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Quick fix for a rare error that occurred if the AI opponent needed to scatter starving units, but only had one neighboring region. Should be all good now!
Hey folks! We just pushed an update to the demo that includes a whole bunch of stability and bug fixes, as well as our latest pass on the AI opponent! Updating the demo will reset your game limits, so even if you had previously maxed out the available matches you can try out the new build with another round of games. A fresh start for everyone!
We're honored to have Spies & Soldiers included in the Melbourne International Games Week Steam showcase! Jim and Luis will be streaming the game, so come and see what it's all about.
We'll also be hanging out in our community Discord, so swing by and say hello!
JOIN THE SPIES & SOLDIERS DISCORD!
https://store.steampowered.com/app/1094450/Spies__Soldiers/
We're honored to have Spies & Soldiers included in the Melbourne International Games Week Steam showcase! Jim and Luis will be streaming the game, so come and see what it's all about.
We'll also be hanging out in our community Discord, so swing by and say hello!
JOIN THE SPIES & SOLDIERS DISCORD!
https://store.steampowered.com/app/1094450/Spies__Soldiers/
Things have been quiet lately, while we have had our heads down working hard on building out the single-player side of the game. We've been busy with a couple of big features - prototyping a single player campaign mode (more on that at a future date!) and overhauling our entire AI system. While it's still going to be a while before we have anything from the campaigns to show, we're excited to have the first version of AI 2.0 ready to share!
Initially we intended to simply update the existing AI prototype, but it turned out that we had to rebuild it from the ground up to get the features we wanted. It's still using our original utility system, but has been extended and made more modular so now it can consider much more complex actions, and most importantly - be tuned and extended further in the future.
We still have another whole phase of AI development on our roadmap, but this version is already leagues ahead of what was previously in the game.
Fire up a solo practice game and take it for a spin. We'd love to hear your feedback on how it holds up! Let us know if you find any weird behavior or bugs.
Best place to share your thoughts is over on our Discord server, we're always happy to chat about the AI if you have questions or thoughts
Come listen to the developers talk about the new features we've been working on for Spies & Soldiers, as well as a sneak peek at some future plans...
Interested in AI? Come and listen to Luis Van Slageren and Liam Houston, two of the coders from the Spies & Soldiers team, as they dig into the details of how our new AI opponent works.
We are doing regular dev streams for Melbourne International Games Week over the next few days, including a design chat about new features and a sneak peek at our upcoming plans, as well as the devs playing the latest build. Swing by and say hello!
Fixed a minor bug that sometimes caused in-game turn notifications to stop working.
The flood of new players following our Melbourne International Games Week showcase has helped us flush out a few sneaky bugs, so we've pushed a new build with a handful of fixes. === BUILD NOTES: VERSION 0.24.3 === - Fixed a bug that would cause errors the first time a player joined an online game, if they disabled email notifications. - Fixed an issue that occasionally caused the game to hang on the claimant screen, making it impossible to submit the first turn. - Demo end info text now pops up automatically when returning to home screen after the game limit has been reached. - Selecting an empty slot when keeping a title now disables all buttons while loading the title into that slot. - Formatting tweaks to the title screen while the title is being generated. KNOWN ISSUES - Copying match codes from the Play Friend window doesn't work. Paste works fine though. - City and castle portraits still show the old generic portraits during turn resolution. - Uncommitted Muster and Train orders aren't currently being saved if you exit the game before submitting your turn.
We're excited to announce that Spies & Soldiers has been invited to be part of the Melbourne International Games Week Steam showcase! We'll be featured from Sept 1 to Oct 4, with our fresh new demo build and regular livestreams of the developers playing the game.
We'll also be hanging out in our community Discord, so swing by and say hello!
JOIN THE SPIES & SOLDIERS DISCORD!
https://store.steampowered.com/app/1094450/Spies__Soldiers/
High time we had a new build! Not a huge update, but it does include some cool new features, including being able to collect more than one title, and new procedural portrait art for castles and cities. We've also tweaked the endgame conditions slightly, to allow for losing players a better chance at a comeback.
