
A Marked Inquisitor is a criminal condemned, yet spared the hand of justice in exchange for a lifetime of service in the unending war against Mages: twisted, irredeemable creatures of elemental malice.

Salt and Sacrifice expands on the world of Salt and Sanctuary by exploring a new era and region, as well as a new role: a Marked Inquisitor. But to so very many people, the lack of online co-op was the most egregious omission, which brings me to Salt and Sacrifice. The fighter DNA resonated with some people. For others, it was the elaborate skill tree. In hindsight, I’m certainly a little in the dark about what worked best for Salt and Sanctuary, not that there is a single right answer. From there, it was a lot of world pieces, monsters, weapons, and more: all hand-drawn, hand-animated, scripted, and placed a gradual journey to see if the bones of 2D brawling could animate the flesh of this dark fantasy RPG.

I’d built some pretty competent combat systems in The Dishwasher series (which is now unbelievably two console generations old), so the idea of using that as a foundation for exploring an indie soulslike made sense.
