The late-pledge campaign is over as Book of Travels now is in Early Access on Steam.
You can still support the game at www.TMORPG.com.
Thanks you!
Might and Delight!
Latest Updates from Our Project:
Brand New Book of Travels Videos - Only 26 days till Early Access!
over 3 years ago
– Fri, Aug 06, 2021 at 03:45:37 AM
Travellers!
We are just over three weeks till launch day and we are EXCITED!
During these last weeks we'll be sharing some short videos where the team talk about the game - we hope you like them! Number one is about cooperative gameplay and features Lead Programmer, Jens Berglind.
Please support us by sharing it on your social channels! We'll be posting two videos each week, so subscribe to our Youtube to get notified and please do leave us your comments! And who knows, maybe we can even drag Jens away from his keyboard to say hello...
That's all for now - look out for our next video on Friday!
Best Wishes,
Helen & the Dev Team
A Living Language for Braided Shore
over 3 years ago
– Thu, Jul 29, 2021 at 04:03:48 AM
Dear Travellers,
Communicating with emotes is one of our favourite features of Book of Travels, and we believe it’s going to play a key role in freeing you from your everyday self and really allowing you to get fully immersed in your character and the game world. Such a feeling can only really be understood through experience, and with only five weeks until that’s possible we can’t wait to set you free to do just that!
In the meantime, here's an outline of how emotes will be part of your character’s development, and a little look at the way that you, the new denizens of the land, will shape its future course.
Lose yourself in a new identity
When Meadow was born, we hadn’t quite expected it to work the strange magic that it did. Meadow was our first TMO and players shared powerful feelings about running for hours with a player-badger or unlocking obelisks with a player-fox. It became clear that emotes were part of the magic and that these moments shared with strangers couldn’t exist with in-game player chat. With only symbols to communicate with players came together with a shared sense of purpose and play, forging meaning through a system of rudimentary signs. If you’ve ever visited a place where you’ve had to speak a new language you’ll probably be able to relate to this! Without our native tongue we’re freed from our familiar identity and can let other parts of our personality come to the fore. In Book of Travels you’ll be able to make detailed charactersand then set them adrift to be someone new - free of the language and mindset of your everyday self.
Creating meaning together
Just as in Meadow, meaning will be made as players work together. All practical bases have been provided for by way of a ‘starter’ set of emotes, so you’ll start your game with a range of emotes that will allow you to communicate enough to get by. How you use these with other players is up to your and their creativity. This is one of the ways in which Book of Travels will be a dynamic experience - playerswill bring the language of emotes to life as they combine symbols to share feelings, convey intentions, and communicate knowledge and experience.
Evolving the language for you and for Braided Shore
As you journey through the land your collection of emotes will grow as you unlock the symbols and signs that correspond to the various places you visit and the encounters you have. Your growing collection of emotes will add another dimension to your expressive capabilities and we’re very excited to see how players use additions to build on ways to express themselves.
As your character grows through this language, so too will Braided Shore. Behind the scenes, this is one of many ways in which the team will absorb activity, watching the way that emotes are being used, checking for ways in which they help or hinder your fluency, roleplay experience and gameplay, and developing new emotes accordingly. Evolving this language together is one of the many ways that players will influence the world, and we’re very much in a state of anticipation at how early access will be the start of this long and exciting journey!
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Of course many people will want to find spaces and places to talk to one another in text and speech, and that’s something we’ve heard a lot of requests for. We are very keen for you to do just that and we’re looking forward to watching the game world and the community develop side by side here on Kickstarter, and also on Steam and Discord.
Have you played any games that have a special way to communicate? What do you think about our emotes design? Perhaps you’ve played Meadow and already have thoughts about it? We’d love to hear from you!
Best Wishes,
Helen & the Dev Team xx
A new release date - But it's still so close!
over 3 years ago
– Thu, Jul 22, 2021 at 05:04:33 AM
Dear Travellers,
We are almost ready, we really nearly are... but we've decided to take three extra weeks before we set out on our journey into Braided Shore.
We’ve been listening to your anticipation (it really is the wind in our sails!) and we know that some of you are so ready to get going that you’ve made launch day plans… we’re so honoured to hear it! We hope this announcement leaves you time to make adjustments for our new launch date of August 30th and here's our commitment to the very hour:
7pm CEST (Central European Summer Time)
5pm UTC (Coordinated Universal Time)
1pm EDT (Eastern Daylight Time)
10 am PDT (Pacific Daylight Time)
New screenshots
Every detail that we check now and every final touch that’s made will make your adventures more immersive, more compelling, more rewarding. Thank you for bearing with us! Braided Shore will be all the better for these last few weeks’ attention. Below are some new scenes to show you a little bit more about where we'll all be very soon!
Be with us on our final stretch
Be with us as we try to steer ourselves away from this too-trodden path of travel metaphors onto a momentous course to early access… we have beauty and backstage treats to share in abundance, so follow our Youtube to get notified of upcoming video insights, and of course, keep your eyes peeled for a launch day Kickstarter update with all you need to know to start playing!
