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Stand up, sit down, fight, fight, fight
This gallery begins with a class-by-class breakdown. The Guardian’s ability to regenerate a shield makes it a necessary frontline fighter in Demeo.
This gallery begins with a class-by-class breakdown. The Guardian’s ability to regenerate a shield makes it a necessary frontline fighter in Demeo.
More lore in regards to the Guardian.
More lore in regards to the Guardian.
Every turn, the Sorcerer can regenerate ranged electricity attacks that stun foes.
Every turn, the Sorcerer can regenerate ranged electricity attacks that stun foes.
More lore in regards to the Guardian.
Every turn, the Sorcerer can regenerate ranged electricity attacks that stun foes.
More lore in regards to the Sorcerer.
The Assassin is the one class that does more damage when its melee attacks are positioned from behind.
More lore in regards to the Assassin.
The Hunter’s continually regenerating arrows do a ton of injury, and its animal companions are an actual treat.
More lore in regards to the Hunter.
Every session of Demeo begins with an adventuring party of as much as 4 real-life players, and every player’s first decision is to select from 4 archetypal, RPG classes. Tank, rogue, DPS, AoE: the gang’s all here. (There’s no restriction on class decisions; for those who and your pals need to play with 4 of the identical class, that’s as much as you and your dark gods.) The first major differentiation from the classic D&D series is that every session is a one-and-done board game experience as a substitute of a part of a persistent campaign. Thus, while you pick a figurine to represent yourself in battle, it at all times comes preloaded with that class’s special abilities.
With your character decisions locked in, your adventuring party lands in a randomly generated dungeon, and the dungeon’s full shape appears as a blacked-out series of rooms (hidden by a “fog of war”). Your mission: discover a key, discover a door, and kill whichever monster is defending said door. You might need to kill other monsters along the best way, as well.
Demeo‘s first VR catch is the way it positions its players around a virtual table. You don’t play because the figures on the table, in any case; you’re the overseers and lords hovering above, hands and heads visible to one another. Everything you do resembles hanging out in a friend’s basement. The designers at Resolution Games lean into this setup by constructing a virtual, wood-carved table as Demeo’s centerpiece, then they drape the nearby virtual partitions in classic nerd-basement fare like posters, couches, old consoles, and CRT TVs.
Snippets from the in-game tutorial. It begins by telling you to select up your mini, as seen here.
Snippets from the in-game tutorial. It begins by telling you to select up your mini, as seen here.
More clarification about your glowing golden radius of movement.
More clarification about your glowing golden radius of movement.
FYI: Even for those who roll the die off the table, its landing side still counts.
FYI: Even for those who roll the die off the table, its landing side still counts.
More clarification about your glowing golden radius of movement.
FYI: Even for those who roll the die off the table, its landing side still counts.
Instead of numbers, Demeo‘s dice keep it easy: hit, crit, and miss.
Keep an eye fixed in your motion points.
Attack by dropping cards directly where you wish them to do damage.
Whether you stand or sit in real life, each player hovers over the board as disembodied heads and hands, tracked as they move in real life. If you’ve got the real-life space for it, you may walk around the whole lot of the board, but Demeo also features a nifty “grab the board” VR gimmick for simulated movement for those who’d prefer to sit down. Use one or two hands to maneuver across the board, or pinch to grow or shrink yourself to whatever scale you wish. Once you’re comfortable, use your real-life hand to grab minis, pick cards, roll dice, and gesture toward the board as appropriate.
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