A Short Quest lets you point the kingdom's monsters at each other
4 min read
Most action RPGs give you a room full of enemies and exactly one relationship with them. A Short Quest hands you friendly fire, an alliance system and necromancy, so the room can be talked into fighting itself.
Fighting the room instead of everything in it
A Short Quest is a first-person RPG about carrying a letter. The king has gone mad, goblin raids have become routine, and your job is to take a note of great importance across a crumbling kingdom and survive the trip. The world around that errand is forests, caves, crypts and swamps, with fully voiced NPCs, chests looted from deep below the surface, secrets hidden up in the tree-tops, and a tavern where you can stop and drink a beer.
For about a minute the verbs are the ordinary ones. You swing, you cast, you use tools, you gear up a dog that fights beside you and earns its keep out of combat too. Then the fourth line of the pitch changes the shape of the thing entirely: you can pit enemies against each other using a deep alliance system, friendly fire, or necromancy spells.
That asks a different question than most action RPGs do. Instead of “how do I beat these four goblins”, it becomes “who in this room can be made to hate whom”. A stray swing that lands on the wrong target is usually a wasted hit — here it is a way to start an argument. A corpse is usually cleanup — here it is a recruit. The room stops being a health bar with legs and starts being a set of relationships you can interfere with.
The rest of the build is pointed at the same idea. Asymmetric skill trees mean the melee character and the magic character walk into the same encounter holding different questions. And the combat is billed as brutally challenging, which is the part that makes any of this matter: if the fights could be won by walking forward and holding a button, nobody would ever bother being clever with them.
What has to be true for that to work
The Rise of the Systemic Game is the essay this design is standing on. Its argument is that systemic power comes from objects, characters, environments and rules being allowed to act on each other, producing plans and accidents no designer wrote down. Friendly fire and an alliance system are precisely that — rules aimed at the cast rather than only at the player. The good outcome is a fight you won in a way the developers never specifically built.
What Makes Good AI? is the constraint on it. That piece argues enemies feel smart when they are legible and consistent, built around what the player can read rather than around simulation for its own sake. A game where you steer aggression between factions needs that legibility twice over: once to fight the enemies, and once to tell whether the goblin you just clipped has actually switched targets. A systemic brawl you cannot read is not a clever fight, it is noise you happened to survive.
What’s The Point Of Hard Games, Anyway? covers the other half of the promise. It makes the case that difficulty is not one dial but a set of separate tools, and each one decides whether failure produces mastery, meaning, or the urge to quit. In a game like this, brutally challenging should mean an encounter you are expected to lose until you spot the lever — the necromancy, the alliance, the enemy standing behind another enemy. Difficulty that only scales numbers would quietly delete the most interesting system in the game, because the fastest answer would always be a bigger sword.
What you actually get
A Short Quest is by Silent Moon, a two-person team, self-published, and listed as coming soon on Windows. Steam files it under Action, Adventure, Indie and RPG. It is single-player, with full controller support and Steam achievements.
The short in the title is the pitch, not an apology. Two people building a hand-crafted kingdom with voiced NPCs have to choose between length and density, and density is the honest choice. It also protects the combat: encounters that reward finding the trick work best when there are few enough of them that each one can be authored by hand rather than generated to fill a map.
If the appeal is a small, punishing kingdom where the dog is load-bearing, Stray Dog is the sibling here. A Short Quest gives you a hound to equip and fight alongside; Stray Dog makes you the nameless hound and refuses to let you become anything more. Both are betting that a hard, hand-made world holds you longer than a large forgiving one.
Keep reading
One game at a time, with the mechanic that makes it interesting.
More indie game posts