Armed with a single, indestructible arrow, Titan Souls on PS4 and PS Vita drops you into the midst of a desolate world you have no knowledge of. Exploration will soon reveal the hiding places of the Titans that reside here, and it’s your job to take them down.
Tense, punishing boss battles are a love of ours that we think a lot of gamers share. These kind of battles are the very core of the gameplay in Titan Souls. There are no health bars — a single strike will end your life, and a single hit to a Titan’s weak spot is all you’ll need to pull off a kill.
It’s not as simple as it sounds, however — each Titan is completely unique, with its own threatening move set and its own hidden weakness to be exposed. It’s a challenging game, and we’re not going to help you out with any overt tutorials or prompts either — you’ll need to observe carefully and figure things out for yourself. Whilst simultaneously managing to survive. Maybe we’re just horrible people.
The idea was born out of a Ludum Dare jam game of the same name that we made in a weekend back in December. The theme was “You Only Get One,” which is where our core mechanic of firing and retrieving your single arrow came from. Along with only having one “health point,” this was our starting point for the game’s brutal difficulty.
We initially thought this might have been a hard sell, but we were thrilled by the positive feedback we received and immediately took up the opportunity to make Titan Souls into a full game with the help of Devolver Digital.
We’ve been working hard making an all-new engine with better graphics and more fluid movement, a larger overworld with a greater attention to detail, and a ton more boss fights with greater complexity and improved balance.
We’re all amazed at how far Titan Souls has come since starting out as a jam game 6 months ago — it’s been a hugely exciting journey culminating in the announcement of the game coming to PS4 and PS Vita on the PlayStation stage at E3. We can’t wait to further improve, expand, and show off the game as we approach our early 2015 release.
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