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Steam News16 November 20223y ago

A Change of Roads (Campaigns)

Hello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second.

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Full Rise of the Foederati update

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Repeated intro

Hello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second. The objective was to build a historical game where players could travel around and seek adventure with their tribes and play along with their friends for objectives, fun or even just competitively seek to outpace other players in the same tribe. Our team begun very small, with an artist, programmer, game support designer/developer; then came an accountant, new artists, support programmers, and we started hiring voice actors to play the leaders and the trailers. Development was good; in 2017, we showed how our project was coming along in local game fairs, such as Brasil Game Show, together with other indie games. It was a great pleasure to be standing next to indie big names such as Knights of Pen and Paper devs, for example, and we managed to talk and have great suggestions and criticism for how the game looked.

What changed

0 fixes3 additions4 changes0 removals
  • UI and audio
  • Events
  • Gameplay
  • Balance
  • Store
addedHello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second. The objective was to build a historical game where players could travel around and seek adventure with their tribes and play along with their friends for objectives, fun or even just competitively seek to outpace other players in the same tribe. Our team begun very small, with an artist, programmer, game support designer/developer; then came an accountant, new artists, support programmers, and we started hiring voice actors to play the leaders and the trailers. Development was good; in 2017, we showed how our project was coming along in local game fairs, such as Brasil Game Show, together with other indie games. It was a great pleasure to be standing next to indie big names such as Knights of Pen and Paper devs, for example, and we managed to talk and have great suggestions and criticism for how the game looked.
changedMultiplayer efforts are now put second to single player. We are hanging gears to develop a cutscene editor to a multi-episode single-player campaign featuring events that happened after Rise of the Foederati's timeline, but very similar in setting. More details to come.
addedThe new planned units are on hold until we manage to fix a critical bug in the new units' animators, developed to fit all animations that are needed for a more complex graphical showing of their equipment in-game.
addedThe new tribe, the Alans, are planned and set to return to the development phase once we manage to finish our campaign. Eventually, they will also get their own campaign, and its our expectations that each tribe has their own leader or important figure to have their own. This is a slight change as well from our historical accuracy perspective; several tribes do not have legendary or historical figures in Rise of the Foederati, while others have too many; we will try to feature as many important names as possible and add theoretical, fictional elements that tie together with real historical happenings.
changedMany people purchased our game because of our multiplayer focus-first, and are waiting for a long time for our product to be finished. We are checking how to open a refund program for those that feel like the change of pace in development does not suit their waiting anymore.
changedUntil the end of the year, no new updates are programmed, but we will now update players more often with news of this change.

Rise of the Foederati changes

addedHello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second. The objective was to build a historical game where players could travel around and seek adventure with their tribes and play along with their friends for objectives, fun or even just competitively seek to outpace other players in the same tribe. Our team begun very small, with an artist, programmer, game support designer/developer; then came an accountant, new artists, support programmers, and we started hiring voice actors to play the leaders and the trailers. Development was good; in 2017, we showed how our project was coming along in local game fairs, such as Brasil Game Show, together with other indie games. It was a great pleasure to be standing next to indie big names such as Knights of Pen and Paper devs, for example, and we managed to talk and have great suggestions and criticism for how the game looked.
changedMultiplayer efforts are now put second to single player. We are hanging gears to develop a cutscene editor to a multi-episode single-player campaign featuring events that happened after Rise of the Foederati's timeline, but very similar in setting. More details to come.
addedThe new planned units are on hold until we manage to fix a critical bug in the new units' animators, developed to fit all animations that are needed for a more complex graphical showing of their equipment in-game.
addedThe new tribe, the Alans, are planned and set to return to the development phase once we manage to finish our campaign. Eventually, they will also get their own campaign, and its our expectations that each tribe has their own leader or important figure to have their own. This is a slight change as well from our historical accuracy perspective; several tribes do not have legendary or historical figures in Rise of the Foederati, while others have too many; we will try to feature as many important names as possible and add theoretical, fictional elements that tie together with real historical happenings.
changedMany people purchased our game because of our multiplayer focus-first, and are waiting for a long time for our product to be finished. We are checking how to open a refund program for those that feel like the change of pace in development does not suit their waiting anymore.

The most common criticism we had from most players was our lack of single-player support. This is evidence in multiple forum discussions we had showcasing our product, where people would rather play with their own pace and learn more about the game first, before diving in a multiplayer mode. In a strategy game, this makes sense, as players first want to know mechanics, combos and efficient tactics first, before putting them to the test against others.

As it is understood, our game was initially sold with multiplayer sessions in mind. But because so many people are longing for a full campaign, we are very excited to announce the shift in our development direction! instead providing several campaigns of varied difficulty that put the tribes that we already developed in a story with multiple episodes. This means you as a player will get to play against a more difficult, smarter AI in a series of challenges across different landscapes, battles and political troubles that can shift according to your own decisions. Below is the detailed list of our changes for the future:

  • Multiplayer efforts are now put second to single player. We are hanging gears to develop a cutscene editor to a multi-episode single-player campaign featuring events that happened after Rise of the Foederati's timeline, but very similar in setting. More details to come.

  • The new planned units are on hold until we manage to fix a critical bug in the new units' animators, developed to fit all animations that are needed for a more complex graphical showing of their equipment in-game.

  • The new tribe, the Alans, are planned and set to return to the development phase once we manage to finish our campaign. Eventually, they will also get their own campaign, and its our expectations that each tribe has their own leader or important figure to have their own. This is a slight change as well from our historical accuracy perspective; several tribes do not have legendary or historical figures in Rise of the Foederati, while others have too many; we will try to feature as many important names as possible and add theoretical, fictional elements that tie together with real historical happenings.

  • Many people purchased our game because of our multiplayer focus-first, and are waiting for a long time for our product to be finished. We are checking how to open a refund program for those that feel like the change of pace in development does not suit their waiting anymore.

  • Until the end of the year, no new updates are programmed, but we will now update players more often with news of this change.

We listened, and because this ties so well with providing content with more haste without compromising quality (because of the lessened complexity), expect to hear from us again soon. Our first campaign features one of the greatest Visigoth heroes of all time, whose actions profoundly changed the world at the time. We cannot wait to share more details! Last but not least, we do not plan on ditching multiplayer entirely; there are discussions ongoing for how we can implement episodes with two-player options.

Source

Steam News / 16 November 2022

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