Greetings mercenaries, End of Public Playtest With the recent Medieval festival wrapping up, the public playtest is coming to a close. We want to thank you for your time.
In this update2
Full notes
Full Tattered Banners update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings mercenaries,
What changed
0 fixes4 additions0 changes1 removal
Gameplay
addedEnd of Public PlaytestWe want to thank you for your time. Thanks to your feedback via surveys, Discord, and the Steam forums, we now have a ceiling-high pile of planned improvements, bug reports, and overly ambitious features to implement (looking at you, "owning a city" requests). Your input has helped pinpoint the truly important elements of the simulation, and it has set the game on the right path towards building something deep and truly unique.
addedEnd of Public PlaytestAs of this announcement the public playtest is no longer active, so if you received access through the Steam playtest system the build will no longer be accessible. But if you want to check out future builds, fear not - hop on the Discord and you'll receive a key. New builds will be rolling out in the coming weeks, including ones that extend play time (more on that below)
added3-Hour Build & The Path to the DemoNext week, we are releasing a new build with 3 hours of play time, a new Class progression system, and more emergent story elements.
removed3-Hour Build & The Path to the DemoIf that goes well, it'll be extended to 4 hours, and eventually the time limit will be removed entirely. Along this process the game's Demo will be released, and we're striving for it to also have a long play time and eventually no time limit but a content limit instead. We believe a truly fun systemic simulation game can afford to offer generous "free play time", provided the world truly has substantive depth.
added3-Hour Build & The Path to the DemoThe plan is to release a demo on July 9th , during the Tacticon festival. As we ramp up toward that deadline, we will be pushing out builds featuring highly requested changes such as improved classes, more emergent storytelling, new world locations, interactions, and rumors. Stay tuned.
Tattered Banners changes
addedWe want to thank you for your time. Thanks to your feedback via surveys, Discord, and the Steam forums, we now have a ceiling-high pile of planned improvements, bug reports, and overly ambitious features to implement (looking at you, "owning a city" requests). Your input has helped pinpoint the truly important elements of the simulation, and it has set the game on the right path towards building something deep and truly unique.
addedAs of this announcement the public playtest is no longer active, so if you received access through the Steam playtest system the build will no longer be accessible. But if you want to check out future builds, fear not - hop on the Discord and you'll receive a key. New builds will be rolling out in the coming weeks, including ones that extend play time (more on that below)
addedNext week, we are releasing a new build with 3 hours of play time, a new Class progression system, and more emergent story elements.
removedIf that goes well, it'll be extended to 4 hours, and eventually the time limit will be removed entirely. Along this process the game's Demo will be released, and we're striving for it to also have a long play time and eventually no time limit but a content limit instead. We believe a truly fun systemic simulation game can afford to offer generous "free play time", provided the world truly has substantive depth.
addedThe plan is to release a demo on July 9th , during the Tacticon festival. As we ramp up toward that deadline, we will be pushing out builds featuring highly requested changes such as improved classes, more emergent storytelling, new world locations, interactions, and rumors. Stay tuned.
End of Public Playtest
With the recent Medieval festival wrapping up, the public playtest is coming to a close.
We want to thank you for your time. Thanks to your feedback via surveys, Discord, and the Steam forums, we now have a ceiling-high pile of planned improvements, bug reports, and overly ambitious features to implement (looking at you, "owning a city" requests). Your input has helped pinpoint the truly important elements of the simulation, and it has set the game on the right path towards building something deep and truly unique.
As of this announcement the public playtest is no longer active, so if you received access through the Steam playtest system the build will no longer be accessible. But if you want to check out future builds, fear not - hop on the Discord and you'll receive a key. New builds will be rolling out in the coming weeks, including ones that extend play time (more on that below)
(The beginning of the much-requested Backgrounds)
3-Hour Build & The Path to the Demo
Next week, we are releasing a new build with 3 hours of play time, a new Class progression system, and more emergent story elements.
If that goes well, it'll be extended to 4 hours, and eventually the time limit will be removed entirely. Along this process the game's Demo will be released, and we're striving for it to also have a long play time and eventually no time limit but a content limit instead. We believe a truly fun systemic simulation game can afford to offer generous "free play time", provided the world truly has substantive depth.
The plan is to release a demo on July 9th, during the Tacticon festival. As we ramp up toward that deadline, we will be pushing out builds featuring highly requested changes such as improved classes, more emergent storytelling, new world locations, interactions, and rumors. Stay tuned.
The playtest may be over, but you can always find us on Discord and the forums.