- charge system overhauled for more tactics - expanded morale limit - Exhaustion and Influence as unit parameters. - Rebalance. - Specialist charge skills for units - Bonus Order mechanic. we're so back
- ui scaling slider in options - Big engine changes for easier custom campaign creation with probability. - fate dice gambling - random events based on doom level - bug fixes (enemy placement, unit parameters updates)
- starting hp for units is based on spreadsheet values, troop changes give permanent changes. - Separate in-battle stat bonuses for units from campaign bonuses. Fixed bug with strange HP jumps. - Tiny optimization with ForceUpdateStats and BattleGroup placements near PlayerAreas. - enemy units don't disappear on random battles. Clump control. - Final quests in campaign 0 require less bread.
- mac pink screen bug fixed for older machines - quests use an appropriate amount of bread when playing with 1 troops sauce - demo build updated - clear saved game now works without messing up your arena - a few serious bugs fixed that messed up code execution
Just a couple bugs fixed. - Accurate losses estimation after battles - Less random crashes - Units more predictable
Quick fix for mac shader problems. Hopefully works for all. Evil ending fixed. Seed of Speed fixed. Thank you for reporting bugs, Arek
Oof, busy day! Bugs fixed: - the who no longer gives infinite skills - fortifications and terrain is correctly rotated with shadows - no more professional curling championships when you're pausing and opening the menu in game - events give fish when you want fish - enemies are more difficult, placement bonuses stack correctly for AI - manpower works correctly - smaller issues 99% of bugs reported are fixed. Mac M2 graphics bug when in fullscreen is still an issue. I see some errors in the analytics, will fix them when I'm back from the break.
Hello everyone! This is a big one. Most importantly, scheduled updates are back. What's changed now?
BATTLES
- New units, skills and statuses. - Stratagems to use in battle. - Battle orders are customizable for people that like this stuff. - Unit Formations ala Total War. - Melee Engagement stances. - Scouting Treasures - Bad scouting has consequences. (phantoms) - Clear All and Clear From This Tab -> separate buttons. - Keyboard shortcuts.
WORLD
- New sauces - Doom Tracker (evil grows over time) - Unit Losses lottery - Accurate journey timekeeping - You can minimize event popups - Shop grows over time, limited stock, map nodes receive time updates - Many map features for the custom campaign creator tool (not done yet) - A LOT of engine work. It's going to pay off with complex towns and roguelike mode. Well, this was a journey. Have to say it's strange to wake up and there are 0 tasks to be done today steamhappy Let me know how these things feel! I've been trying to balance fun and serious realism, but I'm biased towards fun options. I know I promised a campaign, it's more buggy than anticipated, had to cut it from this build. The campaign will come in the next build. You've got a timer in the game to check when it's out! I'm taking a little breather now, been working 7 day weeks. I'm excited to work on interesting features next! There are so many things to do! Thank you everyone for the kind words, encouragement and faith in the future of this game. I don't want to sound kitschy, but things were dark last few months and your support was awesome. Literally, couldn't do this without you. Thank you for buying the game and investing in its future! Thank you, Arek
Winter Falling is part of an event/sale showcasing Polish games! May 3rd is the anniversary of the first constitution in Europe. Polish-Lithuanian constitution from 1791. Been celebrating the traditional way - drinking & chilling. Wish the same for you For people out of the loop, some game news: I'm finishing up on art, battles, events and balance for the BIG update. In a few days I'll send a silent update to some players with system features. Basically a beta test to check if everything works and make quick changes if people hate something. After that period of testing and fixing is over (probably 3 weeks) the update will be open to everyone. I wish it could be faster, but I'm just one guy and I don't want to annoy 10 000 people with a broken update. On a personal note: thank you everyone for the support over the last couple months! I had messed up my health real bad, couldn't work, couldn't develop Winter Falling. Anything other than laying down was pure pain. I was worried about my finances, worried about Winter Falling buried under negative reviews "developer dead". And yet things worked out. Miraculously. I know you hear it all the time from marketing departments, but thank you, Arek
