How is the full version planned to differ from the Early Access version?

The aim of the Early Access Version is mainly to develop the combat system in collaboration with the player community. Our goal is to reach the final version with a well balanced game.
Consequently, while the story, the dialogues and, generally speaking, most of the content, will be already available in the Early Access version, the combat mechanics are expected to be quite different and go through significative evolution.

What is the current state of the Early Access version?

At present, the combat system is still in development and not yet available: the players can experience almost the full adventure, but there are no real combat mechanics yet.
However, enemies and combat are planned and will play an important role in the final version of the game.
The Early Access release will only take place once the combat gameplay is ready for testing.
In the Early Access version the player can play all the story: dialogues, puzzles, investigations, exploring and action (see game description), but the combat mechanics will be basic and under development, following the suggestions of the community.

What is Rasna?

Rasna is an independent, story-driven open-world game which can be played in either third- or first-person perspective, set in the Etruscan era and conceived as a “historically accurate legend.”
This means that while the game strives for strong historical authenticity, it also immerses the player in a world where mysterious places and mythical creatures exist, always grounded in Etruscan mythology and religion.
The goal is not to reconstruct a specific historical event, but to create a story as it might have been told at the time, when people gathered around the fire at night.
Rasna is not “Etruscan” only in its aesthetics. In its own small way, it aims to let players experience the world as an Etruscan might have seen and understood it.
We currently estimate the gameplay length to be around 20 to 30 hours, though at this stage it is still too early to provide a precise figure.

How big is the team behind Rasna?

Rasna is developed by a team of two developers only, Matteo and Lorenzo, with the support of a few friends, volunteers, and a composer.
We are developing Rasna without any publisher, by choice, to preserve complete creative freedom.

How does the open world work in Rasna? Am I free to explore?

The game takes place in a real geographical region covering approximately 3,600 hectares (9,000 acres), recreated as it might have appeared 2,500 years ago.
For narrative and gameplay reasons, some modifications have been made and distances have been slightly compressed. Roughly speaking, every three real-world meters correspond to two meters in the game.
The world is entirely handcrafted. No areas are procedurally generated.
You are free to explore it in its entirety… at your own risk.
We have placed great care in balancing a strong narrative, which drives the experience, with a fully open and explorable world.

Is Rasna a linear or non-linear story?

The story is the backbone of the game and choices have consequences.
The game can end prematurely in 14 different ways, or you can reach the conclusion of the story through three distinct endings.
In pursuit of maximum immersion, we have removed the traditional concept of “side quests.” Secondary missions are fully woven into the main narrative and are intentionally indistinguishable from it. Choices made during these missions can directly influence the outcome of the story.
Dialogues require continuous player interaction and offer numerous choices. This makes it impossible to tell which decisions will truly affect the story and which simply help define the personality you wish to give the protagonist.

Does the game have RPG elements?

During the course of the game, you will acquire different weapons and pieces of equipment. However, Rasna is not structured as a traditional RPG.
Because the experience is centered on story and immersion, we deliberately removed visible numbers, statistics, and character values. Our goal is for players to make decisions based on context, intuition, and narrative meaning rather than on calculations.
Since the events of the game unfold over a relatively short period of 10 to 15 days, we also chose not to include traditional character progression systems. As the story advances, you will learn new things and improve your equipment, but you will not gain or upgrade abilities.
Rasna borrows certain elements often associated with RPGs, but its structure is driven primarily by narrative rather than numerical growth.

What kind of gameplay can I expect?

Our goal is to offer highly varied gameplay: exploration, investigation, dialogue and diplomacy, combat, stealth, and navigation.
As the story unfolds, you will find yourself in very different situations, each requiring a distinct approach.

What about the combat system?

Our goal is to create a combat system that is highly intuitive and does not rely on overly complex or unique mechanics.
Combat variety and challenge will come primarily from the diversity of enemies and situations, rather than from intricate inputs.
In our pursuit of maximum immersion, we want tactical decisions and your ability to read the situation to matter more than mastering complex button combinations.

How much fantasy is in the game?

According to ancient Mediterranean legends and mythology, humans do not possess magic. Magic belongs to the creatures they encounter and to the forces of nature around them.
As the protagonist of an Etruscan tale, you will occasionally encounter magic and magical beings. They may be allies, neutral presences, or enemies.
However, you will never gain the ability to cast fireballs, summon lightning, or use other typical video game powers.