Name | These Doomed Isles | ||
Developer | Triplevision Games Limited | ||
Publisher | Triplevision Games Limited | ||
Tags | |||
Release | TBA - Wishlist now! | ||
GameBillet | 12.29 / € | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
We're bringing this series back, and we're going to be taking a look into all the enemies that youll encounter when you play as Icari, the Japanese god of rice cultivation and prosperity. The Inari update introduces new threats your island will encounter, including: |
Added a fix for the 'Awe' prayer, which could ask you to build more Wonders than are possible to build. It will now limit the number of Wonders required by the number that are available to each God. |
[h2]New stuff in numbers[/h2]
[h2]New mechanics[/h2]
[h2]Military units[/h2]
[h2]New enemies[/h2]
New bosses
[h2]Some standout cards[/h2] Buildings
Powers
[h2]Balance changes[/h2] Follower growth changes were a little extreme, so this is no longer based on your current follower count. You now get a flat follower increased based on your current happiness level:
[h2]Quality of life updates[/h2]
[h2]Bug fixes[/h2]
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Hey everyone, |
Hey everyone, |
We are gearing up to introduce and welcome the Japanese God of rice cultivation and prosperity, Inari |
Fixed a bug that would cause starvation to increase your number of followers |
Hey everyone, |
Hey, there's some big changes and fixes in this patch - which is why it's been a little longer than planned! Here are the changes: [h2]Balance changes[/h2] [h2]Quality of life[/h2] [h2]Bug fixes[/h2] Thanks, and I hope that you enjoy the game! |
Hi everyone, |
Just an update to replace Krampus Chaos with a non-festive Horde Mode |
Happy New Year, everyone!
[h2]A brand new god is coming![/h2] We're working hard on the newest god, and we can't wait for you to be able to play as them. This new god will also introduce new cards, aesthetics, and a whole new playstyle. All will be unveiled very soon, so watch this space for more announcements! [h2]Share your strategy on Discord[/h2] In the meantime, feel free to come and join us over on Discord to share your strategy, chat with other players, and ask us any questions you have. Talk soon! Andrew |
Fixed a crash related to duplicate cards being drawn at the harvest screen |
Added localisation for new game modes |
Fixed a crashed caused by surviving past 30 years in Krampus Chaos mode |
Uploaded a fix for repeated crash when clicking on certain cards |
[h2]New features[/h2]
[h2]Bug fixes[/h2]
[h2]Balance changes[/h2]
[h2]Quality of Life[/h2]
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Hey everyone, |
I've just pushed a quick patch to the experimental branch with some big updaates. If you are a keen bean and want to help us with balancing - this is now there! Details on how to access that are here.
[h2]Bug fixes[/h2]
[h2]Balance changes[/h2]
[h2]Quality of Life[/h2]
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Hey everyone, |
I've just pushed a quick patch to the experimental branch with the following updates:
Quality of Life
Let me know if the Borderless Windowed mode fixes your issues with the screen being minimised when you get notifications! I'm still knee deep in adding content for the next big update (along with a smaller content update coming very soon), but I'm sneaking in bug fixes and QoL updates wherever I can pinch a bit of time to do so |
[h2]Quality of life updates[/h2]
[h2]Bug fixes[/h2]
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Hey everyone, |
[h2]Balance changes[/h2] [h2]Quality of life updates[/h2] [h2]Bug fixes[/h2] |
[h2]Bug fixes[/h2]
[h2]New features[/h2]
[h2]Balance changes[/h2]
[h2]Quality of life updates[/h2]
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Hey everyone,
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Hey everyone,
[h2]Balance changes[/h2]
[h2]Quality of life updates[/h2]
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Hey everyone, |
Hey everyone, thanks for the continued feedback - I'll keep working to make the game better! [h2]Balance changes[/h2] [h2]Quality of life updates[/h2] |
Fixed crash caused by obj_showHealth object |
We have another fun feature to test out in this version to help with getting the cards you want to see in harvests - this time it is tombs!
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Hey everyone, [h2]Balance changes[/h2] [h2]Quality of life updates[/h2] [h2]Bug fixes[/h2] Thanks again for the continued support and feedback. I'll be updating the experimental branch with an update on the new deckbuilding features, as well as sandbox modes, so be sure to check that out if you haven't already, and let me know what you think in the Discord :) If you're not sure how, you just need to right click on the app in your Steam library and, in the Betas tab, select the 'experimental' branch. Thanks! Andrew |
Fixed crash caused by the Smelter building when clicking on the Wood resource information panel |
Hey everyone! Thank you for all the feedback on the game over the last week! As we look to update and balance the game throughout early access to effectively respond to your feedback, we will be introducing/testing some new features/mechanics. Some of these changes are going to be quite significant so we wanted to do this in a place that wouldn't change the game too much for those who are already enjoying it! |
Hey everyone!