Hello everyone! Sad news today. The update won't come before the holidays. It will come out in January. I was hoping it would ready by now. It's not. I know it's been a long time, but I've been working on many system features that aren't really sexy. They're just incredibly important to add future features you guys want. And this is a HUGE update, it's worth 10% of the entire development time. Here's the progress: - 15 new units and their skills [DONE] - expanding the campaign event system to allow for RPG-like structure [DONE] - Manpower losses re-worked [DONE] - Popup windows system reworked [DONE] - Messenger Birds expanded to balance Active Skills and Charges. [DONE] - Stratagems available for battle. Simple modifiers. [DONE] - Optimizing battles and preparing for future features, like more complex skills and statuses [DONE] - Melee Stances for you to manage. Crucial for Skirmishers and Support. [DONE] - New Campaign draft [DONE] - New Campaign map [Done, but it feels rushed, so again...] - New Campaign final events and choices [20%] - Polish new unit skills [---] - New Campaign balanced [---] This was a failure in planning on my part. How many tasks for this pre-determined time period. I did cut a couple tasks and moved them to the Weekly Updates, but it wasn't enough, Many unexpected tasks popped up out of nowhere, the last week was crazy. To be fair, the update could've happened today if it wasn't for my decision to delay. I could've rushed and finished the basics without polish. 2 problems with this: - mediocre play experience. I know it doesn't show, but I really care about polish and the small things. - you would probably get bugs in the game and there's no way I could fix them over the holidays. So I did what I could. The rest will be done after the holidays. I'm really sorry for the trouble and crushed expectations, I did a Molyneux. That's all from me now, seriously need to rest now. I got so little sleep that my spinal disc couldn't fully regenerate after this marathon of sitting in bad posture and it was unimaginable pain I had never known before. Let me wish you a Merry Christmas and hope you have a good time even without this update! Thank you for sticking around, Arek
Hello everyone! This update implements a couple of suggestions (mostly UX features) from the forum: - You can use Scouts outside the paper map. - Object placement is easier and more precise. - Placement skills less intrusive. - Choices on the Event screen have clear tooltips that display Units/Scouts/Birds involved there. They're selectable so you know what exactly we're talking about. - Optimization on the battle map and bugfixes on the world map. - Single-use birds will NO LONGER be refreshed by another bird. A new campaign with more units is still in the works! Sorry, it takes way longer that I expected. I'm having some medical problems with my arm and it slows things down. Thank you, Arek
The BIG update is still in the works. New campaign is a bit longer and complex. I was hoping it would be ready by now, but you know the best laid plans of orcs and men... In other news, I was visiting my parents to rest a bit and look at the game from some distance. Thank you for all the feedback over the last few months, it's really valuable. All these reviews make me excited to work on the game, it's awesome when you talk about your experience with the game and what you want to see added! I'll have to update the roadmap. It's cluttered with many things that are just "changes" and now I realize I should focus on the important stuff. First, content. And it must be enjoyable! Thank you for sticking around! Arek
I'm happy to say Winter Falling was accepted into Tiny Teams 2023! Yogscast will be playing some of the game on Friday 4th between 8 and 11 PM BST. Over here: twitch.tv/yogscast I hope they can save Samipin (not many people can) steamhappy
Development news:
Big content update coming in a few weeks! Don't know if I can call it Summer Update, but it was supposed to be released during summer. Bugs, feature creep and health problems delayed it. I'm sorry about that.
not big enough for a regular update Preparing for a big update in a few weeks! - discounted skills have a special icon - fixed a couple bugs (should work flawlessly now) - skill icons without graphical artifacts
This week I built an altar for the birds. That's not a joke, when you launch the game, you're going to see it steamhappy Progress:
- Skirmish behaviour for archers etc.
- AI faster responses. Your units also have more self-initiative.
- Advance order can be used to start an offensive action. (hover over an enemy to use it, like in normal RTS games)
- Bird images are easier to mod
- New Tactics UI with a separate button to Switch currently selected bird. (it's a hack, but it works, just don't tell anyone)
Hello everyone! This week was all about bugs and small changes. I've got A LOT of unsolved problems so it's nice to finally sit down and deal with them. Also, I fixed some bugs in the game! Progress: - AI less likely to burn down the world - Elite units are NOT stunned when hit by a charge - Food! skill adds Strength, targets a place instead of a unit. - Fire less powerful - Only 1 weapon can be used at one time. - Max morale is 4. - Centered digits in the fonts. Fonts should be nicer now. Preparing for a big update in August! steamhappy Thank you, Arek
- more bread in the game - fixed bug with saved games (main menu buttons were unclickable) - fixed bug with enemy active skills (their buttons were clickable) thanks for reporting those bugs! Steamhappy
Hello everyone! This update actually changes things, which is why it took so long! steamhappy Shame I missed Steam Summer Sale, but there were so many bugs I had to fix. It's not a big one, but it's important. Makes the game a bit heavier and more thinky. I wanted to give more options and maybe solve a couple problems: A. Battles against armies with lots of heavily armored units or elite units were quite boring, because charging had no impact. B. Mounted units were underwhelming. C. Unit Movement Speed parameter had very little use. D. Unit Charge parameter was incredibly overpowered. (There were only 3 reasonable values: 0,1,2. Anything else was insane) E. Placement bonuses had annoying gigantic tooltips that obstructed the view. F. You can get stuck in an unwinnable battle and the entire campaign goes in the garbage bin.
