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Square Enix turn an RPG into a town-builder with Octopath Traveler 0


🞛 This publication is a summary or evaluation of another publication 🞛 This publication contains editorial commentary or bias from the source
Square Enix have announced the fourth Octopath Traveler game, a prequel RPG with new base construction and customisation elements.

Square Enix Reinvents Octopath Traveler: From Epic RPG to Charming Town Builder
In a surprising twist that blends nostalgia with innovative gameplay, Square Enix has announced a bold reimagining of their beloved RPG franchise, Octopath Traveler. The original game, released in 2018, captivated players with its unique HD-2D art style, turn-based combat, and interwoven stories of eight distinct travelers journeying across the continent of Orsterra. Now, in what the company describes as an experimental evolution, Square Enix is transforming this narrative-driven RPG into a full-fledged town builder. This new project, tentatively titled *Octopath Traveler: Builders of Orsterra*, promises to shift the focus from perilous quests and boss battles to the more serene arts of construction, community management, and economic simulation. Drawing from the rich lore and character-driven elements of the original, this spin-off aims to offer fans a fresh way to engage with the world they've come to love.
The announcement, detailed in a recent developer blog and accompanying trailer, highlights how Square Enix is leveraging the core mechanics of Octopath Traveler while infusing them with town-building tropes popularized by games like *Animal Crossing*, *Stardew Valley*, and even their own *Dragon Quest Builders* series. At its heart, the game retains the eight protagonists—figures like the scholarly Cyrus, the merchant Tressa, and the warrior Olberic—but recontextualizes their skills in a non-combat setting. Instead of fighting monsters, players will use these characters' abilities to develop and expand settlements across Orsterra's diverse biomes. For instance, Tressa's bartering expertise could be pivotal in negotiating trade deals with neighboring villages, while Cyrus's knowledge might unlock research trees for advanced building materials or magical enhancements.
This pivot isn't just a superficial reskin; it's a deep integration of RPG elements into the town-building genre. Players start with a humble village, perhaps a rundown outpost in the Frostlands or a coastal hamlet in the Coastlands, and must recruit NPCs, manage resources, and complete quests to grow it into a thriving metropolis. The game's signature "Path Actions"—unique interactions like challenging foes or inquiring for information—have been adapted into building tools. Challenging a rival builder might yield rare blueprints, while inquiring with locals could reveal hidden resources or story tidbits that tie back to the original game's lore.
Square Enix's developers emphasize that this isn't about abandoning the RPG roots but enhancing them through creativity and player agency. In interviews shared in the announcement, lead designer Tomoya Asano explained the inspiration behind the shift. "Octopath Traveler has always been about journeys and personal growth," Asano noted. "What if we extended that to the growth of entire communities? Building a town allows players to see the impact of their choices on a larger scale, creating emergent stories that feel personal and epic." This approach echoes the success of other genre-blending titles, such as *The Legend of Zelda: Tears of the Kingdom*, where construction mechanics added layers of exploration and problem-solving.
Visually, the game stays true to the HD-2D aesthetic that made Octopath Traveler a standout. Pixel art characters and environments are rendered with modern lighting and depth effects, now applied to dynamic townscapes that evolve as players build. Imagine constructing a bustling marketplace in the Sunlands, complete with vendor stalls that Tressa can optimize for profit, or erecting defensive walls in the Highlands using Olberic's combat prowess to design fortifications. Weather systems, day-night cycles, and seasonal changes will influence building strategies—harsh winters might require insulated homes, while summer festivals could boost morale and attract new settlers.
Gameplay loops revolve around resource gathering, crafting, and social simulation. Players will forage for materials like wood, ore, and herbs in procedurally generated wilderness areas, reminiscent of the original's exploration. Crafting extends to everything from basic tools to elaborate structures, with a tech tree that branches into magical and technological paths. Social elements are key: each of the eight travelers brings companions from their backstories, and managing relationships—through dialogues, events, and side quests—unlocks bonuses like increased productivity or unique buildings. For example, helping the dancer Primrose resolve a personal conflict might inspire a theater district that generates cultural points, which in turn attract artists and boost the town's economy.
One of the most intriguing aspects is the narrative integration. Unlike traditional town builders where stories are secondary, *Builders of Orsterra* weaves in branching plots that respond to your development choices. Opting for an industrial focus might lead to environmental conflicts with nature spirits from the Woodlands, sparking quests that echo the original game's themes of balance and consequence. Multiplayer elements are teased as well, allowing friends to collaborate on mega-projects or compete in town-rating contests, adding a social layer to the solitary building experience.
This transformation raises questions about Square Enix's broader strategy. The company has a history of experimenting with spin-offs—think *Final Fantasy XV: A New Empire* or the aforementioned *Dragon Quest Builders*—to keep franchises fresh and appeal to new audiences. With the RPG market saturated, pivoting to town building could tap into the booming cozy gaming trend, where players seek relaxing, creative outlets amid high-stress lives. Critics and fans alike are buzzing: some praise the innovation for breathing new life into Orsterra, while others worry it dilutes the combat-focused intensity that defined the series.
From a technical standpoint, the game is built on an enhanced version of the Unreal Engine used in Octopath Traveler II, ensuring smooth performance on PC, Nintendo Switch, and potentially next-gen consoles. Early access is slated for late 2024, with Square Enix promising regular updates based on community feedback. Beta testers have already shared glimpses of features like customizable traveler outfits that affect building efficiencies or a "legacy mode" that imports save data from previous Octopath games to populate your town with familiar faces.
In essence, *Octopath Traveler: Builders of Orsterra* represents Square Enix's willingness to evolve. It's not just about constructing buildings; it's about building worlds, relationships, and stories in a way that honors the franchise's heritage while charting new paths. For longtime fans, it offers a chance to revisit beloved characters in a peaceful light. For newcomers, it's an accessible entry point into a rich universe. As the gaming landscape continues to blend genres, this project could set a precedent for how RPGs adapt to changing player preferences, proving that even in a world of swords and sorcery, there's room for hammers and blueprints.
This announcement underscores a larger trend in the industry, where developers are increasingly merging disparate genres to create hybrid experiences. Square Enix, with its storied history in both RPGs and simulation games, seems perfectly positioned to lead this charge. Whether *Builders of Orsterra* becomes a breakout hit or a niche gem, it's clear that the spirit of Octopath Traveler—exploration, choice, and human connection—remains at its core, now manifested in the satisfying click of placing a new foundation stone.
As we await more details, one thing is certain: Square Enix is not content to let their franchises stagnate. By turning an RPG into a town builder, they're inviting players to not just traverse Orsterra, but to shape it, one brick at a time. This could be the start of a new era for the series, where the paths we take are the ones we build ourselves.
Read the Full Rock Paper Shotgun Article at:
[ https://www.rockpapershotgun.com/square-enix-turn-an-rpg-into-a-town-builder-with-octopath-traveler-0 ]