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Second playable faction in the campaigns is Sphere. Let's take a closer look!
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/47eef5b099e64e97993083ab3de56022e961daae.png"][/img]
Symbol of the Sphere (above) is a visual of a world exploding, as a result of the Calamity. Although that apocalyptic process has been dramatically slowed down, the image remains on the Spheres banners as a constant reminder of what unchecked magic can lead to.
[previewyoutube="Zx3jIq1lojY;full"][/previewyoutube]Fun fact: This town was entirely sculpted out of air-drying clay by my fiance, who goes by the nickname KungChan complete with tiny embedded LEDs. Our original vision was to create the entire game with visuals inspired by The Neverhood, using handmade clay models. However, we quickly realized that this approach was far too time-consuming for a small team like ours, and without the support of a professional studio, the final result just wouldnt meet the quality we were aiming for.
Eventually, we decided to take a different route and looked for an artist who could bring their own visual style to the game. Thats when we found Mr. Szymon he redrew all the original clay models created by KungChan (including the city, Patatuf, Hound, Phoenix, and a few others) and also crafted the character animations. A big shoutout to him if hes reading this! :)
As the world was crumbling under the overwhelming force of magical energy, a figure known as Aldasir appeared a powerful being, perhaps a mage, who managed to slow the collapse. In doing so, he sacrificed his life to preserve what remained and give others a chance to rebuild.
Not long after the Calamity, a mysterious group calling themselves Aldasirs Brotherhood emerged. They seems to try to reconnect the shattered lands and slowly piece them back into a single, unified continent.
However, they are rarely seen, and little is truly known about them adding even more to their mythic presence.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/942ed221ce549c2f988397405c432b8453f44f0f.png"][/img]
Magic itself changed after the Calamity. Once orderly and well-defined, split into schools and techniques it has now become a wild, untamed force. Its no longer a tool to be wielded, but a raging element that punishes even those who dare to use it.
Out of the four factions, only Sphere and Chrama have chosen to continue using post-Calamity magic, but both pay a heavy price for it.
Sphere mages gradually lose their physical bodies as if their magic consumes their very existence, turning them into the void. From the very beginning of their training, they must bind their souls to masks, which serve as vessels for their being. These masks are worn with lightweight cloaks that make movement easier their only remaining semblance of form.
There is, however, a second path one less destructive. In this form of magic, the body remains intact, but it slowly becomes covered in crystalline growths.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/e84031205f70e1c19440146e4a4485093c56538f.png"][/img]The division between these two magical paths is deeply embedded in the Spheres rules. Each mage must commit to one path only a strict rule meant to limit the amount of power any one individual can amass. This self-imposed restriction serves as a safeguard, meant to prevent any mage from ever becoming powerful enough to trigger another Calamity.
The Spheres ultimate purpose is to understand and eventually master this new, chaotic magic.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/c2220461f60768b0b46eba24b7ac731a0c2e2388.png"][/img]
Adalbert is a skilled diplomat and Spheres foremost envoy when it comes to persuading towns to join their faction. Hes sent ahead to negotiate with independent settlements, building trust and forging connections with their inhabitants.
One such mission is featured in the Tutorial, where you experience firsthand how Adalbert works to win trust.
Hes open-minded and pragmatic, even willing to bend the rules if he believes its the right thing to do. For Adalbert, principles are important but not at the cost of missing a crucial opportunity for peace or progress.
Units:
Mage is a classic offensive spellcaster, capable of dealing powerful single-target magic damage or weaker attacks to multiple enemies at once. In addition to offensive spells, the Mage can also shield an ally with a protective sphere that absorbs the first incoming hit.
Like all magicians, the Mage starts with 100 Mana, which is consumed when casting spells. Each round, 10 Mana is restored, but running out of Mana too soon can leave your Mage powerless at a crucial moment.
Sculpture a barrier-type unit. It cannot attack or counterattack. Instead, at the start of its turn, it emits a Decay Aura that damages all adjacent enemy units.
Though immobile in offense, the Sculpture excels in battlefield control use it to block chokepoints or protect your more vulnerable allies. When fighting against a Sculpture, its wise to move away from it as soon as possible, to avoid damage from its lingering aura.
Obelisk a crystal-based ranged unit, slow but durable. In addition to ranged attacks, it can sacrifice a portion of its own health to restore Mana to an allied magician making it a valuable support on magic-heavy teams.
Its second ability allows it to regenerate its own health once per combat, letting it stay alive after it sacrifice some health in exchange for Mana.