Progress:
- Every 5 dots you charge in a straight line will build up 1 Charge. If you make a sharp turn that bonus is lost.
- You can break more than 1 enemy armor with a charge. (If you've got more Charge)
- You can charge Elite units, but they will stop all charges and take only a small amount of damage. (10 damage per 1 Charge)
- Placement bonus tooltips now disappear when you move the mouse cursor. They appear only when the cursor is still for a moment.
- When you lose a battle you can go back to the last visited town. This is the groundwork for actual multiple save slots. Big code change for a very minor gameplay change steamhappy
Hello everyone! This week was focused on interface improvements. Basically - how to make the game less annoying. There were a few key issues, like people complaining about unskippable panic. But I'm still on the fence with shift-adding more units for a selection. (like in standard RTS games) Progress: - Universal pause, stops Panic/Charge/Skill sequences. - Visible button shortcuts - Selection box is easier to draw now (ignores enemies and disabled units) - DoubleClick to select a single unit for an Advance - Fixed immortal units. You could save a unit if you pressed pause at the right time. The unit would stay alive with 1 HP. Thank you! steamhappy Arek
Hello everyone! Happy DDay! Now that I'm done with deadlines I can take my time and work on the game properly. Without introducing bugs on daily basis. The important thing is to keep up with weekly updates! Steady progress is really good, even for me, psychologically. I spent the last few days designing a better, more open campaign structure and deeper unit management. Good news is that it works and it should satisfy players that wanted more stuff in the world map. No, it won't be like Battle Brothers, more like tabletop RPGs. But it's actually more cohesive than the previous plan. Roadmap will need to be updated! The best part is that it's NOT a lot of work. Progress: (small) - 2 separate AI sauces. Don't need the tutorial sauce anymore, since there will be a short tutorial campaign. - Fish sauce places a maximum limit of 3 fish, instead of 6. - Fish bugs fixed in daily arena. - slightly more difficult AI. Thank you for staying around! steamhappy
Hello everyone! I'm sure everyone has had enough of these game-breaking bugs. This update fixes the problems that arose recently. But also... more importantly... NEW BIRBS! steamhappy The Aviary is getting interesting with more specialized birds. Brings the total number to 9! You'll find the new birds in Daily Arena and in the campaign ( just to spice things up ). Thank you, Arek
Hello everyone! I was lucky enough to be included in this year's TactiCon. Extremely grateful! Thank you Hooded Horse & FireSquid! There's a new demo with the first campaign fully playable. A new surge of players should make for interesting Daily Arena scores on the leaderboard. steamhappy That's the end of the marketing announcement. Time for the real part. I was hoping the Expedition mode would be ready for this festival. You remember the arcade roguelike mode focused on battles and systems, not text. Big failure there. A couple major mistakes on my part and when time came I couldn't release it in its current state. It's going to take ~2 more months. Seems drastic, I know. But it's going to be the main mode for 50% of the players. Can't half-arse it. Cute ideas and minor features are now put on hold. Expedition mode is now top priority, because we need CONTENT. How to introduce new content? That was a problem. Even if I add new units and mechanics, I need to create a new campaign specifically for them. Fortunately, now Expedition mode will solve this. steamhappy Here's what's going to happen in the next couple of weeks: 1. Battle content update (Units & Birds). 2. New 2-hour campaign (using that content - almost finished now, but due to random crises never published) 3. Expedition mode. 4. Battle mechanics update. (I hear your feedback/ideas/complaints. I will organize tasks and rework the roadmap over this weekend.) Thank you for reading and thanks for having faith in the game. I'm sorry it's not there yet. Arek
Exclusive companies available for custom campaigns. Update timer updated. Vanquished foes counter is counting vanquished foes countingly.
