I’ve been working as a solo developer on a game project that I’m really passionate about. After several months of development, the prototype is finally ready, and for the first time I want to share the result with the community!
What is it about?
It’s a real-time wargame set in a medieval fantasy universe where you face off against an opponent in a duel and assert your dominance by controlling objectives to accumulate victory points. The game is still in its prototype stage, and your feedback is essential to help me improve and bring it to life.
Join the Community!
To test the game and share your ideas, report bugs, give general impressions, or if you just want to follow the development process, I invite you to join the Discord server: Discord link.
Feedbacks
Whether positive or constructive, it will help me fine-tune the game. Thank you for being part of this.
I will try to keep you regularly informed of the progress of the game!
Thanks for reading.
Note: RHEA is the name of my cat, as a temporary name…
Thank you So for now, it is only accessible on Steam (no Steam page yet). I will look at the developer portal in the future (I did not know of its existence until now…).
But here are some gameplay videos with a new minimap (a plugin from the marketplace).
I am looking for people to playtest the game—feel free to join here and ask for access: Discord link
Hello there @PaulRBear ! Welcome back to posting with us here on the forums!
This feels like such a cozy find. The models especially are super fun. I also enjoy the tiny little footprints that follow along as our soldiers march on. Little details like this can really add life to the game.
Are there any mechanics that you’d like to highlight for this upcoming game?
Army Builder:
You can customize each of your units with the gear you want and any active or passive abilities they have. Each choice influences the unit’s characteristics in battle. You can even create a mage with heavy armor.
For now, it is only possible to create a roster with predefined units.
Dynamic Battlefield:
The battlefield is hard to control, and the player needs to be attentive to the missions that are proposed. Each mission is random and grants victory points if successful. Missions can be as simple as interacting with a map corner using a unit, burning a forest, or controlling the enemy’s home objective for a certain time! Additionally, you can occupy and secure fixed objectives to generate point income.
Victory depends on your ability to have more points than your opponent. Every decision matters: choose between direct confrontations or subtle tactics to outmaneuver your opponent and gain the upper hand.
For now, only fixed objectives are implemented.
Tactical Gameplay:
With the use of passive and active abilities, choose wisely where to place your units and what orders to give them.
Also, each unit is unique and has its strengths and weaknesses. For example, a crossbowman can easily pierce heavy armor, but it needs time to reload. A commander or a king provides bonuses to nearby units, but they are expensive to include in your army.
Finally, the combat system is based on hit, wound, and block. This means that each attack follows the same pattern, based on specific characteristics: Does my attack hit the target? Does it wound the target? Does the target block my attack? If the attack is successful, it deals fixed damage to the target.
So, a good knowledge of your army is essential for the path to victory!
For now, only the combat system is in place, and some abilities will follow soon.
So, that’s it, and these will be the focus of the next development of the game.
Reading through the highlighted features makes me more enthusiastic about this project. I’ve played a number of similar games and your highlights are all ones that I wish these others had. I love the idea of breaking the norm with customizability because it could prove to be an odd solution to the level you’re on but still very fun. I also enjoy dynamic terrain being a feature as I know people often just auto pilot when there’s not much to think of in the world.
All in all, I think this is working up to be a lovely cozy strategy game that I’m excited to see develop! If I may ask, do you have plans for which platform you wish to go through such as Steam or itch.io?
I certainly might pop into the Discord to say hi! I love seeing further development on games like this. Additionally, I really enjoy the information display on the loadout page. I know that when one plays a game a lot they tend to learn and remember, but it’s nice to have it as a reminder on the abilities.
Will units have special abilities that may be showcased when selected/hovered in the loadout page?
Some days have passed since my last post. I’ve been focusing on improving the behavior of the “computer player” to make it more interesting to face off against. (I admit I struggled a bit, and if anyone has any sources or advice, I’d be interested)
@FlawlessGamedev Thanks for the feedback! The art style I’m aiming for is a mix of low poly and cartoon—I hope it turns out well! (I’m not really an art person…)
As for the cards and backgrounds, you’re right—they’re temporary. In the end, I want to make them more minimalist and user-friendly. I’ll definitely reconsider the UI as I add more content, especially with the “unit builder” feature.
@The_M0ss_Man It would be a pleasure to see you around and maybe have you give it a try Your idea is really good—I’m taking note of it!
In the coming period, I’ll be working on adding activable abilities to make the gameplay more tactical.
What would you like the next focus to be? A dynamic battlefield with secondary missions, the ‘unit builder’ for infinite customization, or maybe more activable abilities?
Here the latest user interface and the Computer Behavior (on minimap):
This looks so charming and beautiful. The prototype trailer already looks really polished and fun. I just wanted to hop into playing myself! Is there currently an ETA on a demo or release date?
All of the next focus options sound fun. If I may ask, what would be different from the ‘unit builder’ you mention and the one we see in the loadout menu? Would it be more refined or completely different?
Thanks to all of you for showing interest in the game!
@PresumptivePanda There’s no ETA for a demo or release date yet, but once I’ve finished the three main features (unit builder, interactive missions, and activatable abilities) described above, that will likely be my demo.
In the meantime, even though it’s still very early, you can already try it out and give feedback. I’m doing my best to polish the game based on your input.
@mahammadsutar I really like the unit meshes (they’re a marketplace product), so they are pretty much final. However, everything else is currently a placeholder until I find something better. In any case, it’s a continuous improvement, so anything can change! (Keeping the same art style in mind, of course.)
@The_M0ss_Man What’s currently implemented is a roster creation system with predefined units to choose from a pool. This will be kept.
What I want to add is a new menu where you can create a unit from scratch. You’ll be able to choose the loadout (weapons, head, torso, and legs), which will determine the unit’s attributes, as well as select passive and active abilities. All these choices will define the unit’s strength and, of course, its cost to be included in your roster. =)
Finally, my current focus is to add activatable abilities to increase player interaction.