What's next for Backpack Hero?
Backpack Hero will continue!
We plan to make more updates, more improvements, and new content.
There will not be any major updates this week. The team will use this time to develop a new roadmap and consider transitioning to local Mac and Windows builds. We will also create a KickStarter and transition to a paid version. We want to support the free version as long as possible, but unfortunately development is now costing us money. We need to transition to a commercial model.
Just to be clear there will be at least one more update to the free web version. And we do not plan to remove or downgrade the web version in any way. We hope to keep it available!
What features do we have planned?
- More content!
- More items, relics, and curses
- More enemies and bosses
- More levels, including multiple paths through the dungeon
- More events and event mini-games
- More item behaviors and synergies
- More art, music, and sound effects
- More items, relics, and curses
- More replayability
- Unlockable content and meta-progression
- Harder difficulties
- Game modifiers
- Different dungeons and challenge runs
- An overworld that you can upgrade between runs:
(early draft)
- Unlockable content and meta-progression
- Other things we have planned:
- A complete redesign of archery
- Items that move around in your inventory
- New enemy behaviors, including stealing items from your backpack
- New status effects - including freezing enemies and reflecting damage
- The ability to use items outside of combat
- Improved dungeon generation
- Better balance with combat rewards
- New level-up system
- More in depth stat-tracking
- Widescreen support
- Improved performance
- Bug fixes, polish, better balance, gameplay and quality of life improvements
Other things we are considering, but may depend on a successful KickStarter:
- Other characters
- Console and Mobile ports
- A versus mode
- Online leaderboards
- A "creative" mode
- An "atlas" of items
- Other backpacks:
Get Backpack Hero
Backpack Hero
The inventory management roguelike! Collect rare items, organize your backpack, and vanquish your foes!
Status | Released |
Authors | Thejaspel, BinaryCounter, GangsRobin |
Genre | Role Playing, Card Game, Strategy |
Tags | 2D, Cute, Deck Building, Dungeon Crawler, Pixel Art, Roguelike, Roguelite, Turn-based |
Languages | Czech, German, English, Spanish; Castilian, Spanish; Latin America, Italian, Dutch, Polish, Portuguese (Brazil), Romanian Moldavian Moldovan, Russian, Turkish, Chinese (Simplified) |
Accessibility | Subtitles, Interactive tutorial |
More posts
- Backpack Hero 1.0 is available now!Nov 15, 2023
- Thank you for a great year!Feb 01, 2023
- Winter Event!Dec 22, 2022
- Backpack Hero is for sale on Itch!Aug 18, 2022
- Backpack Hero Early Access is here!Aug 15, 2022
- Backpack Hero enters Early Access on Monday!Aug 13, 2022
- Backpack Hero has a Demo on Steam!Jun 27, 2022
- Backpack Hero is a contestant in the GDWC!Jun 26, 2022
- Surprise Update!Jun 22, 2022
- Kickstarter last dayMay 06, 2022
Comments
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just want to come back to this one and say I love the idea of a house and hub world. and that made me think of the idea of a dungeon you go into empty and you can keep your backpack when you exit to you r home. and then a bigger badder dungeon with better items that you can enter with a backpack loadout of your choosing of the stuff you have collected. and then a backpack charm to be the quit out go home button that can activate on death? (just for immersion) and maybe it can be upgraded somehow so you can quit taking one item currently in your inventory home so you can start with it on your next run
Hellooo! I was wondering if the game on the itch.io page will have all the features or if you will make the full release on steam only and this one on twitch is the demo. Another question is; how would you access the different caracters and backpacks? would you have to unlock them in some way via an acievement or by defeating the game X amount of times (or, rather, defeating the different bosses of each floor type.). I'm just curious.
The full release will be paid only. You can get early access as we continue development by supporting our Kickstarter - only 68 hours to go!
We are releasing on Steam first, but we may also put the game on Itch.io or other platforms.
We will probably introduce Satchel, the second character first and at first there may just be a character select screen. Later on we will have characters unlocked through the "Town" which you visit after each run.
Wow, that was an extremely fast reply.
And hey, that's good to know. Will there be any sort of "lore" between characters and the world? like the main (current) character is like a cheesemonger looking for new cheeses sorta deal.
