We Who Are About To Die
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Without completing the tutorial, none of this would be understood by the player. A firm understanding of how to attack and defend is imparted. It will be made clear that this is not a hack-and-slash type of game and that players must be more strategic about their movements. Flailing around wildly or randomly mashing buttons is not going to achieve success and will ultimately end up resulting in an early death.
Various upgrades are available, and they don't come cheap, so players need to be wise about where they invest their gold. Players can buy an upgrade called Heirloom, which will allow them to pass on an item of their choice to their next character should their current character die. This will get them off to a decent start if they have a high-quality weapon they want to keep from character to character.
Fight & strategize your way through spectacles and arenas -- rise from lowly slave to Grand Champion and earn your freedom. Or... die trying. This Gladiator RPG Roguelite features in-depth career management and a unique physics simulated combat system. To those who are about to die, I salute you!
"Hail, Caesar! We who are about to die salute thee!". Prints and Photographs Division. Library of Congress Prints and Photographs Division. -Library/Record?libID=o285589. Theodore Roosevelt Digital Library. Dickinson State University. Link to other styles
We Who Are About To Die is coming to Steam Early Access on November 15, 2022, and will remain so for about 8-12 months, but in the meantime interested fans can sign up for the playtest.
If readers had any doubts about what the title refers to, the opening of We Who Are About To ..., immediately, tersely dispels them: About to die. And so on. We're all going to die. Laconic and to the point, this opening also sets the tone and stage for this bleakest of narratives. The narrator is a forty-two-year-old musicologist. Together with seven others she was on a space flight which suffered a catastrophic breakdown; the passenger cabin was ejected and landed on the nearest "tagged" planet the ship's computer could find -- a place: "where human life is supposed to be possible". Life is possible there -- the air is breathable, the temperatures endurable, there is even water -- but given the limited resources the castaways bring with them to the surface (specifically the six-month supply of freeze-dried food), long-term survival is beyond unlikely. As is rescue: the nature of space flight -- via folds in spacetime -- means it is impossible for anyone to determine where this passenger cabin wound up, and while tagged planets are regularly surveyed, their sheer number means it's unlikely that this one will be for decades to come. The narrator sums up their situation very simply right from the start: We're nowhere. We'll die alone. The motley crew of other passengers is, however, more hopeful. Chronicling events in diary-form, day by day at first, on her "pocket vocoder" (which can print out her spoken words), the narrator describes their situation and the rapid (d)evolution of this small community. There are five women and three men; among them are the Grahams, a couple in their fifties with an adopted twelve-year-old child, Lori, as well someone who describes himself as: "An historian of ideas traveling from one University to another and extremely evasive about his work" (and, as it turns out, he's not who he claims to be); the narrator is also someone who is paid by foundations: "to lecture on music and play tapes of it; that's why I travel. I'm a scrounge". She's unimpressed by the lot: "Oh, we are a dull bunch !" After determining it's safe to venture outside they create a little settlement. The narrator is antagonistic from the start: their trying to build a future strikes her absurd in a situation where, for all intents and purposes, they are already dead: "We died the minute we crashed". When one of the others remarks: "For dead people, we're acting pretty brisk", she counte