Before Arthur - FAQ
Hello everyone, development is still ongoing with a lot of "under the hood" changes happening and being worked on. As necessary as all that is, it doesn't make for the most exciting post - so until we have more meat to show you, I thought it would be a good time to answer some general questions about the game.
I'm going to try and answer each one as detailed as possible, without giving away too much. I will keep updating this as we go and more questions come in, with the goal of providing detailed answers without just "yes" or "no".
(FYI: Before Arthur is still in active development, so anything discussed is subject to change)
Q: Is there a defined story?
A: There isn't a defined story per say, and definitely nothing linear. However there are a number of historical (and legendary) dynamic events that will take place throughout your playthrough. These events and quests will depend on a number of factors including previous choices and the choices of NPC lords. As you play you'll encounter these quests with many ties to historical events of the period, and also keeping no two games the same. These quests will differ in length, complexity and consequence, offering you meaningful choices that will in turn shape your character and the world around you.
Q: Will King Arthur make an appearance?
A: Well.... maybe! Even though the game starts "Before Arthur" (and his round table), there are plans to introduce a possible event that gives rise to the birth of Arthur and the founding of his legendary kingdom of Camelot. Although I am still figuring out the best way to implement this, I am committed to adding the possibility of either helping the legend unfold, or allowing the player to kill Arthur instead.... oh I've said too much!! :)
Q: Can I play as Arthur?
A: I feel like this was partly answered above, but no. The game will start around 440 A.D just as many of the Briton Kingdoms were starting to take shape and about 60 - 70ish years before the battle of Badon (Where a historical Arthur was supposed to have fought).
Q: How much of the Arthur Romance will be in the game?
A: There will be a mixture of historical and legendary events, but the overall goal is to paint both Arthur and those surrounding him with a more "historical" brush, meaning you won't find too much magic and very little from the French romances of the 12th century.
Q: Is it an open world, or something else?
A: The game is an isometric open world in the same vein as Project Zomboid and will include all of England, southern Scotland and Wales. Due to the large scale, I have introduced an overworld map to help you find your way, and am considering adding a fast travel option for locations you have already visited. I still have a tone of detail to add to this world, but currently northern England is beginning to take shape.
Q: Can I build anywhere?
A: Yes! As long as it is inside your borders. As you play the game you will begin to found and claim "sectors" that will make up your territory and kingdom. Your borders will change based on this and you will be able to construct buildings (without a grid) based on what type of sector or "holding" you are currently in.
Q: How does character progression work?
A: Your character will level up as they gain experience and you will be free to assign stat points wherever you feel is needed with aditional bonus points given to areas that your character has done a lot of. The current stat choices are 1) Strength - Effects how strong your character is, how much they can carry, the amount of damage your weapons do and the type of weapons they can use. 2) Agility - Effects how quickly you can swing a weapon and block attacks, also slightly increases your movement in the world. 3) Intelligence - How "smart" are you? Effects the types of books you can read, dialog options and how effective you can manipulate others. 4) Leadership (Charisma), Effects how many troops you can lead in battle, how well you can persuade NPC's and how effective your rally call is during battles.
Q: How does personality traits work?
A: Every character in the game has a unique personality that not only affects their choices (NPC's), but also the options available to the player. As you play your character will begin receiving traits based on your choices, playstyle and history. Once a character has a trait however, acting against it will cause a loss in stability that can lead to a mental break, stress or other negative traits forming. On the flip side, making choices that are in line with your character traits will create happiness and lead to more positive traits forming.
Q: How do battles work?
A: Before Arthur will combine light strategy with isometric realtime combat. Each battle will allow you to form battlegroups from your available troops. You will also be able to place these groups on the battlefield and decide their formation before the battle starts. Once started you will be free to issue orders to each group in real time with factors such as morale, formation and individual troop experience influencing their combat outcome.
Q:How does combat feel / work?
A: Although still very much a work in progress, combat currently includes bows and arrows for ranged attacks or a swing, and jab option for close combat. Each attack is dependent on your skill level and weapon selected. Each weapon has a weight, and a length ratio that affects both its speed and reach. Some weapons also have passive abilities, such as axes being better against shields and swords being better against spears etc. I plan on spending much more time on combat before release.
Q: How many items and weapons are there?
A: A lot. I have currently added over 400 (408 current) items ranging from food, clothing, weapons, furniture, boots, gloves and armor, with plenty more still planned.

Q: How alive is the world?
A: I have been working hard on this aspect (with much more to do), but the goal is to make the world seem as alive as possible. To this end each NPC from rival kings, to lesser lords and ladies all have their own personalities and traits that affect their choices based on current needs. NPC's will work, build, sleep, pray, hunt and feast. Trees and crops will grow, seasons will change and your actions will ripple outward, shaping events and other's choices around you. I hope when finished you will find your decisions and those of the AI will create meaningful changes to the world and mean that no two games are alike.
Q: So is this a strategy game, or an RPG?
A: It's both. I'm trying to do something different here and blend the two genres as best as possible. I've always loved both genres, but maybe I'm just weird and want to play them both at the same time. :)
The game is inspired by titles that have done just that including Mount & Blade, and Crusader Kings. In Before Arthur, the strategy engine is always running in the background, controlling the different factions and NPC choices, as you control and live the life of your monarch, ruling a kingdom, and making active choices that build relationships with the other characters in the world.
Q: What characters will be in the game?
A: There will be a blending of both historical, legendary and random characters that you will meet, lead, or challenge throughout your playthrough. Those who are legendary will be painted with a historical brush in order to keep things feeling grounded and "real", while also balancing gameplay and fun.
Q: How long is the game? What periods are covered?
A: As mentioned the game begins around 440 A.D and will cover the Saxon invasion of England up to about 700 A.D
Q: Does religion play a role?
A: Yes, this is darkage Briton after all, and religion was a big part of people's lives. As you play the game you will be free to choose what faith you wish to follow be it Pagan, Roman Christianity, or Pelagianism. The scope of this is still being determined, but I'm considering adding a faith mentor based on how well you follow your faith granting you both benefits and penalties.
Q: Will the game have multiplayer / Co-op?
A: Unfortunately no. I am just a solo dev after all :) - however the goal is to make the AI and "living world" feel good enough you won't mind there isn't multiplayer.
Q: How deep is the simulation?
A: The game features economic, social, diplomatic, technological, and world simulation systems that are influenced by both your choices and those of other factions and NPC's. It also includes a sprinkle of life sim as you will need to eat, sleep and entertain your character in order to stay happy and healthy. I'm trying to make the world as intractable as possible, meaning you can sit in chairs, decorate your halls, cut down trees, plant crops, drink ale and talk to NPC's all in a day's work.
Q: What happens when my character dies?
A: Sure, you might be a pro and manage to survive every battle and assassin blade unharmed, but eventually you will grow old and die. In order to avoid the "game over" screen you will need an heir to continue playing the game. I am trying to make this process as painless as possible, meaning you will have some control over your heirs personality and skills beforehand. That is - if you invest the time into training and mentoring them properly.
