Revolt
Imagine the Devotees revolted against the warriors -just putting that out there - I think the devotees would be crushed I recon
Imagine the Devotees revolted against the warriors -just putting that out there - I think the devotees would be crushed I recon
I think the bard section was a good , fun to play section with decent lore but the NPC’s were knobheads. They have personal slaves , called you idiots and manipulated the warriors into bad people. who agrees
Hi,
Sorry if this isn’t the right sub.
I am very new to gaming and I LOVED COS. I enjoy mystery/puzzle games (also enjoy puzzle boxes and games like the room), but mostly when the puzzle isn’t explained and you really have to find out what the system is, what the rules are, how the rules apply to the system, etc.
So COS was a big hit for me, and I was wondering if any of you have recommendations for other games? I would greatly appreciate it. :)
The game was amazing, between the original idea and the breathtaking art its just perfectly beautiful. As a Spanish speaker in an English speaking country, the message of the game resonates a lot deeper. Heavy Heavy Heavy spoilers of all the game.
There was this specific moment that I really really liked about the game. Most of the cultures in the game have different names for the same culture. To give an example, the Warriors call the people 2 floors above them "Scientists", while they call themselves "Alchemists".
After I first got to the Alchemists level, I went back to finish the Bards dictionary, and the last word that I needed to fill was the one from the theater story, "The (x) Bard." (being (x) the word that I was missing). As we know, the Devotees's goal is to go up to find go, and the Bard from the story's goal is to go up, so my mind thought "Oh, the word that I'm missing is Devotee". Also, every Bard was telling me "You want to go up? You are a (x)" so I thought that they were calling me Devotee. After a while I found the last page and found out that the word was not "Devotee", it was "Idiot".
The reason that I really like this is because, it was so unexpected, and it is something that only could happen in a game like this. It really shows the difference in each culture's goals and way of living, through language. They don't hate (I believe that they don't even know of the existence of) the Devotees, but in their part of the Tower, where everything is so nice and artistic, and they don't have the struggles that other people does below, something that gives other people their reason of living, is so dumb that the word for that is just "Idiot".
It goes together with the "Seeking, you are. Found, we have" that they say to the Alchemists. Also, the relation between these two is unique, as they were the same culture in the past, its not that the Alchemists don't want to be with the civilization below (unlike literally all the other people in the tower) rather than the fact that the Monster is between the two of them so they need a barrier (also that the caves might be dangerous).
On the same note that the "Idiot" thing, it was clear all the time in the Gardens that the Bards didn't wanted to go up, and up is God (by what I knew at that point, what the Devotees said) so I thought that the Monster in the Theater was a way of portraying what the Devotees called "God", so I wrote down "God" where they had the word "Monster". I was wrong, as it was just an actual Monster, BUT, at the end we know that the Tower's maximum authority (their God) IS ACTUALLY A MONSTER.
Is very interesting as the Bards don't have a word for Devotee or God, and I think that in the words that they have or lack it tells a story, a very subtle foreshadowing that I really liked, because it is told in the language itself.
I am at the beginning of the game, and am currently running around in circles confused. I am stuck on the statues in the cemetery, I am assuming that they are somehow linked to the "combinations" in the church, but haven't got anywhere.
I have a key but am yet to find where to use it, I have completed almost a page full of one of the languages (the devotees?).
I'm always browsing itch.io for new games, and I need to share this gem with you:
https://jamwitch.itch.io/trevosa
It's Obra Dinn + Her Story + Chants of Sennaar.
Documents were partially translated, and it's your job to organize the family tree. You can search the documents by the untranslated words, but you only get the first three results. The end goal is to find the name and title of each person.
Simple, short, but very well done.
In my opinion I think the bards language was definitely the hardest language to learn however I recon that the alchemist language had a lot more diversity in patterns making in a contender. But I think at the start of the bard language every glyph felt like it meant the same thing. Who agrees or have other thoughts but I think the easiest was probably the Devotees and the hardest the bards (excluding the anchorites) if you have another opinion let me know…
Hi folks,
Recently, several threads have appeared regarding Rundisc’s next project, which is naturally raising some questions here.
So, I thought it would be a good idea to write a post to bring together everything I CAN tell you at this stage. That way, you’ll know as much as possible and you can refer anyone who asks you about it to this post. Apologies to those who’ve already seen my previous posts on the subject: you probably won’t learn much new here.
Firstly, bear in mind that our next game is, once again, a co-production between Rundisc and Focus Entertainment. This means that the marketing strategy for this game is primarily decided by Focus, including what information we can reveal and when. So I’m not at all free to tell you (or show you) everything I’d like to about the game right now, which in itself isn’t a problem: a game’s marketing strategy is now a crucial factor in its success or failure, so it’s only natural to leave it in the hands of specialists in the field.
In practical terms: we won’t be showing anything of the game until next year. So don’t expect any trailers or official announcements before 2027. And even then, the first marketing assets will probably not kick off for several months (we’ll be relying quite heavily on major video game events and conferences to determine our announcement schedule).