Also, a suggestion;
secret rooms that can be found with a special item (I.E a special map, key, ect.) that would be classed as or higher than legendary. The loot in the secret rooms are (or would be most usually...) exellent, and perhaps might contain a relic or weapon that is usually found elsewhere or obtained in a specific way (such as the Fox Raiper). Perhaps it contains a secret passage to go to another area [like the swamp area.]
Anywho, take it or leave it, your game is amazing and I love where you are and where you will take it. I would gladly pay a chunk of money to buy this game. Also, if I may ask, How much will the final game be?
Great ideas! We are planning to have more items that effect the map like the key.
And yes we will be expanding the game's lore significantly. GangsRobin is working on it a lot.
The game is $12 on Kickstarter now. I think it may be $15 when fully released on Steam.
oh! good to know, and thanks! I would also like to ask; is the map system/generation based on the binding of issac? it reminds me of it alot, minus the "free roam" rooms. Again, It's really cool, and thanks :)
I hope you have a good development process, I know it can get stressful.
I have been compiling a data chart on your game, and I'd like to know your personal opinion;
What's your favorite loadout you've had/tried? (if you have, As I know your more than likely very, very busy.)
All of this sounds absolutely amazing! I wish you only the best of luck!
it's been so long for me to meet such a creative and addictive game idea. is there we get a notice of you launching a crowd sourcing or other official release (especially for steam)? I will be very glad to have full version on steam and share it with my friend!
Thanks for your enthusiasm! We are setting things up and hope to have a KickStarter by next week!
Looking forward to supporting my first kickstarter!
When will the kickstarter be available
Keep up the great work I'll be looking forward to paying for a amazing game like this, and I wanna give some of my feed back to also. Since it's a dungeon like game, maybe have different pathways or routes that lead to different zones for the different enemies/bosses instead of a linear path. I know it's all basically randomly generated but it give the player a sense of choice. Speaking of bosses, the end boss ( and the axeman, I thinks its called) spike defense mechanic needs to be nerfed/limited somehow. I don't want to be forced to find weapons or items that build around avoiding killing myself for attacking. Several times i had to end runs because just attacking was killing me and I have nothing to work around it. The new burn debuff also needs some thing to counter it besides cleansing potions, maybe drinks could help remove it, just makes sense to me.
I'd also like to suggest a new rare mechanic (called unending, immortal, etc.) for consumable/destroyed items, where instead of being removed it's disabled for the turn or combat. I think this would help make certain items much more usable like the bomb relic or other crazy combos, of course some powerful items should be excluded like the gold whetstone and ethereal. I'd also like to see more ways to get permanent energy either by beating the end boss, sacrificing max hp at an alter, completing a set of items, finish a scavenger hunt quest or whatever but 3 energy in endless mode is not enough especially in the later levels.
I hope you take some suggestions into considerations, Thank you for all your efforts and good luck!
"Perks" that you obtain after boss fights. eg. More block gained/mana/max hp might make possibilities greater and runs more unique. Also "pockets", like a 1x1 mini backpack that is not affected by items/modifiers from your backpack, could lead to interesting reorganising of relics that you want to keep for later but do not want to affect your items right now.
I like the idea of new backpacks/characters (sort of the same thing).
maby they give buffs, varie in size, or (like someone else said) have different methods of upgrading, like via tetris pieces. they could also make certain items more likly
Having random backpack space upgrades would make things interesting. You get two random 2x2 block with some blocks being blocked. On some level ups, instead of a 2x2 block, you can get a block that will let you unblock a square. Or there might be random events that affect unblocking.
If there's any devs that deserve to get paid for their work, You are them. Seriously, My friend and I have actually agreed that we hoped you'd make a more fleshed out paid version of this one day and that it has huge potential, so this is wonderful news for us. Keep up the amazing work!
I will gladly pay for a full version of this game (especially if you get a Steam version). I've had quite some fun with the current free version. Good luck!
Oh my God, thank you for the Atlas; I've wanted a list of items that I could fill out ever since I first played (it gets a bit annoying trying to build-design, and forgetting that a certain item exists, and would be much better than what you're looking for).
Great news ! A versus mode you said ?? that's intriguing ! :D
So firstly, thank you for this awesome web and free version, and best of luck for what comes next :D
That's some exciting news. Looking forward to it!!