The influx of new players from Next Fest gave us lots of great data, so we focused this build on bug fixes and stability improvements. Resolved some very quirky crash bugs, UI glitches, and a missing spymaster claimant who deftly hid themselves in the code... Thanks to all our players who have been reporting issues in both the bugs channel on our Discord server and the in-game feedback form, it's been a huge help. So good to see our community of players growing and enjoying the game!
A quick patch to correct the welcome text so that it no longer refers to the old home screen.
The Ghostbat Games team will do a live play through of our nifty new demo! Weve been practicing our streaming technique, so you can watch both sides of the battle as the developers demonstrate their strategic skills in a head-to-head match. Well run through the basic mechanics of the game, as well as more advanced strategies required to build a victorious empire!
The stream will start Monday 21st of June 8pm EST. You can set a reminder to get an alert when we kick off.
In the meantime, come say hello in our Discord, or follow our progress on Twitter!
There's been quite a bit going on since our last post. Unfortunately, a sudden covid lockdown in Melbourne means that everyone has been stuck at home for the past two weeks, and sadly we had to cancel our local event at Pixel Bar. Its been a tough year for everyone and after months of relative freedom here in Australia, this was a reminder that the world is still in middle of a major crisis. But our wonderful team is very supportive of one another, so we are able to keep morale up and stay focused on our big push toward a demo build for the upcoming Steam Next Fest. We're very much looking forward to taking the game for it's first big public outing! So, what's everyone been up to?
The Ghostbat Games team will stream a live play through of our nifty new demo! Weve been practicing our streaming technique, so you can watch both sides of the battle as the developers demonstrate their strategic skills in a head-to-head match. Well run through the basic mechanics of the game, as well as more advanced strategies required to build a victorious empire!
The stream will start Wednesday 16th June 8pm EST. Set a reminder to get an alert when we kick off.
In the meantime, come say hello in our Discord, or follow our progress on Twitter!
Were back with another dev update, but first some exciting news. Spies & Soldiers is going to be part of
Been a while since we pushed a new build! There's been a few big changes behind the scenes, the most significant of which is the new unified display system. The game should now scale across all screen sizes consistently, maintaining crisp visuals and UI layout. Getting this resolved was a big task we needed to sort out before moving forward with more art updates. Feels great to have it done! Please let us know if you see any screen size related oddness... We also added save games for practice mode, so now you can return to AI matches easily. The rest of the update is mostly bug fixes or UI tweaks here and there. With this build out of the way, we've been free to work on some really cool new features for the future. Procedurally generated unit portraits and a proper solo campaign mode are both on the horizon!
Maddy here! Were trying a new format for our dev updates, something a bit more conversational, chatting with the team about their recent work. Ill start. Over the past few weeks Ive been looking into cool things for our discord (tournaments are in the works), as well as a fun physical event that could happen soon! If youre based in Melbourne keep an eye out for that one. Were also preparing for something big in June that will be announced shortly, so Ive had my hands full getting ready for that. And now onto the important dev updates! It was a super busy week for everyone, as we prepare to push a small playtest update to Steam, while wrangling a couple of other big design additions. Lets check in with the rest of the team
Weve been posting regular game updates on here, but we wanted to get everyone up to speed on the big picture of where the project is at overall. So we sat down and wrote up a quick 'previously on...' post. Turns out a lot has happened over the past few years! Here's a (somewhat) brief look at what weve been up to since we got funded, and how the game has been progressing.
After we received funding from Film Victoria in 2017 we brought on a couple of new part-time team members. Luis Van Slageren to help build out the multiplayer server side of things, and Matt Dodd to work on creating an AI opponent. Murray Lorden even joined us briefly as a project manager to help get things off the ground.
We also started our own company! Welcome to Ghostbat Games. This was a prerequisite for receiving the funding, but also an important business step that was well worth getting sorted early on. Hot tip: do not underestimate how much paperwork is involved in achieving this!
Meanwhile a lot of the core systems in the game were rebuilt, which took a bit longer than expected and was a lot of technical work. We basically took our hacked together prototype and made something that was functionally the same, but now worked reliably and could support further development. This is pretty normal in game dev, but doesnt really make for interesting updates. With the focus on getting development up to speed, this was when we really struggled to find time to keep posting dev blogs and fell into radio silence.
