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Steam News4 April 20251y ago

Expanding the board

Intro While furthering the development of the board aspect of the game, we felt as more mechanics needed to be put into play to increase the in game competition.

In this update4

Full notes

Full Havoc Horizons update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions0 changes0 removals
  • Gameplay
  • Balance
addedBordersMost buildings will soon have a border around them that claims land. Some buildings claim more land, and some claim less. To build a new building, you must take a certain amount of turns to construct it, and upon completion, the respected land around it is claimed. Now, within that claimed land, smaller buildings that don't claim land can be created. This can include troop training camps (troop "upgraders"), stone mines, sawmills, robotics factories, and more. Buildings can not be built in enemy territory. Also, there will be a building called the signal tower that will hide all troops in its boundary from the enemies. This building will also be able to be upgraded later to send out “scans” which can give you intel on where enemy spies are, or other enemy hidden stats.
addedResourcesThere will be three main resources: wood, stone, and gold (stamina too, but that's just for moving pieces). These resources can be used to make more buildings, and produce more troops. Wood can be obtained from sawmills, and stone from stone mines, but gold will come from general buildings that produce it, like military bases. Also, there will be certain zones (which are spawned after the players choose their starting locations) that give more production on certain materials. For example there can be a forest zone that looks like a forest and gives more wood per mill. Finally, another thing is synergy. This is where if multiple of the same production buildings are next to each other, they get a boost in resource production.
addedThank youWith all of these improvements, we hope to give the board game aspect a more rounded feel that adds a higher skill ceiling, and improves overall strategy. I really enjoy working on this game, and feel as if all of the pieces are finally coming together. I thank you all that have wishlisted very much, and if you haven't, please consider doing so if you like what you see. Also, we would love to hear any ideas you guys have, so if you have any, don't be afraid to say them. Again thank you all so much, I will try to post more updates when I can!

Havoc Horizons changes

addedMost buildings will soon have a border around them that claims land. Some buildings claim more land, and some claim less. To build a new building, you must take a certain amount of turns to construct it, and upon completion, the respected land around it is claimed. Now, within that claimed land, smaller buildings that don't claim land can be created. This can include troop training camps (troop "upgraders"), stone mines, sawmills, robotics factories, and more. Buildings can not be built in enemy territory. Also, there will be a building called the signal tower that will hide all troops in its boundary from the enemies. This building will also be able to be upgraded later to send out “scans” which can give you intel on where enemy spies are, or other enemy hidden stats.
addedThere will be three main resources: wood, stone, and gold (stamina too, but that's just for moving pieces). These resources can be used to make more buildings, and produce more troops. Wood can be obtained from sawmills, and stone from stone mines, but gold will come from general buildings that produce it, like military bases. Also, there will be certain zones (which are spawned after the players choose their starting locations) that give more production on certain materials. For example there can be a forest zone that looks like a forest and gives more wood per mill. Finally, another thing is synergy. This is where if multiple of the same production buildings are next to each other, they get a boost in resource production.
addedWith all of these improvements, we hope to give the board game aspect a more rounded feel that adds a higher skill ceiling, and improves overall strategy. I really enjoy working on this game, and feel as if all of the pieces are finally coming together. I thank you all that have wishlisted very much, and if you haven't, please consider doing so if you like what you see. Also, we would love to hear any ideas you guys have, so if you have any, don't be afraid to say them. Again thank you all so much, I will try to post more updates when I can!

Intro

While furthering the development of the board aspect of the game, we felt as more mechanics needed to be put into play to increase the in game competition. With this, here our ideas we came up with to take it up a notch.

Borders

Most buildings will soon have a border around them that claims land. Some buildings claim more land, and some claim less. To build a new building, you must take a certain amount of turns to construct it, and upon completion, the respected land around it is claimed. Now, within that claimed land, smaller buildings that don't claim land can be created. This can include troop training camps (troop "upgraders"), stone mines, sawmills, robotics factories, and more. Buildings can not be built in enemy territory. Also, there will be a building called the signal tower that will hide all troops in its boundary from the enemies. This building will also be able to be upgraded later to send out “scans” which can give you intel on where enemy spies are, or other enemy hidden stats.

Resources

There will be three main resources: wood, stone, and gold (stamina too, but that's just for moving pieces). These resources can be used to make more buildings, and produce more troops. Wood can be obtained from sawmills, and stone from stone mines, but gold will come from general buildings that produce it, like military bases. Also, there will be certain zones (which are spawned after the players choose their starting locations) that give more production on certain materials. For example there can be a forest zone that looks like a forest and gives more wood per mill. Finally, another thing is synergy. This is where if multiple of the same production buildings are next to each other, they get a boost in resource production.

Thank you

With all of these improvements, we hope to give the board game aspect a more rounded feel that adds a higher skill ceiling, and improves overall strategy. I really enjoy working on this game, and feel as if all of the pieces are finally coming together. I thank you all that have wishlisted very much, and if you haven't, please consider doing so if you like what you see. Also, we would love to hear any ideas you guys have, so if you have any, don't be afraid to say them. Again thank you all so much, I will try to post more updates when I can!

-Eliot

Source

Steam News / 4 April 2025

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