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Where Tenderfoot Is / Where Tenderfoot's Going
This is a tentative outline of my current development plans, and what you can hope to see when. Expect this to change, because life is chaos! SOON: like maybe next week? I'll be sending out a first playable to press and streamers. So if you write or stream, even if your channels are small, reach out! This'll just be the first third or so of the combat progression in the Foreverlands. JUNE: I've been working on the world systems a lot over the last couple months, and I'm hoping to, in the next month or so, be ready to put out a world teaser, to show more of what this place is like. SEPTEMBER: I'd like to put together a more developed demo, with a small story and world peripheral to the main stuff in Tenderfoot. We'll have put a good deal more work into the combat at this point, and hopefully stuff will be feeling pretty good. The story systems should be in place and it'll be a good opportunity to give people a fuller sense of what we're going for with Tenderfoot Tactics. OCTOBER: Tentative for sure, but I think we might release on Early Access to get live feedback as we polish up the combat systems. If that'd be something people would be interested in? And then, depending on how things hash out, I think the game might be ready for full release sometime between January and March of 2020. Hopefully, anyway! So, for the future, what kinds of things are y'all curious about, that you'd like to see featured in project updates?
[ 2019-05-18 18:46:15 CET ] [ Original post ]
Hi y'all! As a very first update over here, I thought it'd be appropriate to give an outline of where the game is currently, and where I think it's heading. Let me know in the comments whether, for future updates, you'd rather see more raw development notes, world/story teaser features, design deep-dives, etc. But for now ~
WHAT WE'VE GOT
- a robust combat system
- interesting and performant natural systems for terrain shaping, soil moisture, water volume and velocity flow, plant growth, heat and fire
- plans for 27 playable evolutions
- prototyped designs for 13 of those
- implemented designs for 7 of those
- menus for learning and swapping skills, evolving and renaming gobs
- a vast overworld with lush regions and surreal transitions between
- first implementations for a couple goblin towns, with plans for many others (as well as being story locations, these will be places to snag new units)
- first implementations for several spirits (which will be custom encounters with interesting enemy compositions, and also a route to unlock new evolutions)
- a draft for the full scope of the story of the thing
WHERE WE'RE GOING
This is a tentative outline of my current development plans, and what you can hope to see when. Expect this to change, because life is chaos! SOON: like maybe next week? I'll be sending out a first playable to press and streamers. So if you write or stream, even if your channels are small, reach out! This'll just be the first third or so of the combat progression in the Foreverlands. JUNE: I've been working on the world systems a lot over the last couple months, and I'm hoping to, in the next month or so, be ready to put out a world teaser, to show more of what this place is like. SEPTEMBER: I'd like to put together a more developed demo, with a small story and world peripheral to the main stuff in Tenderfoot. We'll have put a good deal more work into the combat at this point, and hopefully stuff will be feeling pretty good. The story systems should be in place and it'll be a good opportunity to give people a fuller sense of what we're going for with Tenderfoot Tactics. OCTOBER: Tentative for sure, but I think we might release on Early Access to get live feedback as we polish up the combat systems. If that'd be something people would be interested in? And then, depending on how things hash out, I think the game might be ready for full release sometime between January and March of 2020. Hopefully, anyway! So, for the future, what kinds of things are y'all curious about, that you'd like to see featured in project updates?
[ 2019-05-18 18:46:15 CET ] [ Original post ]
Tenderfoot Tactics
Badru
Developer
Badru
Publisher
2020-10-21
Release
Game News Posts:
48
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(195 reviews)
Public Linux Depots:
- Linux [977.58 M]
For a generation, the terrible Fog - one vast, voiceless, and cruel spirit - has been eating the once-thick forests of the mainland. Now, with nowhere left to call home, and granted magic by the friendly spirits of the archipelago, one small party of would-be adventurers sets out. Find a way to save the many goblin towns of the rocky coast, discover the truth of the Fog, and, if possible, put an end to it.
Raise a ridge of stone to block the enemy's approach. Flick an ember into the brush where enemy archers hide, then push a swell of water to intercept the flames before they endanger your own side. Evolve your party into a well rounded squad to better control the wild complexity of nature, or specialize and hazard the risks.
Featuring:
-
For now this is a small window into a very large project. Make sure to wishlist and follow (here and elsewhere) so you see updates as more of the game becomes showable!
Raise a ridge of stone to block the enemy's approach. Flick an ember into the brush where enemy archers hide, then push a swell of water to intercept the flames before they endanger your own side. Evolve your party into a well rounded squad to better control the wild complexity of nature, or specialize and hazard the risks.
Featuring:
- vast open-world exploration
- highly interactive natural systems such as terrain height, soil moisture, plant growth, fluid flow, heat and fire
- 25+ goblin evolutions: shamans, druids, warlocks, wights, lavamancers, bog witches, knights, and more
-
For now this is a small window into a very large project. Make sure to wishlist and follow (here and elsewhere) so you see updates as more of the game becomes showable!
MINIMAL SETUP
- OS: Ubuntu 16.04+
- Processor: 2.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Dedicated GPU with SM4+
- Storage: 1 GB available space
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