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Our subliminal messages reached the airwaves!
Our message is spreading into the unsuspecting minds of podcast listeners! Last week I was interviewed by the good folks at The SWW Show about how our game came to be. It was fun being in a podcast, and if you want to learn more about the original inception of the game you can check it out here! On the development side of things, I've been taking a look at the end game and fortunatley (or maybe I should say unfortunatley) many bugs were found. A lot of them were boring stuff related to how the AI saves their own turns and how data is compiled; but they did take a fair amount of work to solve. However, I did take some time to work on cool visual stuff like shields!
Shields as a concept have existed for a while in the game. There used to be a pretty sucky situation where you'd convert a unit and then the AI would immediatley convert it back. It was really furstrating. So I added the shield trait, to protect your new acquisitions. It wasn't easy to visualize though, hence I added the foce fields seen above. That was the first iteration of it, but after some discussion with the good folks over at Discord (thanks guys!); we decided it was too sci-fi, so we explored ways to make it look more tech-y. This was the final result.
There are still more end game bugs to fix, but while trying to beat the campaign over and over, I realized an important thing...... it is waaaaay too hard. So next week for my sanity and yours, I'll be focussing on a balance pass of the game with the goal to stop making it, in the words of a tester: "every skill level is somewhat masochistic"...
v0.2.33 Is live on steam; it includes: An improved audio manager. There shouldn't be any more audio bugs The 'connect' button is now part of the regular ability panel to make it easier to see A new tutorial showing people how the map works (Some folk were confused by that) New activation menu now shows what traits are gained/lost on activation New shield VFX so it's easier to know who is protected from conversion Slightly improved messages when abilities are added/lost A slew of bug fixes and smaller improvements Happy conspiring! Rafa
[ 2021-10-04 04:35:42 CET ] [ Original post ]
Hello fellow co-conspirators!
Our message is spreading into the unsuspecting minds of podcast listeners! Last week I was interviewed by the good folks at The SWW Show about how our game came to be. It was fun being in a podcast, and if you want to learn more about the original inception of the game you can check it out here! On the development side of things, I've been taking a look at the end game and fortunatley (or maybe I should say unfortunatley) many bugs were found. A lot of them were boring stuff related to how the AI saves their own turns and how data is compiled; but they did take a fair amount of work to solve. However, I did take some time to work on cool visual stuff like shields!

Shields as a concept have existed for a while in the game. There used to be a pretty sucky situation where you'd convert a unit and then the AI would immediatley convert it back. It was really furstrating. So I added the shield trait, to protect your new acquisitions. It wasn't easy to visualize though, hence I added the foce fields seen above. That was the first iteration of it, but after some discussion with the good folks over at Discord (thanks guys!); we decided it was too sci-fi, so we explored ways to make it look more tech-y. This was the final result.

There are still more end game bugs to fix, but while trying to beat the campaign over and over, I realized an important thing...... it is waaaaay too hard. So next week for my sanity and yours, I'll be focussing on a balance pass of the game with the goal to stop making it, in the words of a tester: "every skill level is somewhat masochistic"...
Beta Change Log
v0.2.33 Is live on steam; it includes: An improved audio manager. There shouldn't be any more audio bugs The 'connect' button is now part of the regular ability panel to make it easier to see A new tutorial showing people how the map works (Some folk were confused by that) New activation menu now shows what traits are gained/lost on activation New shield VFX so it's easier to know who is protected from conversion Slightly improved messages when abilities are added/lost A slew of bug fixes and smaller improvements Happy conspiring! Rafa
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[ 2021-10-04 04:35:42 CET ] [ Original post ]
The Shadow Government Simulator
Chupacabra Game Studios
Developer
Chupacabra Game Studios
Publisher
When the Illuminati wills it
Release
GameBillet:
8.89 €
Game News Posts:
47
🎹🖱️Keyboard + Mouse
Very Positive
(65 reviews)
Public Linux Depots:
- Desktop Agents - Cov1d-999 Depot [1.25 G]
The Shadow Government Simulator is a turn-based strategy game that puts you in control of a shadow organization dead set on global domination via bribery, intimidation, seduction, and any means necessary. Inspired by old classics like Plague Inc. and modern gems like The Shrouded Isle, this is a challenging game where you infiltrate nations, discover their networks of power, and then reshape them to fit your agenda.
Turn-based strategic infiltration
Every action you take matters on a global scale. When you enter a new nation, you’ll be alone with just a headquarters at your disposal and minimal information. Slowly, you will send your tendrils throughout the region uncovering who are the influential and how much power they truly wield. You'll discover their traits and personalities, earning an understanding of their weaknesses and how to best convert them to your side.
Infiltrate nations around the world!
More importantly, you'll discover who they are connected to, and thus person by person, you shall take over the whole elite. Having a strong interconnected network is the key to success, but the bigger you get the more visible you are and this could lead to your demise. Manage your network, cut and create connections, to ensure you act from the shadows when the time is right.
Evolve your organization
The world will be difficult to conquer without growth and adaptation. As you capture new units, you can change their abilities, unlocking new traits and adapting to the necessities of the shadow war. Throughout your campaign for world domination, you'll be able to build your organization with unique traits. Tailor your society and its pawns to fit your grand plan. Conquer the world and you'll be able to unlock different factions such as the Masons and the Templars, with different strengths and weaknesses!
Fight for global supremacy
As your organization grows and becomes more visible on the global scale the challenges you face will increase. The world’s countries will unite against you and you will face off against rival organizations. Choose wisely which region to infiltrate first, as they will provide different bonuses, but also present different challenges. Each region will offer a distinct play experience with its procedurally generated networks. As time moves forward the regions will acquire unique modifiers to increase the difficulty and diversity of the maps you play on. It might well be worth the risk, however, as nations you take over become yours to command, unlocking new powerful abilities. Be it a person or a country, they shall all become like pawns before you!
MINIMAL SETUP
- OS: Ubuntu 20.04
- Processor: Intel Core i7Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 1060
- Storage: 900 MB available space
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