A downloadable crystal fantasy game

Get this crystal fantasy game and 528 more for $5.00 USD
View bundle
Buy Now$20.00 USD or more

Tell Us A Tale...

Of legends, both ancient and those yet unwritten.

Of magic and steel, of souls and crystals.

Of loyal friends, deadly foes,  and terrible creatures.

Of the legacy of heroes in a world yet to come.

Tell us the tale of those beyond the Valiant Horizon.

A Heroic Crystal Fantasy Game

Valiant Horizon is a game that features: 

  • Lightweight, fast-paced tactics powered by Total//Effect.
  • 12 unique classes representing archetypes of ancient heroes, each with their own unique traits and powers. 
  • A Relationships and Bonds system that ties you to to the friends you make along the way. 
  • A Reputation system that tells you what kind of heroes your characters are seen as.
  • A strong emphasis on retelling the memories of ancient heroes to create a setting at your table. 

The team on this project is:

Soundtrack

Media

Spencer Campbell of Gila RPGs flipped through the itchfund version of the game here!

://binary-star-games.itch.io/valiant-horizon&source_ve_path=MjM4NTE&themeRefresh=1

Purchase

Get this crystal fantasy game and 528 more for $5.00 USD
View bundle
Buy Now$20.00 USD or more

In order to download this crystal fantasy game you must purchase it at or above the minimum price of $20 USD. You will get access to the following files:

valiant_horizon_v1.0.pdf 12 MB
valiant_horizon_printable_playbook.pdf 498 kB
valiant_horizon_backer_classes_9-26-23.pdf 459 kB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

Hi I'm sorry to bother, but recently you sent out the Age of Heroism content and when I try to claim it, itch tells me the promotion is no longer active even though it should still go on for about 4 days :/

This has cropped up a few times and I don’t know why. Send me an email (binary.star.games@gmail) from the email tied to your itch account and I’ll send you a key.

(+1)

Greetings from Brazil!! I have a small doubt about "Call for Aid" (perhaps caused by the fact that English is not my first language).

To determine the Total, do I use the value rolled before applying the Effect or after applying the Effect? Let's say the narrator determines Inverse High Die and I roll 4-1-3. Would the Total be 8 (4+1+3) or would the Total be 7 (3+1+3)?

Sorry if the answer is a bit obvious, but I really don't understand the rule. If you can help me, I would appreciate it!

(+1)

Total is based on what you rolled - so in this case it would be 8. Inverse effects don’t change the original total.

(3 edits) (+1)

Thanks for answering! I think the part explaining Inverse Effect may have confused me a little, but having read the entire book I now see the separation of Total and Effect more clearly (and also understand the Dark Knight class more lol). Again, sorry for bothering you with the question. I only recently became a fan of your games, but I also wanted to thank you for all the time you dedicated to developing the game and also in the development log posts. I'm eagerly awaiting your next releases ^^

(+1)

No worries at all! Thank you so much!

(+2)

I love the game lore! It's such a strong opening to the book. And feels reminiscent of the gacha game Brave Frontier, which I used to love as a kid. Also, maybe very specific, but I really like the layout choice of having examples and notes in the margins. 

Excited to get people to play it with me!

Thank you so much! Hopefully you can get a group together!

I hope you can add more community copies soon!

Ok.

Wow thanks so much, i cannot wait to try it and spread the word to my dnd groups.

Hope you enjoy!

Hello there! First of all, congratulation on the developing of this fantastic game, it works really well and have tons of potential! I have two questions to the designer, tough. Since HP are always full at the start of a combat and they usually reset from one to another, how would make sense to mechanically handle traps or obstacles outside of combat that makes sense to inflict some kind of penalties/euhastation to the characters? These are few of my own ideas:

- Start the next combat with fewer HP than normal.
- negative Escalation (so that it instead subtract from the Total, and slowly reset and eventually become normal).
- Disadvantage on all rolls in the first round of combat.
- Inflicting temporary Burdens (this is probably more fitting for representing penalties outside of combat).

And how to determine if the players can avoid it or not? I presume by using Asset to avoid them in case the Asset makes sense for the obstacle/trap in question, but I'm afraid it willl feels punishing since Assets can be used only once per session each.

Thank you for reading it and very curious about your answer (hopefully)!

Hi, thank you!

If I had to do traps as a thing I’d probably do Asset-spend to avoid them, yes. (This isn’t so bad, players can use Determination to get it back if they really want and they can always just choose to succeed but gain a Burden.) Generally speaking I’d probably just avoid the standard “generic dungeon trap” thing: if I were going to use traps, I’d probably treat it as like, a big setpiece.

If you do want to give some sort of minor penalty for it, starting combat with a few less HP, having disadvantage on round 1, or acting after enemies on round 1 sounds about right.

(+10)

I did a flip through of this game on stream, and it is so dang cool!