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Shattered Throne features 3 unique factions to choose from. In addition to each faction having its own play style, I also wanted each unit type to be useful throughout the entire game, by having each provide a distinct role. I also wanted to minimize or avoid having any hard counters to certain units. Empire: The most straightforward and easiest faction to learn. The Empire focuses on attacks which target multiple enemies and are integrated strongly into the combo mechanic. They also feature good resilience, with tough units and access to the best healer in the game in the priestess. A well placed Cathedral can also be extremely difficult for an opponent to overcome. One downside however is their lack of flying units, having only the Seraph, which is an expensive support based unit. The Empire also lacks any game changing super unit (such as the Wraith and Gryphon). Undead: Probably the most difficult faction to get to grips with. The undead take a while to establish themselves, but once assembled, can steam roll across the battlefield. They feature extremely strong support units in the form of Deathknights with their attack increasing aura, and the Necromancers which summon zombies from enemies they dispatch. The Undead also feature several means of moving the enemy units around to focus their attack, as well as several beneficial on death effects. To counteract this though, they are relatively slow and have very little healing (they rely on their General to provide healing or champion level Necromancers). Fae: The armies of nature are all about speed. Right from the start of the game, Sprites dominate board positioning and their other units can quickly threaten nearly anywhere, making them ideal at attacking unsupported units. As their units are more fragile in general, they must use these hit and run attacks and board presence to keep ahead economically and eventually surround and overwhelm their enemies. The Gryphon is especially terrifying, well planned, they can rip and tear through a battle line with their ability to gain an additional turn upon killing a target. Having such different factions makes balancing them quite the challenge. In fact this is the primary reason in deciding to release as an early access game. I need help identifying imbalances to ensure each faction has an even chance against all the others. Because of these differences, each is quite capable of absolutely dominating an opponent in the proper circumstances. Those circumstances however should require careful play to setup, and pulling such a devastating move should be recognized as an impressive feat. Scenario design is also something I want to get right. At the end of each game, you will be presented with a short form to provide feedback. Do not feel like you need to leave a comment, even submitting a blank form is useful, as it collects metrics on the game you just played, such as how long it took to complete, how much gold left over unspent, and several others which will be incredibly useful going forward in properly tuning the scenarios to provide the best fun and challenge. A finally big thank you to everyone who has decided to help shape this game while it is in early access.
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