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Steam News2 May 20251y ago

Quests and Conversations

Hello everyone! For this update, two more systems have been added into the game: quests and conversations.

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Full Sigil of Kings update

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Hello everyone!

What changed

0 fixes2 additions4 changes0 removals
  • Gameplay
  • UI and audio
  • Events
addedFor this update, two more systems have been added into the game: quests and conversations .
changedQuests are very important in Sigil of Kings, so there are going to be plenty of them. Since the world is dynamic and unique because of procedural generation, all of these quests will be specific and uniquely tailored to your game. So, when developing a quest system, it's not just about creating quests and the UI, but we're creating a way to synthesize quests based on the state of this unique world. It's a long way to say it's harder than normal.
addedThere's a new screen for the list of all quests and detailed current quest information, the Journal screen. The design is typical CRPG design, and is partly inspired from Avowed.
changedSome quest information is also shown in the main game UI on the right hand side: the currently pinned quest is always there and other recently acquired/modified quests are shown temporarily before fading out.
changedThere are multiple ways to get and complete quests. One is by just triggering events while playing the game normally, e.g. arrive somewhere, kill something, etc. Another way is to talk to people in cities. City screen is not implemented yet, so that's coming later. A third way is to talk to NPCs in levels, e.g. in settlements.
changedThis is all for now, stay tuned for more.

Sigil of Kings changes

addedFor this update, two more systems have been added into the game: quests and conversations .
changedQuests are very important in Sigil of Kings, so there are going to be plenty of them. Since the world is dynamic and unique because of procedural generation, all of these quests will be specific and uniquely tailored to your game. So, when developing a quest system, it's not just about creating quests and the UI, but we're creating a way to synthesize quests based on the state of this unique world. It's a long way to say it's harder than normal.
addedThere's a new screen for the list of all quests and detailed current quest information, the Journal screen. The design is typical CRPG design, and is partly inspired from Avowed.
changedSome quest information is also shown in the main game UI on the right hand side: the currently pinned quest is always there and other recently acquired/modified quests are shown temporarily before fading out.
changedThere are multiple ways to get and complete quests. One is by just triggering events while playing the game normally, e.g. arrive somewhere, kill something, etc. Another way is to talk to people in cities. City screen is not implemented yet, so that's coming later. A third way is to talk to NPCs in levels, e.g. in settlements.

For this update, two more systems have been added into the game: quests and conversations.

Here's a video that demonstrates a lot of the below: conversation, quest branches, group fights (militia vs undead), quest completion, quest chain, location hints.

Quests

Quests are very important in Sigil of Kings, so there are going to be plenty of them. Since the world is dynamic and unique because of procedural generation, all of these quests will be specific and uniquely tailored to your game. So, when developing a quest system, it's not just about creating quests and the UI, but we're creating a way to synthesize quests based on the state of this unique world. It's a long way to say it's harder than normal.

The types of quests supported so far are plenty, and are pretty standard: kill enemy, get item, return item to somebody, be somewhere at a specific time, escort somebody to safety, etc.

There's a new screen for the list of all quests and detailed current quest information, the Journal screen. The design is typical CRPG design, and is partly inspired from Avowed.

Some quest information is also shown in the main game UI on the right hand side: the currently pinned quest is always there and other recently acquired/modified quests are shown temporarily before fading out.

Location hints are supported for quest objectives, so sometimes it's possible to see where is a target that we need to reach, e.g. some particular city or dungeon, approximately or precisely.

Conversations

There are multiple ways to get and complete quests. One is by just triggering events while playing the game normally, e.g. arrive somewhere, kill something, etc. Another way is to talk to people in cities. City screen is not implemented yet, so that's coming later. A third way is to talk to NPCs in levels, e.g. in settlements.

When talking to NPCs in selttlements, you should get context-specific information regarding the NPC and the location they're found in.

To support quests, we need to be able to inject dynamic quest information, to some of those NPCs. That's done, and shown in the first video.

This is all for now, stay tuned for more.

Until next time!

Source

Steam News / 2 May 2025

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