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Code of the Savage - All News

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Wednesday - November 02, 2022
Monday - September 20, 2021
Saturday - September 04, 2021
Box Art

Wednesday - November 02, 2022

Code of the Savage - Intro Sequence

by Silver, 09:38

The latest Kickstarter update for Code of the Savage shows the current intro for the game.

Greetings Backers!

Intro sequence

The intro sequence has now been added to the game showing how the player ends up on Daneth under tragic circumstances. It is very much open to suggestion and definitively subject to change.

I'm very interested in getting your feedback - positive or negative. 

Other stuff

  • Added intro scene
  • Added weapon swing animation for NPCs
  • Added temporary dialog dummy object for cutscenes
  • Sound falloff script now checks camera position, not player
  • Fixed NPC corpse alignment on death
  • Added instant camera move and fade in to cutscenes
  • Blood screen now follows camera, not player
  • Fixed player gaining XP when an NPC kills an NPC
  • Copses now fall in the opposite direction of the attacker instead of randomly
  • Zone checking now more efficient
  • Added offset option for display text
  • Added screen center helper object
  • Added cell doors
  • Fixed NPCs disabling during cutscenes


Monday - September 20, 2021

Code of the Savage - Steam Page Up

by Silver, 22:30

Code of the Savage now has a Steam page and a new gameplay trailer as well. The Alpha demo is available to anyone interested.


Code of the Savage is a tale of vengeance and survival. After escaping a slave ship, you have found yourself in chains and washed ashore on the island Kingdom of Daneth. You must find your way in a brutal and unforgiving world where nothing is black and white.

Code of the Savage is a no-holds-barred classic western style RPG. Inspired by the greats from the 80-90’s with a modern flair. There is a strong emphasis on player freedom through social and moral interactions… Will you choose to firebomb the brothel, the church… Or both? Will you do it for money, glory or just because?

In Code of the Savage, you and the main character are totally new to Daneth. Explore the land and discover its rich history and lore.

Level up your character and adventure forth to discover the treasures, history, and people of Daneth.

  • Open world - A large open, seamless, non-linear, hand-crafted world for you to explore. Including day and night cycles, and weather.

  • Exploration - Discover towns, cities, hidden caves and dungeons. Unravel the rich lore of Daneth.

  • NPCs with depth - Meet a rich cast of NPCs with a dynamic branching conversation system. NPCs remember your name and react differently depending on the situation.

  • Dark themes - Code of The Savage doesn't hold back on what some may consider offensive content. If you're easily offended, Code of The Savage is probably not for you... This is not a "slay the dragon" and "save the princess" RPG.

  • Player freedom - There are various ways to progress through the game, with no right or wrong answers. Morality in Code of The Savage is not black and white. You decide what's right, and you decide what's wrong.

  • Adventure - Battle giants, undead and other creatures, hunt to gather resources, or go on a murderous rampage, the choice is yours.

  • Combat - Fast-paced dynamic combat system which is a mix between turn based and real time. Combat encounters happen in real time, without loading to a separate combat screen.

  • Inventory - An intuitive and easy to use inventory system. Any equipment and armour the player is wearing shows on their avatar.

  • Controls - Smooth grid-based movement. Easy and intuitive mouse and keyboard controls.


Saturday - September 04, 2021

Code of the Savage - Open Demo Available

by Silver, 23:33

There is a publicly available demo for traditional RPG Code of the Savage. Also the August update explains combat and shows the system with some videos.

Update 34: Combat system and Test Island, OPEN DEMO!

Hi All, 

HUGE update. There is a lot to talk about, but I'll start with the combat system.

Demo download

Combat System

The removal of the scroll wheel actions in the last update has paved the way for the combat system overhaul. I feel a bit like a creative roadblock has finally been lifted, and it's a good feeling. 

I left the combat system in a state limbo for a long time while I worked on other parts of the game... simply because I couldn't think of a way to make it work with the scroll wheel actions... Sometimes the solution is staring you right in the face - scroll wheel actions gutted.

Previously, the combat system was dull and tedious, but I have gotten it to the point now where I can finally say I'm happy with it. It of course needs refinement and feedback, but feel a lot better about it.

The combat system now functions a little bit like Ultima Online with a dash of Ultima 7 thrown in (without U7's famous "double-click->bad-guy-dead" lack of control). 

[video at link]

Combat Mode

Combat now works by entering combat mode. As the name implies, being in combat mode enables you to attack things. When in Combat mode double clicking an NPC will attack them instead of talking to them. The cursor will turn red and the players weapon, shield and helm will be equipped and show on the player avatar. I've also created extra shield and weapon sprites that show on the players back. Enter combat mode by hitting CTRL or clicking the new combat mode button on the sidebar.

Toggling combat mode


I've added sound effects, camera shake, and an improved knockback effect to make combat feel more satisfying. I'd love to get some feedback on how this feels to you as a player.

[video at link]


Now, instead of having to double-click a target each time you want to swing, you simple double-click once. It then continuously swings/fires automatically while/when in range. An animated arrow appears on top of the targeted NPC.

Targeting system

Ranged Weapons

Ranged weapons have been completely overhauled. In fact they were pretty damn broken in the previous version.

Ranged weapons now have a load/powerup time before they can be fired. They are then fired automatically when in range of the target. The shot is cancelled if the player moves. I've added a bow pullback animation.

This still has to be tweaked. I need to get the balance right to ensure ranged weapons are not too over powered, while ensuring they are not inferior to melee weapons, and thus never used by the player... Right now I think they lean towards the latter, and I'd love to get your feedback on how they should be handled.


Thanks Farflame!

Information about

Code of the Savage

Developer: Unknown

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Combat: Real-time
Play-time: 20-40 hours
Voice-acting: None

Regions & platforms
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown