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A mysterious essence has landed at the feet of the Ambertree, spreading corruption throughout the roots of the forest. As the last uncorrupted avatar of the Tree of Life, you must embark on a challenging journey to the very heart of the forest to solve the mystery and save your home and all the beings inhabiting it from the impending void. Will you resist the darkness, or will you embrace it and wield it to protect the life?
Legend of the Ambertree is a roguelite VR game set in a magical forest that has been tainted by recent events. As players traverse through mysts of procedurally generated woods, they will acquire unique items that empower them and aid in reaching their journey's goal. However, they will also encounter creatures once friendly, now affected by the void. Game inspired by two of the greatest indie games: "Ori and the Blind Forest" and "The Binding of Isaac." Experience a magical adventure in a hand-painted, stylized virtual world prepared and optimized for the Meta Quest 2.
Experience the game, where the forest keeps on changing. Every path you take will be unique.
Each subsequent adventure will differ from the previous one.
Every new gameplay you will have to look to your surroundings looking for landmarks to help you navigate
through the labirynth of trees (or look at the map if you are as bad at navigation as we are).
The void controlling the forest through the roots can really make your journey quite demanding (and
exciting!).
As a chosen avatar, you have been granted with two artifacts by the Ambertree: a shield and a gauntlet. They are the source of your power, and allow you to focus the magic flowing within them and channel it to protect the forest. However, be cautious, as any injury to your health must be replenished using the power of the artifacts. When the power is depleted, there will be no one left to withstand the void.
The forest is full of energy left by the Ambertree. Collect unque items that will enhance your vestiges help you reach the heart of the forest. Each item has special properties that can combine with other items in amazing combinations. Become a true Avatar overflowing with the energy of the Tree of Life...
You can also go to the dark side and collect corrupted items. These items grants great power, but once you reach for the void it will be hard to come back cleansed. It doesn't mean you can't use these items for a good purpose, but there may be a price to pay. After all, it's the void, remember?
Our main premise regarding the generation of the successive stages of the game was to adhere to the narrative concept of the game. Therefore, we decided that with each subsequent floor of the forest, the player would enter increasingly devastated parts of the forest until they ultimately reach the completely corrupted center.
On each floor, dedicated enemies for that floor will appear, but as the player progresses and reaches subsequent stages, in addition to new adversaries, there will be variations from previous levels, enhanced, with new moves, and so on.
We want the player to feel progression in the game not only visually (through the surrounding world) but also in the form of increased difficulty due to encountering tougher adversaries. Of course, even though the enemies will be more formidable, the player, as they advance further and acquire additional items, will continuously grow in strength.
Room by room, the player will navigate through the "maze" to find the passage to the next part of the forest. Landmarks will help them determine the direction. Each boss arena will be marked in the world with a clearly visible object. The player will have the choice to either quickly proceed to the next stage or explore all the rooms on that level, with a chance to strengthen their power.
Each bossroom will be marked on a world with a landmark.
Right from the beginning, the player will be able to determine on which arena they will face the boss at the
end of the floor.
Yes! The boss battles can vary, even when facing the same enemies. In addition to a few planned unique
bosses for each floor,
randomly selected unique arenas will also be featured on each floor.
This way, every subsequent playthrough will be even more distinct, and the boss fights will be more
diversified.
Each arena will have its own mechanics that the player must pay attention to, in addition to the moves of
the bosses themselves.
Maybe something will shoot us under our feet? Maybe the whole arena will change its layout?
The items collected by the player will combine into deadly combinations. For example, the player may pick up an item that causes the projectile to split into two additional shots at right angles upon hitting an enemy. Then, imagine that the player might pick up a void item that changes their attacks to a ground slam (something like a whip or a tentacle). Now, upon hitting an enemy with the tentacle, two additional tendrills will sprout and strike forcefully to the sides! But what if the player picks up an item that fires two projectiles at once? Or one that causes enemies to deal damage around themselves? Or maybe...
This system of item combinations adds depth and strategic possibilities to the gameplay, making each playthrough more exciting as players discover unique ways to leverage their collected items.
In the game, there will be two types of items: active and passive. Active items will require charging, and once charged, they can be used once before needing to be recharged (in various ways). Active items will be divided into three levels of rarity: common (white), rare (blue), and legendary (orange). Each rarity level will uniquely define the type of item property it has: white items will provide basic enhancements (e.g., ignite, poison, slow, etc.), blue items will slightly alter gameplay (e.g., projectiles will fly in a straight line following the crosshair, attacks can be charged for a larger explosion, etc.), while orange items will significantly alter the gameplay (e.g., the player gets a bow instead of a shield for ranged attacks, or the shield shoots powerful tendrils into the ground instead of projectiles).
We want you to go wild, striving to become as close to a literal forest god as possible. Do you want to break the game? Wreck anything that approaches you? Feel free to collect some broken item combinations and go berzerk! There is no wrong way to play this game!
This system of item rarity and their effects will add an exciting layer of depth to the gameplay, allowing players to experiment with different combinations and strategies based on the items they collect.
There are totally some goals and a roadmap (not). Game is still pretty much unfinished and lacks tons of
content.
WiP heavy! It probably will be done eventually, whenever it gets completed.
But fear not! At the current pace, we should be able to present a demo around 2030!
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