WHAT IS NUREMBERG?

Key Features & Engine

Massive Scope – A 1200×800 hex map stretching from Antwerpen and Amsterdam (Brabant) in the west to Trentschin (Bohemia) in the east, Lausanne (Bishopric, Switzerland) in the south and Memel (Teutonic Order) in the north. Every town sits at its real GPS coordinates with authentic medieval politics, ecology, and economy.

Sandbox and ‘Four System’ Quests – (1) Personal quests generated by your characters’ unique life paths, (2) handcrafted side-quests and vignettes, (3) a major quest line for the base game plus 5 more planned via post-release DLC, and (4) I.C.E. (Immersive content Engine) – Procedurally generated investigations that rival handcrafted content.

I.C.E. – The Immersive Content Engine – Remember Sid Meier’s Covert Action? We’re bringing back real investigation mechanics where you gather clues, connect dots, and solve mysteries without quest markers holding your hand and can also serve you missions of interest (a bit like Origin Privateers Mission Board). ICE generates these dynamically using the same quest toolchain as our handcrafted content, so every mission and conspiracy feels authored, not random.

Narrative Life-Path Character Creation – Shape your party from age 15 through choices that define skills, temperaments (Sanguine, Choleric, Melancholic, Phlegmatic — real Galenic medicine, not personality labels), and destinies. Deep, replayable backstories with a lineage and heritage system that reaches back generations. NO experience points – Darklands’ system is respected: skills increase through use and become harder to raise over time.

The Four Humors – Darklands hinted at it, we are making it live -Every character has a dominant humor that shapes their attributes, vulnerabilities, diet, and how they die. Blood, Yellow Bile, Black Bile, and Phlegm are not flavour text – they’re a living physiological system driven by diet, season, exertion, and age. Push the balance too far and your character enters Dyskrasia, with real mechanical consequences.

Alchemy System – Craft salves, and bombs using a dynamic formula system. Mix historical ingredients (mandrake, mercury, aqua fortis) to create healing draughts, attribute boosts, or explosive projectiles.

Authentic Law & Order – Non-combat mechanics for social influence, investigation, and alchemy. Every action – from battles to diplomacy – ripples through the political and social landscape, affecting reputation, alliances, and the law’s interest in you.  

Historical Authenticity – Over 210 real towns based on historical records, each with its own character, economy, and political situation.

Hex Turn-Based Combat – Think classic SSI (Pool of Darkness–era AD&D) mixed with truly satisfying mechanics and meaningful choices. Darklands’ beloved endurance/penetration system returns, with combat stances, zones of control, flanking, and elevation. Permanent injuries, damage that matters, and permadeath (easily toggled off for those who prefer it).

Music – Not an afterthought. A curated medieval sound library with some bespoke orchestral tracks commissioned throughout development to evoke Darklands’ tavern ambiance and epic stakes.

Hybrid Python/C/Rust Engine – Custom-built for high-performance event driven systems and complex simulation. Python drives extensible systems (quests, AI, language generation). C handles real-time fluid physics and native acceleration. Rust powers high-speed rendering of the massive hex map as needed. GLSL shaders for atmospheric effects and environmental lighting.

Intelligent AI – Enemies with goals, plans, and adaptive behaviours. Pack hunters coordinate, berserkers escalate when wounded, and a robust tactical/strategic layer drives dynamic encounters.

V.O.I.C.E. – Linguistic Engine – NPCs don’t pull lines from a bucket. A systemic functional grammar engine generates speech shaped by each character’s social estate, temperament, piety, and relationship to the listener, including historically accurate Ihr/Du address forms. Built for multi-lingual support from the ground up. English initial Release, German committed too, other languages after release.

Development Status

Roadmap: Clear phased milestones leading to website release with early backer rewards.

Progress: Phase 1 is 70% complete, including character creation, terrain rendering, combat rules, the quest authoring toolchain (QUESTA), the procedural content engine (ICE), the linguistic system (VOICE), and a modernised text UI with tutorials to address Darklands’ accessibility issues. No spidery font on brown text, I promise.

Engine: Python/C/Rust hybrid with foundational architecture complete. Native C DLLs shipping for fluid simulation and NPC evaluation. Rust terrain rendering being optimised for performance.

Timeline: Prototype completion early 2026. Early Access launch 2027. Full release 2028 with DLCs through 2029.

Platforms: PC (Windows) via Website, later Steam release.

Team: Led by Marcel Gutsohn (historian and developer), Somatta Day (artist), Bruce Fischer (Midwinter Developer) QA and others. 

When is Nuremberg coming out?