[h2]Balance changes[/h2]
[h2]Bug fixes[/h2]
We are collating feedback for this experimental update here if you want to contribute: https://fireshinegames.jotform.com/build/232704028719961 And in the Discord: https://discord.gg/wJXJ6dZTn2 Please also don't forget to review the game - every review helps us out a lot more than you would know! |
Fixed crash caused when your shrine is destroyed at the end of the turn you place a wonder and trigger an attack |
Fixed an issue where stone could be capped at 20 even when you have greater capacity |
Fixed crash related to Temple of the Cow being pulled into the harvest deck |
[h2]Balance changes[/h2] [h2]Bug fixes[/h2] [h2]Quality of life updates[/h2] |
[h2]HOTFIX[/h2] |
Fixed crash on loading for first time users who hadnt previously played demo/prologue caused by the language fix in previous update |
Build number 0.1.36 [h2]Quality of Life[/h2] Thanks for all the feedback so far! Please do leave a review to let us know how you are enjoying the game, it really helps a lot! |
Hey everyone! |
The trinity of gods is finally here! |
Hi everyone, |
In the 3rd (and final!) part of this mini-series, were going to take a look into all the enemies that youll encounter when you play as Acan, the Mayan god of wine. These creatures are themed around both mythological and real enemies that their civilisation would have faced.
[h2]Conquistador[/h2]
[h2]Cipactli[/h2]
[h2]Cueyatl[/h2]
[h2]Camazotz[/h2]
[h2]Huay Chivo[/h2]
You'll be able to fight against these troublesome enemies on September 25th when the full game releases! These baddies are part of the third God, Acan, who hasn't yet been playable. We're really excited for you to play as Acan, and we'll be sharing more info on this god over the coming weeks! As always, if you're able to wishlist These Doomed Isles that would really help us get our game noticed. Thank you! And feel free to join us over on Discord to chat about strategies, playtests, and more. Until next time! |
Hey everyone, |
In the 2nd part of this mini-series we are going to do a deeper dive into all of the enemies that you can face playing as Plutus, the Greek god of wealth. The enemies that invade the isles varies per god and they are themed around both mythological and real enemies that their civilisations would have faced.
[h2]Immortal[/h2]
[h2]Gryphon[/h2]
[h2]Usabari[/h2]
[h2]Siren[/h2]
There are also going to be 3 unique bosses as well that you can face. We are going to keep 2 of them secret so you can discover them yourself when the game comes to Steam Early Access in September but for now lets take a look at the Hydra. [h2]Hydra[/h2] The Hydra was a serpentine water monster from Greek mythology (famously defeated by Hercules but in These Doomed Isles canon that never happened!) whose special ability is that when it is brought down to low health it regenerates and spawns an extra head meaning you have to defeat it all over again! Wishlist the game to help us out and stay notified when it releases in September! Also join our Discord to get involved in the discussion and playtesting! |
In this mini-series we are going to do a deeper dive into all of the enemies that you can face playing as each god, starting with Cernunnos, the Celtic god of nature. The enemies that invade the isles varies per god and they are themed around both mythological and real enemies that their civilisations would have faced.
[h2]Saxon raider[/h2]
[h2]Blight witch[/h2]
[h2]Sluagh [/h2]
[h2]Banshee [/h2]
There are also going to be 3 unique bosses as well that you can face. We are going to keep 2 of them secret so you can discover them yourself when the game comes to Steam Early Access in September but for now lets take a look... [h2]Balor[/h2] In Celtic mythology, Balor is described as a giant with a large eye that wreaks destruction when opened and has been interpreted as a personification of the scorching sun. In These Doomed Isles Balor boasts very high health and their damage increases each turn you dont vanquish it! Hope you feel ready now to take on all of the foes Cernunnos has to face to lead their people to victory! Wishlist the game to help us out and stay notified when it releases in September! Also join our Discord to get involved in the discussion and playtesting! |
Hey everyone,
It has been great to see all the feedback recently on the Greek god as part of the demo being live but we have another exciting playtest opportunity starting this Friday! We need to start playtesting the Mayan god to make sure it is balanced fairly and to find any last minute bugs and we would love your help to do so! Starting this Friday you will have the opportunity to be the first people in the whole world to check out the Mayan god in These Doomed Isles! All you need to do is join our Discord and react to the post in #announcements before Friday at 2pm BST and one of the team will reach out to you. We will be doing this closed test under NDA so we do ask that all participants sign our NDA and that you don't share any footage or images from the playtest with others that aren't other playtesters under NDA. If you participated in a previous closed test and already signed an NDA then you are eligible to be involved in this closed test as well but please do react to the post again so we can make sure you are looped in to the correct channels. We will enable a private section of the Discord to collect feedback separately so that we can collate this without sharing spoilers with everyone. Looking forward to seeing your reactions with the Mayan god - I think it is potentially the most fun one yet! |
Hey everyone! |
In part 2 of the mini-series well be taking a deep dive into Plutus, the Greek god of wealth, and what makes them unique!
