Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






Black Geyser is set in Yerengal, a world where dark gods have brought nothing but venality and greed. For centuries, the Devil-god Rothgor has spread fear and terror, waging war upon the mortal races. Eventually banished, the nation of Isilmerald has enjoyed a time of peace and prosperity. Yet discontent has begun to fester once more, and a bloody civil war is brewing between the capital Isilbright and the wealthy mining town of Deron-Guld.
As a CRPG with a large open world with dozens of unique locations, exploring, interacting with NPC’s and managing Black Geyser’s tactical-combat-with pause is key. Just like most party-based titles of old, you’ll need to recruit key allies, discover their motivations, choose your formations and deck them out in any weapons and armor you can lay your hands on, whether that’s from taking on epic bosses, or stealing from a nearby inn (just don’t get caught by the guards). 
I think many stories in movies and games are hampered by an underlying message, and that pins writers into a very small corner. It doesn’t leave as much room for an engaging story, because you’re being constantly berated by a fourth wall-breaking call for change. I certainly don’t think morals and other messages are inherently bad in stories, I just believe that they are inherently difficult to do well, and because of that, I decided to avoid weaving any messages too heavily through the game.


Hope you all are excited to play the conclusion to this game because I can’t wait to get it out there for you.


Well, there you have it, folks. A little peek into some of the things that almost were, could have been, and that just went unspoken. Hopefully, you found that interesting.




So this chapter spent more time in pre-production than any other chapter. I started about last November but was delayed by Night in Riverager, my spinoff game that also takes place in the MBPS universe. After that game was done, I was able to get back to work on writing and planning this last chapter. I knew from the start how the game would end, but I still had to fill in the fourth chapter with other meaningful information and lore to help explain the universe a bit better. Since this is the last part of the game I spent a bit of extra time making sure everything tied together as well as possible, and ultimately I’m pretty pleased with how this chapter will play out.
Alright, so that stuff might have been a little bland, but here’s some cooler stuff for you. As of now, the chapter is approximately 50% completed, and I’m on track to be able to release it late summer of this year! Here’s some cool stuff from that first 50%...

That’s about all I have for you at the moment, but there should be some more blog posts in the coming months to look forward to.
The game follows the journey of a hunter named Lasciva, who lives with some of his family in Riverager, which is a remote corner of his country. They live in hiding, hoping to evade the King and his Authorities, but on occasion, someone must leave the small precinct to gather supplies. This is one of those nights.
Night in Riverager is now available and free to play on Steam, itch.io, and Gamejolt, and I hope you’re all excited about it!
Until next time! Keep smiling :)
Loading