  • Pre-Alpha: December 2026
  • Early Access: Q2 2027
  • Full Release: Q1 2028
  • DLC Content: Through 2030

Will it be on Steam?

Yes. Nuremberg will be available on Steam. Early Access buyers through our website will receive Steam keys when available.

Will there be multiplayer?

No. Nuremberg is a single-player game. The depth of the simulation, the narrative systems, and the procedural history all depend on the world revolving around your party. Multiplayer would compromise that.

What are the system requirements?

  • OS: Windows 10/11 (Mac and Linux at full release)
  • Memory: 4GB RAM recommended
  • Graphics: 1280×768 minimum resolution
  • Storage: 500MB

Can I mod the game?

Yes. Nuremberg is built to be moddable:

  • Add new quests via JSON bundles without touching core code
  • Inject new towns, buildings, and NPCs
  • Use the full trigger system for custom events (location, interaction, time, random chance)
  • Write new dialogue and narrative content
  • Package complete storylines as standalone mods

What makes Nuremberg different from Darklands?

Everything that made Darklands legendary is preserved: life-path creation, use-based skill progression, historical authenticity, aging, permadeath, and penetration-based combat. What needed modernising has been modernised.

  • Combat is turn-based hex tactics, not real-time with pause
  • No magic. Complete historical commitment. Saints, not miracles. Alchemy, not spells
  • Generational lineage traces your family back through ancestors, deeds, and inherited reputation
  • Playable childhood and youth (ages 6 to 21) teaches you the game while shaping your character
  • Legal consequences for violence, social combat, estate-based power, and a three-layer authority system
  • The Immersive Content Engine generates conspiracies and investigations from world state, not from a random event table
  • A living economy with autonomous town councils, guild regulations, dynamic supply chains, and boom-bust cycles

Can I use my key on multiple PCs?

Yes. Your purchase is yours. One key, use it wherever you like.

Is permadeath mandatory?

No. Permadeath is toggleable. Play with permanent character death for maximum tension, or turn it off for a less punishing experience. The game is designed to be brutal either way.

How does the childhood system work?

You begin at age 6 in one of four social estates. Each year from age 6 to 21, you make choices that shape who your character becomes: skills, temperament, relationships, and reputation. The system doubles as an organic tutorial, teaching you the game’s mechanics through the experience of growing up in the Holy Roman Empire.

How big is the map?

2,400 by 1,600 hexes. That is 960,000 tiles, roughly 549 times larger than a Civilization VI “Huge” map. The terrain is generated from satellite elevation data, so every mountain, river, and forest is geographically authentic. Towns sit at their real coordinates.

How does the economic simulation work?

Every town produces goods based on its local resources. Prices fluctuate based on:

  • Regional production (mines produce ore, farms produce grain)
  • Seasonal availability (grain is cheap after harvest, expensive before)
  • Supply chain disruption (a bandit raid on a trade road creates shortages downstream)
  • Town council decisions (export bans, tariffs, subsidies)
  • Guild regulations (production limits, price floors)
  • Historical events (plague, war, harvest failure)

You exploit price differentials, manage supply chains, and navigate a brutal economic landscape shaped by the severe silver shortage gripping the Empire. The banking system allows loans with interest. Debt is real, and the economy does not forgive.

COMING SOON

Soon you will be able to purchase Nuremberg at a discount and gain access to ongoing development builds. Your purchase goes directly toward continued development.

Nuremberg supports custom content and mods. Available for Windows, with Mac and Linux at full release. Your key works on multiple PCs, no restrictions. 

Nuremberg is an independent project in active development.

Purchasing a Golden Ticket represents support for the game’s development and access to content as it becomes available – it is not a pre-order with a guaranteed delivery date. Features, content, timelines, and scope described here reflect current intentions and may change. I will communicate openly about progress, setbacks, and any material changes to the project. I will do my best. My best is considerable. But no creative work ships exactly as planned, and you should only back this if you understand and accept that.

PIXEL ARTIST NEEDED for CRPG "Nuremberg"

We are looking for an experienced pixel artist to create humanoid characters and creatures for a gritty, dark fantasy indie game. We currently have a library of approximately 40 creatures/characters that need to be done in a style heavily inspired by classic SSI Gold Box games and Darklands.

The SSI style (below as a youtube link) helps you understand what we are going for, thematically, it is helpful to understand some of the games Nuremberg has been inspired by, you can browse through some of the reference art. 

