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Steam News10 May 20215y ago

Happy birthday to our Steam release!

Hi there, it's been roughly a month since our last update, and this is only a small news report on what is going on in development. Rise of the Foederati has been launched on May 4th, 2020.

Full notes

Full Rise of the Foederati update

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

What changed

0 fixes3 additions1 change0 removals
  • Maps
  • Balance
  • Gameplay
changedRise of the Foederati has been launched on May 4th, 2020. As a project on early access, there is intense work going on to make it through our Alpha stage, set to be up in January 2023. In our development stages throughout our timeline, we managed to reach several points we didn't expect to reach so early, while others got severely delayed due to multiple problems and setbacks. Our development team is very small, consisting of a project manager, an accountant/business planner, a programmer, a media manager and a few artists. Sometimes one person gets ahead in development, sometimes this same person gets behind. Currently, our artists are ahead, which means there is plenty of material in stash ready to be programmed for the game. Because the game has no way (yet) of paying itself, it requires the business to be funded externally, and people's finances can either go one way or another. Sometimes me and the other partner are able to fund the development well; sometimes, we can't. This is a delicate phase for both partners, for multiple personal reasons. As such, we decided to be transparent and share the changes on our development in our last timeline. None of our goals have changed, but only the time which they will be reached. We hope the parts in the game we managed to conclude earlier make up for it, but its obvious some of our players will be disappointed to see there is less content they expected at the time of development.
addedWe receive multiple offers to sell our game at a discount. And because many of you bought our game at the "full" price, we are not comfortable in putting the players who bet on us this early in a disadvantage. We are looking for many alternatives to make it so new players who do get such discounts only receive such benefit if our previous customers who did not get graced with it gets a benefit. This is the way our business is set, and will not change.
addedThis being said, our first year anniversary was very timid, with only a Twitter post. Why? Well, because we are hard at work to compensate. Our priority today is getting all new units ready for release, tribes now receiving five Ordinary units to build their warband. This is an important step for the next phase, which is map exploration. Currently, Rise is but a battle game. You don't get new units, the warband is very static and you can either only fight the AI or other players; if you win, you get to loot and buy new items for your soldiers. If you lose, your get to go to lick your wounds before fighting again. There is no long-term objective and the only important decision you make is which tribe you choose. When our map exploration phase begins, two new game modes will be unlocked: Tournament and Territory Control.
addedThe new tribe is delayed until these two new game modes are ready. We are certain players are looking first for depth of game mechanics, second new tribes. And since tribes occupy territory in different parts, the whole new scenario being drawn will give players a welcome change of pace, closer to our vision of the game. As always, thank you for being a part of our game, and our apologies, once again, for the changes. A new timeline is pending to show the changes in our development, both for the points we delivered that weren't there, and showing those that got delayed/changed.

Rise of the Foederati changes

changedRise of the Foederati has been launched on May 4th, 2020. As a project on early access, there is intense work going on to make it through our Alpha stage, set to be up in January 2023. In our development stages throughout our timeline, we managed to reach several points we didn't expect to reach so early, while others got severely delayed due to multiple problems and setbacks. Our development team is very small, consisting of a project manager, an accountant/business planner, a programmer, a media manager and a few artists. Sometimes one person gets ahead in development, sometimes this same person gets behind. Currently, our artists are ahead, which means there is plenty of material in stash ready to be programmed for the game. Because the game has no way (yet) of paying itself, it requires the business to be funded externally, and people's finances can either go one way or another. Sometimes me and the other partner are able to fund the development well; sometimes, we can't. This is a delicate phase for both partners, for multiple personal reasons. As such, we decided to be transparent and share the changes on our development in our last timeline. None of our goals have changed, but only the time which they will be reached. We hope the parts in the game we managed to conclude earlier make up for it, but its obvious some of our players will be disappointed to see there is less content they expected at the time of development.
addedWe receive multiple offers to sell our game at a discount. And because many of you bought our game at the "full" price, we are not comfortable in putting the players who bet on us this early in a disadvantage. We are looking for many alternatives to make it so new players who do get such discounts only receive such benefit if our previous customers who did not get graced with it gets a benefit. This is the way our business is set, and will not change.
addedThis being said, our first year anniversary was very timid, with only a Twitter post. Why? Well, because we are hard at work to compensate. Our priority today is getting all new units ready for release, tribes now receiving five Ordinary units to build their warband. This is an important step for the next phase, which is map exploration. Currently, Rise is but a battle game. You don't get new units, the warband is very static and you can either only fight the AI or other players; if you win, you get to loot and buy new items for your soldiers. If you lose, your get to go to lick your wounds before fighting again. There is no long-term objective and the only important decision you make is which tribe you choose. When our map exploration phase begins, two new game modes will be unlocked: Tournament and Territory Control.
addedThe new tribe is delayed until these two new game modes are ready. We are certain players are looking first for depth of game mechanics, second new tribes. And since tribes occupy territory in different parts, the whole new scenario being drawn will give players a welcome change of pace, closer to our vision of the game. As always, thank you for being a part of our game, and our apologies, once again, for the changes. A new timeline is pending to show the changes in our development, both for the points we delivered that weren't there, and showing those that got delayed/changed.

Hi there, it's been roughly a month since our last update, and this is only a small news report on what is going on in development.

Rise of the Foederati has been launched on May 4th, 2020. As a project on early access, there is intense work going on to make it through our Alpha stage, set to be up in January 2023. In our development stages throughout our timeline, we managed to reach several points we didn't expect to reach so early, while others got severely delayed due to multiple problems and setbacks. Our development team is very small, consisting of a project manager, an accountant/business planner, a programmer, a media manager and a few artists. Sometimes one person gets ahead in development, sometimes this same person gets behind. Currently, our artists are ahead, which means there is plenty of material in stash ready to be programmed for the game. Because the game has no way (yet) of paying itself, it requires the business to be funded externally, and people's finances can either go one way or another. Sometimes me and the other partner are able to fund the development well; sometimes, we can't. This is a delicate phase for both partners, for multiple personal reasons. As such, we decided to be transparent and share the changes on our development in our last timeline. None of our goals have changed, but only the time which they will be reached. We hope the parts in the game we managed to conclude earlier make up for it, but its obvious some of our players will be disappointed to see there is less content they expected at the time of development.

We receive multiple offers to sell our game at a discount. And because many of you bought our game at the "full" price, we are not comfortable in putting the players who bet on us this early in a disadvantage. We are looking for many alternatives to make it so new players who do get such discounts only receive such benefit if our previous customers who did not get graced with it gets a benefit. This is the way our business is set, and will not change.

This being said, our first year anniversary was very timid, with only a Twitter post. Why? Well, because we are hard at work to compensate. Our priority today is getting all new units ready for release, tribes now receiving five Ordinary units to build their warband. This is an important step for the next phase, which is map exploration. Currently, Rise is but a battle game. You don't get new units, the warband is very static and you can either only fight the AI or other players; if you win, you get to loot and buy new items for your soldiers. If you lose, your get to go to lick your wounds before fighting again. There is no long-term objective and the only important decision you make is which tribe you choose. When our map exploration phase begins, two new game modes will be unlocked: Tournament and Territory Control.

The new tribe is delayed until these two new game modes are ready. We are certain players are looking first for depth of game mechanics, second new tribes. And since tribes occupy territory in different parts, the whole new scenario being drawn will give players a welcome change of pace, closer to our vision of the game. As always, thank you for being a part of our game, and our apologies, once again, for the changes. A new timeline is pending to show the changes in our development, both for the points we delivered that weren't there, and showing those that got delayed/changed.

Source

Steam News / 10 May 2021

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