Being the god of wealth, its only natural that 2 of Plutus abilities are tied to gaining more gold! Theres also an ability tied to the statues which are unique to Plutus, but we will go into that in more detail in another post. Obtaining extra gold is also very helpful for mercenaries, which is another of Plutus' unique mechanics that we will explore more later. Plutus god power cards allow for some powerful synergies:
Hands of the Fate and Empsychos have powerful synergies with the unique statues that Plutus has access to, and with good statue placement, Empsychos is capable of destroying whole waves of enemies! Raised from dust enables you to play lots of costly cards in one turn allowing you to place wonders for free or place buildings that you desperately want but dont have access to the resources yet! For those who played the Next Fest demo, did you find any other strong synergies relating to Plutus unique abilities and god power cards? Wishlist the game to help us out and stay notified when it releases in September! Also join our Discord to get involved in the discussion and playtesting! |
Over the coming weeks we'll be taking a deep dive into each god and their abilities, first up is Cernunnos, the Celtic god of nature!
You can see already how each of these allow you to play the game differently. The 1st enables you to turtle a bit more and has great synergy with one of the god power cards we will look at in a moment, the 2nd allows you to not worry about happiness as much but really incentivises you to build near the shrine and the 3rd encourages fast expansion with land so enemies bleed out before they attack your core! Couple these starting abilities with the god power cards available to you and you can create some powerful strategies!
You can see how Spiky Walls has great synergy with the starting ability that gives you palisades and how Healing Roots also works well with that ability or the enemy bleed stacking due to enemies most likely needing several attacks to destroy buildings. Not to mention the other synergies and strategies you can find with all of the other cards unique to Cernunnos! Wishlist the game to help us out and stay notified when it releases in September! Also join our Discord to get involved in the discussion and playtesting! |
Hey everyone, |
Hey everyone,
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Hey everyone, |
Hey everyone, |
Hi everyone, |
Hey everyone! |
Hey everyone! |
Hi everyone, |
Hey everyone, |
Hey everyone! |
The These Doomed Isles demo will be up for the duration of the London Games Festival which comes to an end on the 9th. |
From 23rd 27th March, These Doomed Isles will be part of the Digital Tabletop Fest: Blood & Dice. This awesome event showcases board, card, and tabletop-inspired indie games. |
Were super excited to share that well be releasing These Doomed Isles: The First God on Steam next month! |
Hey everyone, |
Hey everyone, |
Hey everyone! |
Hey everyone! |
Hey everyone, and welcome to the latest update for the These Doomed Isles demo :)
As always, your feedback is vital, so please sign up to our discord and let me know how you're getting on with the game and any ideas or feedback that you have. Here's the link: https://discord.gg/v32RD6XZ3A Thanks! Andrew |
We're excited to have been picked for Turn Based Fest! |
Yogscasts Jingle Jam is back, celebrating loads of brilliant games and raising money for a worthy cause! |
The countdown is on until the most jolly day of the year, and some festive creatures have decided to pay a visit to These Doomed Isles |
Fancy winning one of three 25 Steam Vouchers? |
Until 10th November, our demo will be available to download and play as part of Tabletop Gathering 2022! |
Hey Everyone! |
Starting from today until Sunday 23rd October, These Doomed Isles will be part of the DreamHack Beyond event in the Indie Showcase! |
Thanks for all of the feedback from the last demo. With it being so early in development, feedback is super important. So, please keep giving feedback in the Steam forums and on the discord!