An old screenshot from the early prototype we submitted to Film Vic for funding.
It was around this time that things changed up a bit, as Ben started a family with the exciting arrival of a baby girl. To make sure he had the time to enjoy life as a new dad we had to vary our usual work schedule. Subsequently, with everyone now working part time and juggling other commitments production slowed considerably.
After working this way for a year or so, it became apparent that we would need more hands on deck to get the game done in a reasonable time frame. So Luis joined the team full time as the lead programmer, allowing Ben to step back and focus on a few core systems. With Luis now lending his formidable skills to the project full time, weve been able to expand nearly every aspect of the game in one way or another, and keep up momentum.
But we had no idea that a global pandemic was about to turn the world upside down. Up until then, wed been doing regular hot desking at The Arcade, along with occasionally working from the Robot Circus office space, thanks to their wonderful generosity and support. With the world now living in lockdown, weve spent this last year working remotely; our work days revolving around a discord work channel and regular video meetings. The pandemic has been a rough time for everyone, and its a real testament to our team that weve kept up steady progress on the game throughout this hellish year.
The team during a morning kickoff meeting, adapting well to the new normal under covid.
By this point we were really happy with how the core mechanics were working, so we turned our focus to the first-time player experience. We knew we had an engaging game once people got into it, but it took a fair bit of effort for new players to get to that stage. So we tackled the problem in two ways: rebuilding the tutorials to help teach the game in easy pieces, and adding more contextual information to the UI to help surface more of the games mechanics clearly. This has made the game much stronger overall, not just for new players. Its a long road though, and we still have a lot of work to do on that front.
To help with this new focus, we were lucky enough to have a third Batt brother, Tom Batt, join the project part time! Tom initially joined us to help with some much needed QA, but has since stepped up to work on the design and scripting of the new tutorials, and on tuning the AI.
With the game build in a stable place we ran a small beta test, and launched a discord server. Seeing the game through the eyes of new players really gave us a fresh perspective. Our main takeaway from these sessions, aside from the need to focus on engagement for starting players, was that while the core multiplayer game is solid, a lot of people still really want a single player experience.
We had never planned on much more than a practice mode against the AI, but our biggest shift during the last year has been the decision to add a campaign experience. This single player mode utilizes the procedurally generated nature of our maps, and pulls together a series of games into unique generated campaigns, that can be played through repeatedly, each one different from the last.
First pass at the campaign system!
At the end of 2020, the game was invited to take part in the beta for Steams new playtest feature. The game is currently still available to playtest, if you haven't already joined, you can just sign up on the Spies & Soldiers store page. Meanwhile, weve been slowly growing a community and compiling feedback to make the game better and better.
So whats next? Were doing a big push on the game right now which means the team has expanded again. With single player now more of a priority, Matt Dodd is back with us part time, working on the already impressive looking AI 2.0. Maddy Rose has also joined the team, to help spread the word and ensure that we dont go radio silent again.
Throughout all this, Film Victoria has been wonderful. They have supported our production decisions at every turn, offering excellent advice and much needed morale boosting. We couldnt be happier with our experience, they have been a staunch ally throughout. The games production grant as provided by Film Victoria is truly a unique and special thing, we feel very lucky to have had the chance to be a part of it.
Were extremely proud of the team for holding it together through a very challenging year, and of this game weve been making. There are some big plans in the works, and we look forward to sharing more of it with you soon!
In the meantime, join the playtest or tell your friends. And wishlists are always super appreciated!
To keep up with the latest updates you can follow Ghostbat Games on Twitter or come hang out in the Spies & Soldiers Discord server.
Stay safe, friends.
A quick hot fix for a rare issue some people encountered that would cause the game to hang when starting Practice or Tutorial sessions. Also, a couple of small menu tweaks for good measure.
We've added assassinations to the event system during turn resolution, so you won't miss seeing your sneaky spies do their handiwork! Cleaned up a few other issues with the new event text we put in last build, and squashed a couple of bugs. And to keep things fun, we've added a bit more variety to all the name generators!
Quick fix to correct a logic error in the new battle event text.
