Hello everyone! Firstly and as always a huge thank you to our awesome community for your support this year. The hard work of our raid testers, the general enthusiasm and kindness of the community, and the overall reception to the project this year have all been overwhelming. So you may have seen our End of Year Update video. (If not the video is below!) This video covers our main goals and plans for the upcoming year. [previewyoutube=tVrLMXZDNyo;full][/previewyoutube] We had hoped to get the new map ready to be played before the end of year, but we decided given our limited time before the EOY, wed focus on getting our previous maps as bug free before we take a refresh and reset break. While being insanely blown away by the support weve received, I can confirm the effort of this year has thoroughly smoothed brains across the team. Due to team members having family holiday obligations, we decided it was best to take January 1st to February 1st as a break. This will help us take a breath, hopefully massage some wrinkles back into said brains, and overall come back swinging hard in February. Over this month, were going to still try to keep testing going (more for organized fun, then dev testing). Likewise while slightly slower well still be around on our discord, answering tickets, questions and making sure everything is going alright. Indiegogo keys will be sent every week as normal. When were back weve got some big plans to expand and crack into the next stage of the game. Without giving away dates (for which I cant promise just yet anyway) were aiming to get what were calling Raid Alpha 2.0 ready to go ASAP. This includes a new larger map, persistent save system and more teams moving into a dynamic team system. After that weve effectively got ourselves a survival game. After were feeling confident that the majority of bugs are squashed, and the game is as optimized as we can get it, well be aiming to enter Beta officially. We then plan to use beta to continue squashing and tuning, while adding missing core features such as our Animation Overhaul, Cavalry, Worker Buildings and several of our key ideas that make our game unique. Till then folks I just want to say another huge thank you to our backers and testers. The fact weve gotten this far as a small indie team is testament to the quality of our community and the support youve given us. It blows me away to think we started the year with a Basic Combat System Demonstration, and were ending it one step away from a real (if still very young) survival game. On behalf of everyone at RDBK Studios we hope everyone has a great holiday and new years. Again thank you all so much for an amazing year.
Renown
RDBK Studios
RDBK Studios
2022-2023
Indie Adventure Simulation Multiplayer
Game News Posts 82
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews
(0 reviews)
https://www.rdbkstudios.com/
https://store.steampowered.com/app/1488310 
Combat
The combat system functions with a set of easy to learn, hard to master fighting mechanics. The system is also built so that it is very easy to understand, allowing new players to easily learn the basics. As players become comfortable with the system, their developing level of skill becomes a major source of enjoyment.
Building
The building system uses an easy-to-understand and deploy method. This allows for greater depth when creating both small and large castle or village-type structures. From a small house with only a door, players expand into fully customized castles, creating structures truly unique to the person's ability and experience.
Raiding
The raiding system represents the pivotal activity that all types of players can undertake in-game. What’s the point in building a great castle if you can’t level someone else's to the ground. In a way the players are always in an “Arms Race” to see who can build the strongest, smartest, and most awe-inspiring structures. We want to provide you with just as awe-inspiring weapons, siege engines and all the utilities required for an ongoing medieval war.
Gathering
Crafting
Key Game Features:
- Fast-paced medieval survival with a strong emphasis on melee combat.
- From building humble farms to huge fortresses, the choice is with the player.
- A focus on horses, carts, and cavalry warfare.
- Custom armor system that deflects ranged attacks.
- Group systems for making Claims, taking titles, giving ranks and more.
- Server Progression and Wipe systems, for an engaging and vastly replayable experience.
- Tools for Community Hosts to help tailor their servers. Future plans for extensive moddability.
- Functioning Combat Alpha waiting for players
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