[h2]Balance[/h2]
[h2]Audio added[/h2]
[h2]Bug fixes[/h2]
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If you havent played yet, the These Doomed Isles demo is available on Steam until Thursday 29th September. |
Hey everyone, |
Hey everyone, and welcome to the 2nd devlog for These Doomed Isles. I had planned on doing these updates monthly, so this one is *checks watch* about 2 months late By playing around with these different variables, I was able to come up with a whole bunch of new designs - too many for me to actually fit in during the time that Id scheduled for this work. So, like all lazy gamedevs, I decided to work on the enemy designs that were easiest to add into the game (pro-tip: always try doing it the easiest way first). Heres what I ended up with: [h3]Viking Raider[/h3] I told you I was lazy! So, Im cheating a bit here. The Viking Raider was technically already in the game, but I did at least put in the effort to make them a little bit less dumb. Theyre now set to have a low movement range, with moderate attack and health values. They attack in smallish numbers and target your gold production (seemed like a good fit for Vikings), before then heading to your shrine to finish you off. [h3]Saxon Raider[/h3] Even lazier still, the Saxon Raider has the exact same stats as the Viking Raider, but instead of targeting your gold production, they focus on destroying all of your food before going for your shrine. Hey, dont complain, at least I did a different sprite for them [h3]Banshee[/h3] Okay, so this is where I started to put a little bit more of an effort in ;) The Banshee is a relatively weak enemy, but they attack in larger numbers and have a wider movement range. Theyre also the first enemy that has a unique attack. They target your houses and have an AoE wail attack which, while it doesnt cause a great deal of direct damage, scares your population and causes the happiness of your settlement to fall. [h3]Blight Witch[/h3] The Blight Witch also has an attack effect, similar to that of the Banshee. They only attack adjacent tiles (including diagonals), but they target your food production and, if they successfully attack a food tile, then their attack also destroys food that you have stored. Theyre just as weak as Banshees too, but they attack in higher numbers and have a higher movement range. [h3]Jtnar[/h3] The Jtnar is a big boy for sure. He attacks alone, and moves pretty slowly, but if you let him get too close then youre going to regret it! His attack is the highest of all of the enemies, and his health isnt particularly low. Definitely the kind of enemy that you want to focus your fire on! [h3]Dragon[/h3] The Dragon also attacks alone, and completely ignores all of your walls and buildings. With high health and a wide movement range, the Dragon will swiftly make its way to destroy your gold production, followed by your food production, before finally turning your shrine to ashes. Their attack isnt hugely powerful, but it is an AoE attack and it sets things on fire, so theres that to consider (unless its snowing, in which case you dont need to worry about that). I also added a Sluagh enemy, which is kind of like a celtic zombie, but the sprite for that is pretty horrible so youll have to wait for the demo (when Ive had a chance to update the art) to see it [h2]Status effects and defensive units[/h2] With all of the new enemies, the game was starting to become a little unfair. It was interesting to have different setbacks during your run, where you had to recover from all of your food getting blighted for example, but all too often youd have what felt like a good run being stamped into the dirt by a unfortunate enemy alliance (a Dragon with Banshees always seemed to get me). So, it was time to add in more ways to defend yourself. The first thing that I added was a small number of status effect cards. This felt like a good way to not only give you more defensive options, but also to give you a way to build more synergy into your deck. Once again, I designed a whole bunch of these and then added in the ones that would be the easiest to implement: [h3]Bleed[/h3] This causes damage to enemies every turn and can stack. The amount of bleed on an enemy decreases each turn. I also added Blood Bomb as a card, which causes an enemy to deal their current bleed stack as damage to any enemies in range when they die (probably need to think of a better name for that card) [h3]Flammable[/h3] This increases the damage that fire causes to enemies (except dragons, who have a resistance to fire damage). This can also stack, which can make it a very powerful status effect! But also dangerous, because its only really easy to start fires; you dont have much control over them once theyve started [h3]Curse[/h3] This causes enemies to take damage whenever you play a card. It declines every turn but can be stacked (so useful with cards that create a weaker version of themselves in your hand when played, or cards that make you copy cards etc). [h3]Enfeeble[/h3] This reduces the attack power of enemies, and you can stack the number of turns that it lasts for. [h3]Fear[/h3] This causes enemies to take more damage and can be stacked. I also added a number of God power cards that can cause these (and synergise with these status effects in various ways) - as well as things that you can build in your settlement that work with the effects. Along with status effects, you can now also draft units. These are different from the spells and the buildings in the game as they only stay on the board for a set number of turns (using the keyword service). The first type of unit that has been added is the Conscript type. These are militarised versions of your current population/worker pool, and so will be removed from your population if they are killed. They also cause unhappiness per turn (and more so if they are killed). Once their service is complete, their card is returned to your deck so that you can play them again (up to three times per copy of each card). There are now 4 types of Conscript Units