Battlemage when a Mage falls in battle but their mask remains intact, the Wisemans of the Sphere can transfer the Mages consciousness into a magical construct creating a Battlemage. This unit wields three spells: to summon Imp, to clone a friendly unit and to create Crystal Blocks on the battlefield (for example: to protect key allies from enemy warriors). Once it is out of Mana, the Battlemage can active a final ability: it receives a massive boost to melee damage for the rest of the battle at the cost of permanently losing the ability to regain Mana.
Phoenix the Spheres second ranged unit, but dont be fooled by the classification, its just as deadly in melee combat.
When attacking from a distance, the Phoenix ignites itself, conjuring a blazing fireball with a mighty beat of its wings and hurling it toward its target.
Its most iconic trait, however, is its ability to rise from the ashes once per battle, when slain, the Phoenix will resurrect itself, returning to the fight reborn and ready to strike again
Units in total: 2 Magicians, 2 Shooters and 1 Barrier.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/c6654b4fc70dc28a7b73ad646939c83df86bd8d0.png"][/img]
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/26fc533340c51932f9a964e2d5a5b1e26a421b4a.png"][/img]
Heroes:
Wiseman a mage-based hero that follows first path of Sphere's magic. He has an Aura of Power that increases magical damage for all magicians standing around. A perfect spellcasters leader.
Strategist an obelisk-based hero that follows second, crystal, path of Sphere's magic. With his Aura of accuracy, Strategist is a hero dedicated for a team based on ranged units.
Heroes in total: 1 Magician and 1 Shooter.
Every faction in the game has a set of unique abilities used on a worldmap. These special actions are unlocked by upgrading the Palace in your Capital to Level 2 or 3.
For the Sphere, these are called Spells. Might be used for Mana and Sphere faction has 100 Mana point to spend that way.
Spells list unlocked with Lvl 2 Palace:
Summoning creates a portal to remote regions of the world to bring a spectrum. The spectrum can explore lands, but it cannot lead any units and will be vanished when faces with an enemy. At the beginning of next turn it will be dismissed.
Harvest picked controlled Province will produce additional income. This spell will be auto-used at the beginning of next turn, on the same area.
Restoration heals all your units for 25 hitpoints. This spell can also be used on an allied team.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/1394301aa746bc05bd527fb34d265a4ddfa9d2e3.png"][/img]
Spells list unlocked with Lvl 3 Palace:
Haste a single targeted team receives two additional move points.
Return targeted team immediately returns to the Capital.
Storm deals 30 magical damage to every unit in enemy, targeted, structure (Watchtower, Town or Capital).
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/3e0620af7a0596af1505096cd8beb2fb53833aa5.png"][/img]
In compare, Order's Decrees are slightly stronger that above Spells. On the other hand, Sphere can use two spells per turn, while Order can use only one Decree.
This faction is available in Demo. The last two factions are not, but both will be playable it the Early Access version.
Coming soon: Chrama faction presentation.
Take care! Mateusz from Boargames
Each passing day brings us closer to the release of our game in Early Access. Its the perfect time to begin introducing the playable factions and shedding more light on the world of Lords of the Void.
Today, we focus on one of the central powers in this shattered realm: Order faction.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/2fbf470e0c87f6392ab4fd8c04d15d7e2e4da4e4.png"][/img]
Symbol of the Order (above) depicts a mighty tower. It's the final bastion of humanity standing against monster and magic.
To fully immerse in the spirit of this faction, I recommend listening to their musical theme:
[previewyoutube="HeiltSBblS8;full"][/previewyoutube]Long ago, the Allmajesty united the entire world under a single rule. His reign was absolute, his power unmatched but even he could not escape the grasp of mortality. As the years wore on, his desperate search for immortality grew ever more extreme, culminating in the casting of the most powerful spell the world had ever known.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/c114b10675714f1ee2132f710eb2a150093dba73.png"][/img]
The unleashed force was cataclysmic. It spiraled beyond control, triggering The Calamity a world-ending event that tore the land into floating fragments suspended above the void. Though the collapse of reality has slowed, the decay continues, and all that remains moves ever closer to annihilation.
