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Working on a major update that will improve the level design.
It's possible to add height changes, e.g. cliffs, bridges, etc.
There is a lot more foliage and it looks better. Performance is also good.
Map loading times have been reduced to under 1 second in my testing. Large maps will not impact loading times anymore.
Internally all of this is build with custom tools that could be published to create your own maps. But the tools lack polish and documentation, so that's for a future update.
I am still working on adding more details to the terrain tileset, e.g. roads will have small pebbles and grass. The other biomes are also not quite done.
There are other various changes that have been made, that will be in the final changelog.
Hi everyone! We're excited to share that Warman is part of the Steam Endless Replayability Fest on Steam that celebrates games you can play over... and over... and over again from May 13th to May 20th! Now is the perfect time to dive into Warman. Don't forget to join our Discord to stay up to date with the latest news!
Hi everyone - if you were thinking about getting the game, now is a great time to do so.
Hi everyone! If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Spring Sale! From March 14th until the 21st, the game will be on sale for 30% off! Make sure to check out Freedom Games' Steam Spring Sale page to pick up some great games to play. Now let's dive into the patch notes of this overhaul update!
I have some great news to share today - [hr][/hr]
Progress is slow, but a lot of improvements are done.
Graphics are better and are more performant.
Every UI window is improved.
I am currently working on a new content update.
This update includes a new desert themed biome and the new Paladin class.
The new class also has it's own themed items to equip. In the future I plan to add themed items for all existing classes.
There are also a lot of minor improvements and various small bug fixes.
I have also done some technical upgrades to make the game run faster.
The desert also has its own boss, and in the future I will add a unique boss to the castle.
I am basically done with the technical side of things and at this point I am just missing some polished assets, effects and sounds. But it will still take some time before the update is finished.
Warman is finally leaving early access. Thank you for supporting the game in its early stage! It took longer than expected, but I had to get the game in a good state. The technical foundation is now very solid and will support all planned future updates.
Trying to cram in tons of features and content without making the game scale well would not have worked out in the long run. Of course I plan to continue to support and update the game after the full release.
The 1.0 update has been out for a few weeks and I see no problems. So the release should go smoothly. Before continuing with the next update I will take a short break, except for any bugs or critical fixes that may need to be made.
Enjoy the game!
I am pleased to announce that Warman will be leaving early access on April 3rd, 2023. Accompanying the full release, there will be a price increase to 20. Regional pricing will also be updated as recommended by Valve. There are still features and content I want to add to Warman, but I feel that the current state of the game deserves a full release. The most obvious content is more classes to play, areas to explore and more unique items. I also want to flesh out existing areas by adding some more enemies and mechanics that make the area special. I have a prototype ready for a snow area which constantly applies a frost debuff and you have to periodically warm up at a campfire. Warman is a combat-focused game. I want to add a sub-genre to add more variety to the gameplay loop. That is most likely to be a building system that allows you to build anywhere and share your creations in the workshop. Future updates will include smaller patches to fix bugs and bigger content updates. The content update will include 1 new biome with multiple maps that feature that biome, 3 new enemies for that biome, 1 new class and 9 new items that fit visually to that class. It is hard to talk about a definitive roadmap, but I will regularly post about what I am working on. Other major features that I want to add, that are not necessarily content, are: controller support, macOS version, workshop support, a more general mod support for custom classes, skills and maps, etc. Some of those I am already set on doing, others may get more priority based on community feedback. The changelog for the current update 1.0.0:
The next update will contain quite a bit of new content.
Instead of just having a single portal that teleports you to the different locations, there is now somewhat of an overworld.
Essentially all the different areas are now connected and you can travel to them by foot. On your way you will find waypoints that you can later teleport to.
I am also working on a new biome.
Took some time to get the update out, but I am very please with the results. Every element of the game got some improvement. New and improved enemy designs, clearner UI, good looking main island. All missing translations also got added. Not every language is perfectly translated and some are probably pretty bad, but it should get better from now on.
I'm currently working on a huge update that will bring the game to a near 1.0 release state.
A big task is replacing 3rd-party assets that did not fit the style of the game. I have added unique enemy designs, that are not only basic skeletons...
Also added a lot more objects to the island, which makes it more vibrant. This will also be very useful when I expand on being able to build out your own island.
A lot of UI polish happened, which does not sound like much, but also adds to a smooth experience.
I made balance, combat and item tweaks. Combined with the new enemy designs, the combat is now in a really good state.
The multiplayer is in a near perfect state, with no more desyncs being recorded in my error tracking.
There could be some improvements for the client-side prediction, to smooth out some actions, but on the technical side there won't be any bugs.
Right now I have around 70 entries in the changelog and I expect that this will double for the complete update.
There is not much to show, as I'm still finalizing some designs, but here is the new island.
I do plan to replace the brown dirt with grass and allow some basic terrain editing, but I believe that will not make it into the 1.0 release.
In this update I was mostly tweaking the combat flow and working on improving some small features that did not do too well. I fixed a lot of small annoyances that made combat somewhat tedious. Combat features and design are now properly in place and can now be really polished and balanced. The island rework should also fit the game better and is more extendable on a technical level. For the next update I will be working mostly on the castle area dungeon, which should turn out way better than the 'Bonepit'. Also Warman now has a native Linux client.
The new update is not quite ready, so here is a little preview of all the new things that are new.
The main island got a full rework of all the assets. The assets were also designed in a way that will allow easier integration with some base building. But this feature is not planned for the 1.0 release and will come later.
The potions were reworked and provide now proper effects. Currently there are 6 potions that give different buffs.
The hero creation was also somewhat reworked. Options that did not really make sense, as you would never see them in the game, were removed. Ideally the icons would have a little preview icon instead of a number, but that is planned for later.