DOWNLOAD STYLE REFERNCE : .ZIP (IMAGES TO BROWSE)

The Bestiary

Our world is populated by a diverse array of over 40 distinct characters, creatures, and wildlife. We need our pixel artists to bring this gritty, medieval ecosystem to life across the following categories:

The Underworld & Outcasts
Criminal Elements: The Villain, Henchman, Lackey, and street-level Thug.
Lethal Specialists: The Guild Assassin, Poisoner, and the terrifying Executioner.
The Corrupt: The Rapacious Friar

Soldiers of Fortune & The Watch
The Military: Highly disciplined combatants like the Soldier, Sergeant, and Lieutenant.
Hired Swords: The Mercenary, Mercenary Archer, and the runaway Deserter.
Local Forces: The Town Guard and zealous religious fighters like the Hussite.
Knights & Nobility
Armored Elites: The chivalrous Gallant, the High Knight, and the fearsome Evil Knight.
The Court: The surprisingly formidable Lady.

Apex Predators & Legends
Giants of the Forest: Massive, deadly beasts like the Bear, the Dire Wolf, and the colossal European Bison (Wisent).
The Ancients: The Aurochs, a legendary and near-extinct powerhouse.

Predators & Swarms
Pack Hunters: The Wolf, Wolf Alpha, Plains Wolf, and Feral Dog Packs.
Cunning Stalkers: The Lynx, European Wildcat, and Red Fox.
Vermin & Monsters: The Giant Rat, overwhelming Rat Swarms, and the Giant Spider.

Beasts of the Chase (Large Game)
Prized Stags: The Red Deer (Hart), Roe Deer, Fallow Deer, and Alpine Ibex.
Territorial Hazards: The Wild Boar and the Escaped Bull.
Rare Equines: The Tarpan, an ancient wild horse.

Small Wildlife & Game Birds
Woodland Dwellers: The European Badger, European Beaver, and Otter.
Quick Prey: The European Hare, European Rabbit, and Red Squirrel.
Game Birds: The Grey Partridge, Common Pheasant, Mallard, and Wood Pigeon.

The games Nuremberg was inspired by featured dynamic, thrilling atmospheric art. Can you do these games justice with your combat sprites?

The Scope & Deliverables:
Animations: We need one core sprite sheet per creature, consisting of 3 to 8 frames total (amount is at the artist’s discretion based on the creature’s needs).
Required Actions: Between 3 and 8 – A ready state (1 frame), an attack sequence (1-4 frames), and taking a hit/going down/dead (1-3 frames).
Technical Specs: Sprites must sit correctly within a 64×64 grid. (A 64×128 or 128×64 grid is permitted for exceptionally tall or wide creatures).
Special Colors: For a few select characters, we will need you to use a specific hex-code grey for items like shields or helmets so the game engine can allow the player to customize those colors.
Format: Must be supplied as .ase / .aseprite workfiles with the weapons kept on a separate layer.

Compensation & Perks
Experienced Artists: $5 AUD base design + $3 AUD per frame, with an expected Turnaround of 2 to 3 days per completed creature.
Entry-Level/Junior Artists: $4 AUD base design + $2 AUD per frame with an expected Turnaround of 7 days per completed creature.

Payments: Paid directly via PayPal after each completed creature.
Perks: Full credits in the game and a free copy of the commercial release.
Legal: Ownership and IP are transferred to the developer after each payment is cleared.  You must be 18 or over.

HOW TO APPLY:
Choose the method that works best for you. Please note that as a strict indie project, we do not offer paid trial runs prior to official approval and onboarding.

(Method 1recommended for Entry-Level artists, or if your current portfolio doesn’t feature this specific retro SSI/Darklands aesthetic.  You may watermark your submission if you wish – we won’t use your work without pay)
1. Load up Asprite or your favourite sprite tool
2. Have a go at making a single 64×64 sprite of your choice matching the style and theme we need, choose from:

– A Bandit (armed with a short sword, leather armor)  (about 48-55px high, set in 64×64 frame)
– A Knight (Plate, armed with a two handed sword) (about 32px high, set in 64×64 frame) (about 48-55px high, set in 64×64 frame)
– A ferocious Wolf (about 25-32px high, set in 64×64 frame)

# Note they need to be right facing, see the sample city guard pic, which is a good reference.  These are test assets only and are never used in the project.

(Method 2Recommended for Experienced artists with highly relevant existing work.)
1. Send us some pixel pictures you have done that closely match the style.
2. We may offer you a paid trial for one image

Email your application to marcel@astrodog.com.au with your asprite attempt or pixel pictures you have made that closely matches the style. 

Important : We regret that we do not negotiate terms, pay before delivery, respond to “look at my portfolio” type responses and you will be required to post in the reddit thread where you found the ad to prevent scam responses.  
A contract will be offered if accepted, ownership and IP are assigned to the Nuremberg project, full credit for your art is provided, as is a complimentary copy of the game when released.