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Steam News18 June 20206y ago

Sovereign's Will Demo at Steam Summer Festival

For several years we were developing our game about feudal intrigues in the silence of the Discord-server, and now it's time to come out. You can already play the demo now.

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Full Sovereign's Will update

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What changed

0 fixes1 addition4 changes0 removals
  • Server
  • Gameplay
  • Balance
changedFor several years we were developing our game about feudal intrigues in the silence of the Discord-server , and now it's time to come out. You can already play the demo now. You will get to know the world of the Demesne and take your first steps as young Margrave Konrad.
changedIn Sovereign's Will we have moved away from the usual "medieval" gameplay, focused on war, and offer something that often falls out of the attention of players and developers: intrigue, lobbying and political struggle.
changedWe described a dozen and a half influential characters: a pacifist priest, a warlord feudal lord, a bureaucrat trying to build an utopia. A large part of the gameplay is about bribing, blackmailing, persuading them; provoking conflicts, lobbying or blocking the enactment of laws.
changedThe player's decisions unfold a non-linear story. The player receives information about the event and several options for action, which change the game parameters and affect the subsequent events. We place great emphasis on non-linearity and try to maintain a balance between logical and controllable consequences and a healthy share of unpredictability.
addedWe've come a long way from the first prototypes to the demo version, but the game is still growing with new parts and whole mechanics. The setting is detailed enough, and we are still deciding which way to take the global story. Your feedback can help us with the solution.

Sovereign's Will changes

changedFor several years we were developing our game about feudal intrigues in the silence of the Discord-server , and now it's time to come out. You can already play the demo now. You will get to know the world of the Demesne and take your first steps as young Margrave Konrad.
changedIn Sovereign's Will we have moved away from the usual "medieval" gameplay, focused on war, and offer something that often falls out of the attention of players and developers: intrigue, lobbying and political struggle.
changedWe described a dozen and a half influential characters: a pacifist priest, a warlord feudal lord, a bureaucrat trying to build an utopia. A large part of the gameplay is about bribing, blackmailing, persuading them; provoking conflicts, lobbying or blocking the enactment of laws.
changedThe player's decisions unfold a non-linear story. The player receives information about the event and several options for action, which change the game parameters and affect the subsequent events. We place great emphasis on non-linearity and try to maintain a balance between logical and controllable consequences and a healthy share of unpredictability.
addedWe've come a long way from the first prototypes to the demo version, but the game is still growing with new parts and whole mechanics. The setting is detailed enough, and we are still deciding which way to take the global story. Your feedback can help us with the solution.

For several years we were developing our game about feudal intrigues in the silence of the Discord-server, and now it's time to come out. You can already play the demo now. You will get to know the world of the Demesne and take your first steps as young Margrave Konrad.

In Sovereign's Will we have moved away from the usual "medieval" gameplay, focused on war, and offer something that often falls out of the attention of players and developers: intrigue, lobbying and political struggle.

We described a dozen and a half influential characters: a pacifist priest, a warlord feudal lord, a bureaucrat trying to build an utopia. A large part of the gameplay is about bribing, blackmailing, persuading them; provoking conflicts, lobbying or blocking the enactment of laws.

The player's decisions unfold a non-linear story. The player receives information about the event and several options for action, which change the game parameters and affect the subsequent events. We place great emphasis on non-linearity and try to maintain a balance between logical and controllable consequences and a healthy share of unpredictability.

We also have management elements that reflect the daily concerns of the feudal lord: you can set taxes, hold one-off actions like fairs, maintain the capital - build statues in honor of yourself, drain the swamps, pass your leisure time in every way. This affects the fate and image of the entire domain: our demo has several endings, which depend directly on how you managed the resources and what decisions were made in the story.

We've come a long way from the first prototypes to the demo version, but the game is still growing with new parts and whole mechanics. The setting is detailed enough, and we are still deciding which way to take the global story. Your feedback can help us with the solution.

Source

Steam News / 18 June 2020

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