We can’t wait to get this game out and share it with you!!
Helen & the Dev Team xxx
Book of Travels in the Words of Others
over 3 years ago
– Sun, Jul 18, 2021 at 03:29:28 AM
Dear Travellers,
As our teams head out for summer vacations, we’ve decided to give them a break from preparing and sharing artworks from Book of Travels. Instead, we’re sharing some of our favourite articles about the game.
It’s quite incredible to me to think that not so long ago, when the name for the game wasn’t even set in stone, we’d search up ‘Book of Travels’ to find only references to an ancient Ottoman literary tradition. Today a quick internet search throws up a wealth of images and articles: some are ours, but many are the work of others, and today we want to say thanks to anyone and everyone who has ever written about or shared any news about our Online RPG.
The articles and features shared here express so well what Book of Travels is about and the ambitions we have for your Braided Shore experience. We very much value words like these – they are our sounding board, our mirror, our friend along the way, letting us know who we are, where we are, and that we’re heading in a direction that’s right and true.
Words about the date reveal trailer
Here’s what Screenrant's Coleman Gailloreto had to say about our Date Reveal Trailer…
A close look at first gameplay
Rachel Watts at PC Gamer put excellent words to how Book of Travels differs from classic MMOs and shared our first ever gameplay video in her feature last November...
An appreciation of detailed character creation
Loren Morten at Rock Paper Shotgun took a look at the same video and enjoyed the game’s detailed character creation process...
An interview with our Creative Director
In ‘old’ media form only (we do love analogue press here at M&D) Creative Director Jakob Tuchten talked with Chris Kerr at Edge about the studio’s ”punk” ethos.
Regular and expert angles on these Steam posts
For anyone who hasn't come across Massively Overpowered yet, we'd like to shine a light their way – Bree and Justin's synthesise of our sometimes vague and often slippery reveals have been a great read and always reassure me that we're saying what we mean to! Each fortnight they comment on our Steam post with the insight of true RPG aficionados – so get the kettle on, get cosy and catch up on our their backlog of short reads right here...
We hope you enjoy reading this selection – as always, we'd love to read your words right here… Share anything you like about the game, about these articles, or about your own experience on sharing a project with the world… We’d love to hear them!
Best Wishes,
Helen & the Dev Team x
P.S It's been a long time since we posted anything on Reddit, but we finally made it happen and you can now connect with MMORPG fans and take a look at our developer spotlight post right here, and if you're a Reddit user, we look forward to seeing you there more often in the future!
Every Traveller a Different Tale - all about stories in Book of Travels
over 3 years ago
– Wed, Jun 30, 2021 at 12:34:04 PM
Dear Travellers,
How does an RPG look when there is no linear questing? We’ve often talked about how the narrative experience of Book of Travels is different from traditional and classic RPGs, and today I’m going to paint a clearer picture of how the game is designed so that you, the player, will go on a story journey that’s unlike any other.
Rare encounters
Book of Travels takes much inspiration from tabletop roleplay games and live action roleplay, each of which evolve story experiences from the beats of randomly generated scenarios. Readers who have ever LARPed, who like to roleplay or who’ve ever taken part in immersive theatre will know the feeling of being captivated by a stumbled-upon dramatic event. This can be even more special when encountered with only a friend or compadre, and perhaps better still as a singular and solitary audience. Scenarios in Book of Travels are threaded throughout the game world in such a way that players will not share a common set of experiences, and there’s a chance that you’ll experience a scenario which is so rare that you could just be its only witness.
The personal pattern of your journey
Scenarios which are less rare may still be encountered by only a few Travellers who, having taken their own path and honed their own world view, will interpret them in that light. Other experiences will be more common, but [b]whatever kinds of encounters you have, their course and pattern will emerge from the choices you make on the road[/b]. Since there is no linear plot through which to advance, Travellers will instead come across many story strands to weave together along the way, but not every player will hold the same threads. Essentially[b] your exploration of Braided Shore will be entirely different from that of any other Traveller[/b] and your adventure will take a shape that's all its own.
Shifting events in a living world
Should you tell another Traveller about an exciting moment, they should know that they won’t be able to recreate that experience - events in the game are not static and cannot be depended upon in terms of gameworld time-and-space. In many ways they comprise a vast and eternally shifting collection of encounters that together form the body and soul of Braided Shore.
Shaping chapters
One of the advantages of making a PC game based on Steam is that it allows us to listen to players’ opinions, so over the course of Chapter Zero we’ll be reading and absorbing your responses as well as using game data to observe how Travellers are experiencing and responding to the world and its stories. This insight is something we are really excited to explore, since we’ll be able to respond to the marks that you leave and the tracks you make to craft Chapter One, which we think will help us make it a much richer experience.
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Thank you so much for being with us - we’re unbelievably only six weeks away from our launch date of August 9th! We’d love to hear what you think about our narrative design in the comments section below where our Narrative and Game Designers Dennis, Andreas and Beta will drop in and answer your questions. What gaming story experiences have made great memories for you? We'd love to know!