadA fallen foe gets back up and fights for you.
  • LifetapSteal health from the enemy.
  • Disease CloudA sickness that eats at the target for 5 turns.
  • Charm UndeadTake control of something already dead.
caster

wizard

Fire, ice and lightning. The biggest damage in the game, and the thinnest robe.

  • Magic MissilesBolts that split across three foes.
  • Ice CometOne huge hit of cold damage.
  • Rain of FireFire on every enemy in the fight.
  • Chain LightningA bolt that jumps from foe to foe.
priest

cleric

The best healer in the game, in chain armor. Brings people back.

  • ResurrectBrings a fallen ally back into the fight.
  • Word of HealingHeals the whole party at once.
  • Complete HealA very large heal on one ally.
  • Divine ArmorHardens an ally's armor for 4 turns.
priest

shaman

Spirit healer. Slows enemies down and speeds friends up.

  • SlowPushes a foe's next turn three places back.
  • RegenerationHeals an ally a little every turn for 5 turns.
  • Totem of StormA totem that calls lightning on every enemy.
  • Water BreathingThe party can breathe in flooded places.
priest

druid

Nature magic for everything: heals, fire, thorns and travel.

  • Healing RainA rain that heals the whole party.
  • WildfireFire spreading over every enemy.
  • Shield of ThornsThorns that hurt anyone who hits your ally.
  • LevitateThe party drifts down like feathers. No fall damage.
how it plays

explore, then fight where you stand

You walk the world in first person. When a fight starts, it happens right there. There is no separate battle screen.

turns that matter

Combat is turn-based. Each turn you can take one full action and a quick one, like stepping up and swinging, or two quick ones. Haste, slow, snares and stuns all move people up and down the turn order, which you can see at the top of the screen.

front line and back line

Enemies start at range and close in. Fighters step up to hold the line, while bows and spells reach anyone. Every hit runs through dodge, parry, riposte, shield block and then armor.

casting takes nerve

Big spells take time to cast. A stun, a fear or a mesmerize breaks the cast, and a hard enough hit can too. Protect your casters.

more than fighting

Pick locks, find and disarm traps, forage, track, make camp to rest, open portals, levitate down shafts, and breathe underwater. Your party's classes decide which of these you can do.

trades & crafting

Every hero can take a trade. Gather materials, learn recipes from scrolls, and craft gear that comes out in better quality as your skill rises.

fifty levels

Heroes grow to level 50. Weapon and defense skills improve with use, and milestone levels give talent points to shape each class. Dying costs experience, so be careful.

screens

the world so far

Work-in-progress captures from the current build. Click any shot to enlarge it.

at a glance

the facts

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