that you can draft: [h3]Shield Knights[/h3] These have a high defence (theyre basically walls that fight back). [h3]Brutes[/h3] These have a high attack but not a great defence. [h3]Javelineers[/h3] These have a short-ranged attack and cause the status effect bleed. [h3]Archers[/h3] These have a longer range but low defence. Ill be adding more types of conscripts, as well as other cards and buildings to support them and to put interesting builds together. But more on that in a later update! [h2]New art[/h2] Ok, so the art in the game isnt quite there yet. Its something that I started on, decided was good enough and then started to focus on adding more depth to the gameplay. The problem is that, even with pixel art games, you need to do what you can to help the game stand out visually and, as you can see with the screenshots and video on the store page, it just wasnt doing that. Overall, the game looks kinda flat and uninspiring. I want to make this a game where you end up having built up a settlement that you really enjoy looking at, so it was time to go back to the drawing board! This is what it looked like before: The first thing was to define a clear art direction, so that all of the new art would be coherent and work together (unlike the original art, which was a little bit all over the place). I picked out the following pillars for the art direction with my reasoning below: [h3]Vibrant[/h3] Use stronger colours, with a wider range of values between the part of the sprites in shade and the parts of the sprites in the light. Also using colours in the light and shade to add contrast between warm colours and cool colours. [h3]Chunky[/h3] This is partly my personal taste. I was looking at what kind of pixel-art I personally like best, and it fell into either stuff like Songs of Conquest or stuff like you see from folks like Nitrome and Chucklefish. I settled on the chunky side of things because of the amount of time it would take to go for the more detailed pixel-art. Its also a style that I have no experience of creating, so it could have taken up all of my development time just to end up with art that wasnt good enough to be in the game. [h3]Clean[/h3] Strong, clean lines and simple textures. Avoid making things too detailed. This is because theres going to be a LOT of information on screen at once, so its going to become an issue if every pixel is screaming for your attention! [h3]Tactile[/h3] Like a board game or toy. As though its something physical that you can pick up and hold in your hands. Tough to do with pixel art, but a good goal, particularly since the game is heavily inspired by tabletop games. I started with the UI redesign, as this was going to be on-screen all of the time, so it would be a good yardstick to make sure that the rest of the art matched the style. I also updated the cards to give them more personality and hint what the purpose of the card is, as you can see here: After the UI, I turned my attention to the grass / land. This is effectively the canvas that youre painting on, so I wanted to simplify this quite a bit. You can see from the edges that Ive chunkified it a bit, as well as toned down the colour to allow the other sprites to stand out against it (you can see as well that I changed the trees and rocks to pop a bit more): Then I started working on finding a new, chunky look for the sprites, whilst also trying to work some more colour and lighting contrast into them. I updated the shrine: The cabin: The tax collector: And the crossbow tower: You'll notice that, as well as adding to the contrast, the colour and the chunk, I also rounded the bottoms of the buildings and rounded the shadows to contrast with the squareness of the land tiles. I ran out of time, but the next thing Im planning to work on is the water. It takes up a lot of the screen, so it will make a big difference to the overall look (although it will take up less of the screen space when I add in more islands that are surrounding yours - I think this will make a big difference). Im going to add shallow and deep water, where the water is lighter around the islands. This should help highlight them and give me an opportunity for an appealing animation in the water. Im also planning to experiment with the following: I want to be careful not to make the water too detailed (or itll grab all of the attention), but it could definitely do with more interest than is currently there. I also had a bunch of other ideas that Im going to experiment with as time allows - let me know in the comments if theres anything that you think would look cool in the game! [h2]Upcoming plans[/h2] The next couple of months are going to be really focused on replacing all of the placeholder art and updating all of the art thats still in the old style. This will mean that I can update the art on the Steam page and cut a new trailer (which will hopefully turn fewer people away) A big part is my plan for an upcoming demo, which will be available within the next 2 months. Theres a lot of work to be done for that, mainly around balancing and deciding how much of the current content works well enough with the systems that are already in the game. It wont be entirely representative of the final game, thats for sure, but itll give me a chance to get it into the hands of as many folks as possible - so I want to make sure that youre getting your hands on something where you can get a good idea of where the game is heading! Finally, as a massive favour to me: if you like the look of the game, and you havent already done so, please add it to your wishlist! I know you hear this a LOT, but it really does make a huge difference because youre telling Steam that people are interested in the game and that they should show it to even more people! Therell be a demo coming in the next couple of months, so if youre interested in that then click Follow too, so you get an update when that goes live. If you have a friend who you think would be into it, give them a nudge too ;) Until next time, take care of yourselves! Andrew |
Hey everyone, |