In this update6
Full notes
Full Stoneguard update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
Stoneguard changes
Hello everyone,
Welcome to another post where we break down key aspects of our game, from combat, to what's at stake for the players, to how we were able to blend genres. Here is some of the key aspects behind Stoneguard.
Why Stoneguard stands out:
Combat is ruthless and tactical. You can target and sever specific enemy body parts arms, legs and head. These remains are crucial resources that can be researched to craft new weapons and tools, effectively turning the enemies' own strength against them. The stakes are equally high for your survivors, who can lose limbs in battle and require prosthetics to remain useful.
Distinct combat feel
Limb-targeting and injury: Precision hit detection means attacks can remove or damage specific limbs, affecting both enemy threat and survivor effectiveness, which gives battles a gritty, physical identity.
Fight while you lead: You command survivors as you fight alongside them giving you a blend of action and strategy. Have them hold the line or charge into battle! The choice is yours.
High-stakes Lifestone defense
The entire settlement's design revolves around the defense of the magical Lifestone. Every wall, tower, and villager assignment is strategically placed to protect this single point. The game features escalating tension and a variety of enemy types appearing between major encounters, culminating in powerful boss assaults against your defenses.
A dynamic day–night cycle ties building and preparation to escalating night-time waves, making each day feel like a countdown to the next siege.
Survival hinges on a strategic approach where your base design and job assignments are paramount. During lulls, Survivors are directed to focus on gathering, crafting, and research; when waves approach, their priority shifts to defense.
Third-person RTS/base-builder hybrid
Presenting base-building and defense from a close third-person view gives a more grounded, cinematic feel than traditional top-down colony builders.
Each campaign plays like a full story of building up, holding out, and either falling or prevailing, encouraging replay through different layouts and defensive philosophies rather than long meta-grinds.
We hope to bring you more in the coming times as you join our journey by wishlisting!
Game-And-Go setup giveaway!
Our friends and publisher Wandering Wizard Games, has provided us with an amazing giveaway for a laptop and backpack setup!
We would love to have you join our social growth and community growth and reward you for doing so as well!
Enter to win here: Gleam
Thank you,
William and Honor
Thornspire Games
Source
Changelog.gg summarizes and formats this update. How we read updates.