In the meantime, here’s what I do can already tell you about the game:
I think that’s all I’m ‘allowed’ to tell you for the moment. I’ve probably even gone a bit further than I intended, but I don’t think it matters.
So, I apologise in advance, but if you have any questions, I probably won’t be able to answer them straight away. Thanks for your patience.
As I’ve already said in another thread, it goes without saying that as soon as we’re able to share more about this project, I’ll come here to let you know as a matter of priority.
See you soon!
Julien / Rundisc
That new announcement regarding Rundiscs upcoming project is one of the best news I could have hear. The fact that it is set in the same universe as chants of sennaar, it has a lot of similar elements and they have more full time developers is so exiting. I can tell this is going to be a a cracking game especially for the fact that it is a puzzle game with there likely being the same moebius art style as senn in Chants of Sennaar. Also the fact that it might hunt toward SOME language deciphering mechanics is class. I CANT WAIT ❗️❗️❗️
As for the new game , we know it’s in the same universe as chants of sennaar however what about the settings . Will it be a desert again or maybe like a jungle or perhaps maybe space or another planet. leave your theories in the comments.
What do y’all think the rest of the Chants of Sennaar universe might look like in Rundisc’s upcoming project. Do you recon it'll be centred around the Towers wasteland desert or a completely new setting?
Just finished the game (in a few days), I was hooked since the start, it's a really fun concept. I played it because someone suggested it as a similar game to Outer Wilds, mostly the having to acquire knowledge to advance part, and it truly felt like it. One thing that irked me a bit was how the world seems to revolve a lot around the main character, especially since Outer Wilds is really good on that front. Here are two examples of such instances from memory (Maybe my understanding of the lore is wrong or incomplete, so don't hesitate to correct me) :
- On top of being rather disappointing, the machines where you can turn some circles to match words from different languages in the last level makes no sense to me. Why do these exist ? What use are they to anyone but the main character ? Were they put by our parent anchorite to learn the language ? If so, why didn't they just instill the anchorite language in the protagonist to begin with ?
- From my understanding, the alchemists big goal in life seems to be about finding the correct proportions of metals to make the key to the fairy level. And one alchemist did find it, but I guess their lab exploded and they got transformed into the monster. But how come nobody ever entered their lab to investigate or something ? The monster transformation seems to have happened sometime ago given that the bards wrote a friggin' play about it. And the lab person left the code inside their hat in the library, and it's still untouched. Were they some kinda big shot and no one wants to touch their stuff ? I just find it really ironic that the alchemists toil day and night to make the key while the formula they need is written on a board behind a door.
-Another small thing I find funny is that the people called "bards" never mention the word for music lol.EDIT : they do mention it, I made a mistake, sorry about that
I’m so exited for this new Rundisc game, is it just me that checks (and borderline stalks) this page for news or announcements about this project.
What real-world languages do you think the languages of Chants of Sennaar could be analogous to? Here are my ideas.
For the Devotees, their language may be similar to Latin, especially given the history of the Catholic Church. Though the reduplication and SVO order should not be ignored.
Dunno about the warriors, though.
Probably inspired by Sanskrit, and maybe Greek.
Unknown about the Alchemists.
I think the Anchorites' language might be akin to Chinese languages, but I'm not sure.
I really loved the game, we finished it with my gf and while I did feel it hinted at more difficulty with compound words near the end and maybe some harder language puzzles in the last area, the ride was incredibly enjoyable throughout.
Still I would have hoped the hint (click on text shows the English version) feature could be disabled since kinda ruins parts for me. The last language for instance we didn't even learn since we sometimes clicked the translation by inertia. Throughout the game I was consciously making the effort to avoid using the translations, which lessened the experience of actually playing the game sadly.
I really would have hoped to see a feature that disables those hints and for people who really want a challenge maybe having a setting that completely disables the journal too.
Either way it was a very enjoyable ride and I hope to see more games like it in the future!
Isnt this correct? I checked with the yt gameplays too and this worked for others.
Bug or am i doing something stupid?
So generally people say Bard's language is OSV. This person even claims they got confirmation about that from the devs - https://steamcommunity.com/sharedfiles/filedetails/?id=3037327250. That was also my personal impression.
However, in the mines where there's a picture of Alchemist and Bard, it says "Found, we have". Literally it is "Find | I | Plural". I'd expect objectless sentence to have SV order -> I Plural Find. Yet, this is reversed. It makes no sense to me, unless the actual rule is just that last word goes first.
Reached the Garden, wandered around and solved maybe seven of the words before finding the dark area with the symbols on the pyramid tables.
Wandered through (I think) three rooms before ending up back at the start. Okay, I get it: learn what directions the symbols mean.
Idly tried one more time, clearly used The Force, and got all the way through to The Dark. Completely skipped all the Garden content.
The moral of the story? Never ever ever rely on something being 'a thousand to one against' when releasing a video game. Because one in every thousand players will experience that outcome.