You can now also change the look of existing heroes.
This update includes multiple major changes. The general combat should feel now a lot smoother, as you don't have to rotate the camera anymore to keep track of the action. With an improved camera perspective and level design it should now be a lot more fun to just play the game. When opening a portal you know have the option to switch between 'Area' and 'Dungeon'. To open a dungeon you will need to find a special currency that appears in the respective area. The dungeon has a fixed layout and a neat boss fight at the end. There are also 'Trials' which make the dungeon more challenging and provide persistent rewards for progression. The 'Castle' area currently has no dungeon associated with it, but that's exactly what I'm going to work on next.
I'm working on improving the visuals of the game. You can now better see what exactly is happening in the room. Also it looks better when the player is occluded. Other features are also being worked on, but are not quite ready yet.
Old:
New:
I am still working on the dungeon. While designing they layout I am also adding new assets and polishing existing ones.
In the dungeon you can set your respawn point, so you don't have to walk a lot in case you die.
You can now see when enemies complete their ability cast. This allows you to plan your actions better when to dodge. I do plan to add the ability to interrupt ability casts. That way the combat will be even more dynamic.
I am also experimenting how the game would look like with an orthographic camera. I do admit I should have done it earlier, especially because I do like how it looks like.
Currently I am working on improving the core gameplay loop.
At the moment all biomes, which are currently just two, are mixed into one run and there is supposed to be one boss between them. The boss encounter is not exciting, especially because after unlocking the particular floor you can easily access the fight.
With the improved version each biome has a dedicated area. There you can get portal shards which open
a portal to the boss dungeon. The dungeon is completely handcrafted and is a more eventful boss encounter.
The new UI has a selection of all areas. Some may be locked till you clear the associated dungeon of the previous area.
A dungeon has an assortment of trials that will make the whole run harder, but provide a unique reward when you manage to clear them.
You can die up to six times in a dungeon before you get kicked out of it. Opening a dungeon requires portal shards which you get in the equivalent themed biome area.
This update includes a new major core feature. Based on the weapon you use you will be unlocking your skills and earning class skill points. Spending class skill points can greatly changes your skills. Sadly the new content is not translated, but I am nearly finished with workshop integration for translations. The next update will focus on a lot of polish and some content.
Still working on finishing all the masteries. The technical side is done, but I still need to add good icons, particles and sound effects. Various other parts of the game also received some polish and improvements.
Enemy rarity now also shows in the healthbar.
Skill charges now show their cooldown.
The icons are obviously still work in progress.
Currently there are 5 weapon types. Each weapon mastery skill tree has 14 nodes. You will be able to skill 10 nodes. Right now ~85% of the nodes are done.
Here are some previews of some of the possible effects.
'Meteor Rain' has a chance to cast 'Firenova' on impact.
On crit. chance to cast 'Heavy Slash'.
On attack chance to trigger 'Slice'.
With the new update the menus and gameflow got more streamlined. With this I can guarantee a more stable multiplayer experience. The improved netcode also allows me to easier add new features.
With the new system you do not preselect a hero before entering a game, but select them after you joined a lobby.
Creating and deleting heroes now happens in 'Manage Heroes'.
'Singleplayer' simply creates a solo offline lobby where you can pick your hero and play the game.
'Multiplayer' allows you to invite friends to the lobby. Currently the maximum player count is 8. This may increase. After the game starts joining is not possible anymore.
In the top-right is the invite code you need to share with others who want to join.
I'm still working on improving the technical details. There are a lot of improvements to the multiplayer networking, loading times and UI performance.
While reworking the UI on a technical level, I also redid the layout for the workbench.
The next update is still not ready. While working on adding all the cool new features that masteries would have, I hit several dead-ends where it would be technical not really possible to properly add the feature. So I decided to improve some technical core parts of the game. The multiplayer is currently receiving a complete overhaul, and is already way better then before. Playing with friends is also made easier and I am looking into adding 'Steam Invites'. Currently you create a game and have an invite-code that you can share. This also ties in with a future feature of customizing your island more. It would also be possible to have a list of open games. It is currently not supported, but I may add it if there is demand for it. All of this will increase the game performance, multiplayer stability and make the game easier to continue develop and add new features.
The update this month is going to be delayed, because it adds quite a bit of new features, that are not ready yet.
Currently I am working on adding more depth to combat and character customization.
There is one mastery layout per weapon type. Every mastery has its own level. You gain exp. in the mastery you currently use. There are 4 active skills, that are unlocked based on your level.
Additionally there are 21 passive nodes that will modify the active skills. The right bar shows the level needed to gain a skill point, to be used to unlock a passive node. In total you can get 10 skill points.
This is all work in progress and may be further adjusted.
Today marks the 1 year anniversary of Warman being in early access. I want to write about what went well and what comes in the future. Updates For updates, I was trying to meet a schedule of 1 update a month. I think that works well, except for big updates that I can't finish in 1 month, but that's not too big of an issue. I plan to continue working like this. Community Communication I am bad at marketing and showing off new features, so at times it might seem that the game is abandoned. But I assure you that, that is is not the case and I am constantly working on improving Warman. Release There are some features that I want to finish before a 1.0 release. Nothing is set in stone, but I hope to release out of early access at the end of the year.
The monthly update will be delayed a bit, because I was not able to get everything ready in time. I want to share the current progress of the update.
The next update will have a new biome.
The way floors are cleared will be also changed a bit. Previously you needed to kill 80% of the enemies in a room for it to open, except if you are on a floor that you previously cleared.
Now you need to kill 80% of enemies on the main path. Special rooms, like a challenge room, will also count towards the floor clear rate. That way you can better control they way you progress through a floor.
The ladder is replaced by an elevator that is deactivated until you clear the floor. The elevator model is still work in progress.
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