This magical disaster warped every living thing it touched. Nothing remained unchanged. Yet, a sliver of humanity managed to survive. Despite mutations, they endured. From these survivors rose The Order last bastion of mankind in a world consumed by monsters and ever-twisting magic.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/4c7cb4ebeec3635a90acc0d7c74e2e33f5e6106b.png"][/img]
The Orders mission is clear: to protect humanity and eradicate all practitioners of magic. This makes them the sworn enemies of the Sphere and Chrama factions. According to the teachings of the Order, only by purging magic from the world can its disintegration be halted.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/9300e8bc69e2e99e93f9196d8e2ee16d073f5ae9.png"][/img]
Eiswald is a young knight hailing from the modest town of Kalis. Driven by a strong determination, he begins his journey by pledging his loyalty to the Order. Vowing to dedicate his life to defending the world from the monstrous forces that threaten its very existence.
His is not a static figure; Eiswald character will evolve throughout the campaign, shaped by the trials he faces and the consequences of the choices he makes. The ideals he clings to at the beginning may not survive the harsh realities of a world unraveling... and neither may he.
Units:
Footman a steadfast warrior trained for both offense and control. His abilities can stun enemies (that pushes the attacked units action at the end of the combat round) and his presence blocks nearby enemies from reaching more vulnerable units behind the front lines.
Archer the only ranged unit among the Orders ranks. Might launch an area damage attack, with reduced damage compared to a single target shot, but its highly effective against a large group of enemies, summoned creatures and breaking protecting barriers.
Hound a fast-moving, high-damage unit bred for precision strikes. Deals bonus damage to shooters, making it their natural counter. However, Hounds have low health so leveling them up might be a real challange. If you achieve that, you will command a fearsome beast, capable of taking out enemy shooters with a single attack.
Cavalier a second fast unit in Orders ranks. Unlike the Hounds, Cavaliers attacks with crushing charge, dealing damage to the enemy unit and half damage to the target standing next to it. This ability must be handled with care, because misplaced charges can injure allied units as well.
Templar clad in heavy armor, Templars are warriors granted with parial resistance to magic (due to his mutation). Through prayer, can boost magic resistance of allied unit. Using pillum can reach foes at the backline. Specialized in countering enemy magicians.
Units in total: 4 Warriors and 1 Shooter.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/2f1358507f45fed17a48f816fa25d41998b97911.png"][/img]
Heroes:
Knight a cavalry-based hero focused on speed and aggression. His skills boost unit movement and favor a blitz strategy.
Paladin a templar hero built for defense. With his Defensive Aura, he becomes a near-unkillable force as he levels up, shielding allies and holding key positions.
Heroes in total: 2 Warriors.
Every faction in the game has a set of unique abilities used on a worldmap. These special actions are unlocked by upgrading the Palace in your Capital to Level 2 or 3.
For the Order, these are called Decrees and might be used once per turn.
Decrees list unlocked with Lvl 2 Palace:
Scouting all Teams and Structures on the map increase their visibility range until the end of this turn.
Usefull if you are not sure where the opponent is or you wish to search for a glyph on the map.
Economic picked Town or Capital will produce additional income from every Province it controls next turn. This decree will be auto-used at the beginning of next turn, on the same area.
Medical all your units, in every Teams and garrisons, will restore additional 15% of hitpoints at the beginning of your next turn. (basic hitpoints restoration per turn is 10%, with this decree it is increased up to 25%). Allied teams will also be affected by this Decree.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/e18e76711b18546eb9125cf8587d37c68c5d928c.png"][/img]
Decrees list unlocked with Lvl 3 Palace:
Logistic All your Teams gain additional move point.
It is recommended to lead few teams, not only one, and this decree gives extra movie point for each of the team. So the more teams, the more beneficial this action becomes.
Training Selected Team, that has at least 4 move points, will spend these move points on training. All units of that Teams will gain 10 experience points. Units cannot level up this way.
Plunder Selected Team, that stays at enemy Province and has at least 4 move points, will spend these move points on plundering. This enemy loses 5 resources from that region and you receives these 5 resources.
For now I'm not sure if Plunder is balanced or not, or even if it's usefull in real PvP situations. To this point I played LotV one time with friends on hotseat. Just once, because of lack of time.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/8840ff77d6f7632fde813e16ab160344f3f5ed54.png"][/img]
This system might be expanded or changed. We'll see what the situation will be after the Early Access release. If there will be some feedback, I probably will react to it.
This faction is available in Demo with one story focused mission called Rudrig's quest.
Rudrig is a close friend of Eiswald and he of course takes part in the campaigns.
Coming soon: Sphere faction presentation.
Take care! Mateusz from Boargames
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/3b1c3f2ad0b92a9ef74fd73afde6a6c5f4b5e13f.png"][/img]
Welcome Lords! Next few small changes and bug fixes.