A quick update to fix a few bugs, including one that was causing the game to hang if you went from a practice or tutorial game to an online match. We also have a new system for adding text descriptions to turn resolution events. It's fairly simple at this point, but we're planning to expand it more as we go. === BUILD NOTES: VERSION 0.20.22 === - Added descriptive text to battle animations. - Added confirmation when exiting from the main menu. - Fixed a bug where the game would hang if you joined an online game after playing practice or tutorials. KNOWN ISSUES - Balance icon is sometimes shown on spies that are not in the fight during battle resolution.
Happy new year folks! Just a quick update to get things rolling, with a few bug fixes and some UI adjustments to help make things clearer. === BUILD NOTES: VERSION 0.20.21 === - Added 'Quit Game' option to the home screen menu. - Changed the wording on 'Play Now' to read 'Play Online'. - Changed the wording on 'Custom Game' to read 'Play Friends'. - Game now deletes older news items from the home screen 'News' feed. - Added outcome declaration text to battle resolution screen. - Disabled the 'Guidance' button during turn resolution. - Added player name and title to tutorial and practice games. - Changed AI title to 'Computer Opponent'. - Fixed rare bug where player name wasn't displayed after verifying email address. KNOWN ISSUES - Balance icon is sometimes shown on spies that are not in the fight during battle resolution. - Game doesn't ask you to confirm your choice when you exit game directly from the home screen.
This is a small but significant update! We've finished integrating Steam authentication into the game, so new players no longer have to manually create a Spies & Soldiers account, now they can simply choose a display name and start playing. Steam also automatically logs into the game on launch, so there's no more hassle with extra passwords. This update has been part of our current focus on reducing friction and streamlining the experience for new players. We're still working on improving the AI, but the majority of those changes will be in our next update. === BUILD NOTES: VERSION 0.20.20 === - Now uses Steam authentication to handle account creation and automatically log in at launch. - Added address verification step to email notifications. - The 'Main Menu' button now appears after the victory popup, fixing an issue where you could skip selecting your new title. - Removed the 'Guidance' button from the first tutorial, to avoid overwhelming new players. Known Issues: - Display name sometimes vanishes when first creating an account. Reloading the game fixes it. - There are scaling and resolution issues on 4k or high DPI monitors in Windows.
STEAM PLAYTEST
We're excited to announce that we've been invited to participate in the new playtest feature that Steam is rolling out! No more game keys or signup forms, you can join by simply clicking the 'Request Access' button right on the store page, and the game will be added directly to your steam library. Feel free to spread the word, we're keen to open this up to as many people as possible.
NEW TUTORIALS & BATTLE SEQUENCES
For this latest update we have been focused on helping teach the game to fresh players. This includes developing an entirely new sequence of tutorials, designed to teach the core mechanics of the game in a more streamlined fashion. We have also been making improvements to turn resolution, including an expanded battle sequence that helps make it clearer exactly what is happening during combat.
SYSTEM OVERHAUL
Lots of work being done behind the scenes as well, including a long overdue update of the Moai platform that the game is built on, and an overhaul of the accounts system. Unfortunately, this means you will have to create a new account for the game, as we have reconfigured the back end somewhat. Sorry about that! Please let us know if you have any trouble.
COMING SOON...
Right now, we are working on some significant improvements to the AI opponent, making it a much more challenging opponent in the practice matches. Look for that in the next update!
=== BUILD NOTES: VERSION 0.18.0 ===
- The store now has a shiny new Steam Playtest signup button!
- Entirely new series of tutorials!
- Expanded turn resolution with detailed battle breakdowns.
- Updated the core Moai platform to the current version.
- Overhauled the account system (you'll have to create fresh accounts, sorry about that).
- Added a display name generator prompt to account creation.
- Streamlined region control changes into the movement phase.
- Some new button art and in-game UI polish.
- Added copy and paste to the account creation fields.
- Added support for high DPI Retina displays on Mac.
- AI opponents now have generated names.
- Added colored borders to portrait art to make ownership clearer.
Known Issues:
- In Windows there are scaling and resolution issues on 4k or high DPI monitors.
- Old accounts no longer supported, all players have to create fresh ones.
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