#Torches in the world

47 messages · Page 1 of 1 (latest)

low vigil
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I've noticed that in several abandoned areas (forgotten monastery). Torches and other light sources in these deserted locations are already lit when the player reaches the area. This seems inconsistent with the narrative that these places haven't been visited in ages. It would improve immersion greatly if these areas were dark and required the player to use their own light source, or if torches only lit up once the player was nearby or interacted with them.

Also:
As a routine in-game have some npc light the camp torches at the end of the day, like you ca see someone lighting some torches near you, so you have the feeling that someone is lighting them. It helps with immersion seeing someone lighting them. The ones you cannot see light automaticaly on the other side of the camp, as usual.
There could be a new quest when joining OC to bring some fuel for camp torches.

Also:
Ore lamps in swamp camp do not seem plausible because people would steal the ore, that is the anti ore lamps reasoning.
How about we use crystals instead of ore for lamps, in the Nyras demo, the abandoned mine has lots of glowing crystals on the ceiling and walls.
No incentive for anyone to steal them since they can be found by anyone in the abandoned mine, or in any caves, who knows.
Could also be very dangerous to collect them and mb requires some knowledge to use them as lamps and that's why most of the colony uses torches, because is more convenient.
Also that could be a quest from the Swamp Camp to go and bring them some lamp crystals (or whatever you want to call them).

kindred breach
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I totally agree with the first part. Lit torches in the abandoned mine in Nyras Demo were critisized by many. I hope Aklimia will take this feedback into account.

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Regarding the torch-lighting routines, I got information from T-Moor that it's work in progress and, in the final game, we will not see torches on fire during the day: #gothic-remake-en message

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The "ore lamp stealing argument" is not the official narrative. It seems more likely that Alkimia team changed it for aesthetic reasons. Despite community outcry, it does not seem they would change their mind.

west goblet
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Torch still stupidly sticking into the ground...
they think its their game 🤷‍♂️

grizzled chasm
grizzled chasm
earnest river
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In the latest making-of video (from February 6th, 2026) there are still torches burning in the abandoned monastery. Does that mean they will be there in the final version?

kindred breach
fast brook
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Most of the shots we saw are filmed last year i believe

quartz glen
quartz glen
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Here just a few examples of lit torches at day time

grizzled chasm
# quartz glen Considering how many torches there are in every camp and considering that even a...

I don't think it is needed to make NPCs to lit them all manually. You can make it in a way that some of them are being lit manually, some of them automatically. For example it can be set up like if you are in the castle, the game activates a routine of a guard in the castle to fire up all the torches, but all other torches, that are out of the players sight, are being turned on automatically

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Just a suggestion

quartz glen
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My doubt comes more from the fact that it would blow my mind that such a small studio thought of that detail and actually put it into the gameGorn

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Like I would be really impressed if the routines go in such a nice and cool detail

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Similar to the rotting corpses or icr magic interacting with the water

kindred breach
fiery shard
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I don't know if anyone else has noticed, but I'm 99% sure that in the Nyras demo, you can't start a dialogue while holding a torch because the character sticks it into the ground and only then can you talk. Maybe it will be fixed in the release? I don't want to download the demo again to check it out.

drifting ice
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Just my 2 cents i think it would be a very cool addition to the gameplay and immersion if when you explore old ruins and castles, you have to light wall mounted torches with your own torch (or fire spells) to light up the area.

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While skeletons and demons attack you from the darkness

quartz glen
bitter grove
quartz glen
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A small section of dawnwalker gameplay shows there are no lit torches or candles

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Ofc this isnt representative of the entire game but I hope in the remake most of the time it will be like this

tidal acorn
quartz glen
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Like wtfGorn

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Seriously why haha

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In broad daylight toothinking

grizzled chasm
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Most of the torches are turned off in the game. This one could be just forgotten

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will be fixed

tacit portal
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After watching recent IGN video about Gothic Remake it seems the problem still remains.

My feedback would be to replace the fire effects in the game entirely but it's probably impossible at this point so I would suggest:

  • Reduce the glowiness/brightness of it. Because of it staying close to candles or holding torch causes our main character to light up like a bulb which is still present (screenshot 3) even tho we got told it was improved O.o

  • Fire effects should be based on particles and transparency, in this case it looks like you are using fire "sprites" or something.

tidal acorn
quartz glen
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They are everywhereGorn

drifting ice
quartz glen
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Yeah actually awesome :D

tidal acorn
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Can one also blow them out using a Wind spell ?

Would actually make using those spells somewhat less useful 😂

drifting ice
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True or ice wave xD