Updates:
every faction can now use one Special Action on an ally: Order -> Medical decree improves hit point regeneration for the players teams and the teams of all their allies. Sphere -> Restoration spell can now be used on the players teams or allied teams. Chrama -> Kupala Night ritual allows the player to teleport one team to another, if both are standing in forests. It can now also be used to teleport to an allys team. Nest -> Field Hospital investment now heals the player's teams and any allied teams standing in the same province or in a neighboring one, with additional hit points. Yes, I'm fully aware that Chrama and Nest are not included in the Demo
But they're fully completed and will be playable in the Early Access version.
I'm currently working on the final mission of the third campaign for release.
during battles, an open character card panel now blocks interactions with the battlefield (as intended)
improved Bot algorithm for Anurar.
This froggy dude is now smarter and will use Self-Explode ability more effectively.
Bug fixes:
numerous fixes to abilities and actions during battles.
fixed a visual issue related to map destruction. (This only occurs in one mission in the Demo )
fixed the notification system for Bot players.
This system handles important events that occur outside of the player's turn.
For example: If a Bot attacks your team, and your hero wins and levels up, you cant pick a new ability right away youll need to wait until your next turn.
The Bot uses a similar system, but it's automated. There was a bug in that system which could cause the game to freeze during the Bots turn. That should now be fixed.
other minor fixes related to gameplay stability.
short tutorial texts were acting up... but that should be fixed now too.
Coming soon: Order faction presentation.
Ill be preparing lore and mechanics presentations for every faction in the game.
Take care!
Mateusz from Boargames.
[img src="https://clan.cloudflare.steamstatic.com/images/45443998/3b1c3f2ad0b92a9ef74fd73afde6a6c5f4b5e13f.png"][/img]
Welcome Lords! Todays update brings a few small changes and bug fixes.
Updates:
right-clicking during battle now cancels the selected ability (suggested by a player)
the Escape key now opens and closes the in-game menu (suggested by a player)
it's no longer possible to recruit a unit from a Ruin (e.g., the Imp Spire) if the party leader doesnt have the Leadership. Previously, this was possible and caused inconsistencies
a second Dragon Egg can no longer be added to your party from the Hideout. Inconsistence again
Bug fixes:
fixed an issue with the Diplomacy skill and the option to chase away a neutral party into another Province (reported by a player)
improved how the game responds to mouse cursor input during battles
Also, Ive heard that it's annoying to select unit abilities from the panel during battle. Just a reminder: you can always use hotkeys Q, W, E, R, 1, 2.
Not sure if everyone noticed, but yep, hotkeys are there!
Thats all for now take care!
Mateusz from Boargames.
Welcome Lords!
A small update today, mostly focused on bug fixes.
Updates:
Welcome Lords!
A new patch is here.
Updates:
Welcome Lords!
A new patch is here.
Today a new object has been added to the game Town Portals on map. It will send your hero back to your capital or to your nearest town. It was an object requested by one of the players, so here we go :)
Town Portals are added to the two maps for now: Rudrigs quest and Dragon hunters.
Bug fixes:
Welcome Lords!
A new patch is here.
Updates:
Welcome Lords!
A tiny update this time. Most of the work goes now into Early Access version.
Bug fixes:
Welcome Lords!
We would like to share information about today's update.
Updates:
Lords of the Void is a turn-based strategy game set in a fantasy world on the brink of extinction, shattered by a devastating magical Calamity. Lead your people to victory through tough battles, uncovering unique stories behind each faction.
Made by a true enthusiast of turn-based strategy games, Lords of the Void, brings a twist to the genre. The goal was to create something different, with fresh ideas, easy to learn but hard to master.
Take command of the last remnants of humanity, mistical magicians, wild demons inspired by Slavic mythology, or steam-powered lizards. Each faction offers a different gameplay experience, with diverse units, heroes, and unique abilities that defines tactical aspects of the game.
Dive into the immersive story of the world's end. Lead the heroes of the four captivating campaigns, each dedicated for each faction. Every mission, from the campaigns, is crafted to deliver a different gameplay experience, with distinct challenges.
Just like in the classic games of this genre, you play together with friends using local multiplayer. Up to 8 players can face off in free for all matches, team-based skirmishes, or against AI opponents.
In the near future, online multiplayer will be added as a free update.
The game will be released in Early Access. Why is that a good thing? Because it gives you, dear Player, the opportunity to shape the game itself. Join our Discord, share your thoughts, and maybe your ideas might just become a part of the final version!
Our roadmap:
2025
early access release, with all planned game mechanics and features
online multiplayer
map editor with dedicated triggers system
2026
final version release
new game mode
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