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Although there haven't been frequent updates to the Steam page, the development of the game continues steadily and surely.
This is the state of the game during the last Steam update:
And this is how it looks like in the latest demo build:
As you can see, there have been a lot of advancements in all areas:
I've been hard at work moving the game forwards towards early access. Major graphics updates, all-around polish, fixes in every dark corner, improved editor capabilities, and plenty more - all the changes are live in the latest demo build. 3 very different missions, with epic battles, relentless sieges, and unforgettable adventures, await you! While all the core mechanics are implemented and thoroughly tested, there is still a lot of work up ahead, and room to make changes and improvements that the community deems most important. So please don't be shy - get in touch and let your feedback be heard. Your wishlists are a great motivator to continue development and keep running this marathon. Every one counts!
I continuously keep listening to the community feedback and making improvements in the most important areas based on the feedback that I receive. The gameplay was starting to feel good and the battles were massive and performant, but the cheap look of the terrain rendering was holding the game back.
A round of improvements has addressed some of the concerns. Work continues to make the terrain look even better. The changes will be pushed to the demo build when they are done.
Make no mistake, the development of EVERGLORY continues, even if updates on Steam are not daily. Wishlist the game, and subscribe to the devlog on YouTube.
Big updates are coming soon, so don't miss it!
Although there haven't been many announcements here on Steam, I've been hard at work over the past few months. The first demo that I released in October of last year could generously be called a "technical alpha" - the foundational mechanics were there but there were too many missing pieces to truly enjoy the gameplay. The missing pieces are what I've been adding all this time: resource harvesting, music, sound effects, ranged combat, unit training mechanics, upgrades, UI/UX enhancements, enhanced scripting capabilities, many more assets, and lots of fixes and polish. I'm proud to present the new demo build which, I dare say, is capable of properly scratching that nagging RTS itch. As I wrap up work on the foundational technology, only devoting a fraction of my time to push out fixes and additional polish where it's needed, I am focusing more on the game's content: the story, the units, the abilities, the upgrades and the like. Here is where I really need the help of the community - feedback will greatly help to understand what works, what doesn't, what's fun, and what isn't. Do get in touch if you have something to share! The Marathon Continues. Cheers, Eduard Permyakov
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