Hello everyone! This week brings a few changes in the skill system. I'm mostly working on the Expedition mode, but there is progress on other areas! Biggest change is probably that "Food" skill gives Strength now. But also, leaderboards for the daily arena! steamhappy Thank you, Arek
Hello everyone! This update comes early, because I'm working on Expedition and I just got a stable build I can send. It won't introduce any new bugs! steamhappy Small update, just nice UX things. I think it's 100% from somebody on the forums. Progress: - RMB to drag camera - MMB to pan camera is more pleasant - Arena more difficult - Faster Fate Dice - Paused UI smaller Thanks for being here! Arek
Hello everyone! First update since Easter, hope you had some rest, I took a break from the game. Looks like people enjoy playing the arena. The next order of business is expanding it a bit, while I work on other content. steamhappy Progress: - Race colours more different (Greenskin and Undead units should be easier to differentiate) - You can return to Daily Arena if you haven't finished it. - You can leave battles during placement phase. - Arena Points summary on credits screen - Militia nerfed - Damage per Minute display on Weapons and clear delay in seconds between hits. - Fixed UI problems when using Reinforce button I hope you have a nice weekend, Thanks, Arek
fixed a bug with loaded dice that punished getting a high score in the arena
This is a bigger update than usual. Most important element here is the ARENA! Now there's actually a reason to come back to the game steamhappy Still need the arcade mode and more campaigns, but the arena is a fun distraction. I hope someone can beat my score in the arena steamhappy Actually, arena shows the problems in this game really well. If I'm annoyed at minor things, that means a random guy on the internet will get really pissed at some design problems. So, as I move forward and add more things, I'll need to change some others. I've been reading your feedback and your ideas and it's clear some things must improve. Progress: - Daily Arena (everyone plays the same battles each day) - Loaded Fate Dice - Time Jumping Birds - Infinite morale for custom battles [strike]- I honestly don't remember what else is new [/strike] I'm really happy it's my job to work on this game steamhappy Thank you everyone!
I hear you don't like invisible units, so they're gone. Thank you to everyone who pointed it out. I never encountered that bug myself. Hell to debug. The other bug in the map editor is also fixed!
Afternoon everyone! Updates are a bit delayed, because I've been sick. Got covid again. Fun times. I'm sending a new build with some bugfixes and better balance. Not all time is wasted! steamhappy Thank you, Arek (Current version - 3.87)
Here are some fixes for the bugs you guys found. (Current Version - 3.74)
Afternoon everyone! This week our artificial intelligence started thinking! Hopefully it's not annoying. steamhappy Progress:
- AI uses formations
- AI avoids fire
- AI can flank you
- AI more aggressive
- Tutorial fixed
- More bread
- Short distance Advance orders are faster.
Morning everyone! This week's update is smaller, in preparation for a bigger update. What I can put out publicly is just a couple bugfixes and performance optimizations. Exciting things coming later steamhappy Thank you, Arek (Current version - 3.72)
- tutorial and skill bugs fixed
- troop requirements for medals are easier
- enemies no longer stay "highlighted" on tactics screen after using a screen
Hello everyone! This is a bigger update, I missed my target last week so this is 2 updates on the same day.
Progress:
- Steam cloud, Cards, Achievements!
- Battle location text on battle start
- terrain affects charges ( I'll need to work on the VFX for more difficult terrains, it's not clear I think )
- units are protected from charges in woods/buildings
- balance changes (shortbows nerfed, AI harder, more Bread )
- max Morale is 8. This is temporary, when the next shops in town are available, it will make more sense!
- company popup can be opened ANYWHERE
- TRUE damage from Morale Panic
- more info about Terrain on mouse hover
- new desertion system
- various bugfixes you reported
- Fish trade button is now different during battle placement for fortifications
- fortifications have different skills, they can break charges now
Hello people! I'd like to tell you about my plans for this game. Some players asked me about this, so... Here's the DEFINITIVE, FROZEN roadmap:
Now Coming:
- Steam achievements, Steam Cloud, Steam Cards. - Major balance/terrain rework.
Next:
- A few new birds and the missing art/fx - Improved charge system to benefit mounted units - A couple new units - Extended/improved basic campaign - Marketing assets - Improve random battle generation - Town system extension : smithy & pubby - New unit experience system. Units level up and you choose an upgrade for them. - Polish AI code and fix strange AI behaviour - Company Fame system - Company Specials, each starting company has a slightly different playstyle based on gimmicks. - Arcade Roguelite mode -> Expedition - Full Tutorial - Level editor improvements : hills/forests/roads on a grid. Easier custom battle management. - Integrate Steam Modding for custom campaigns, units etc. - New campaign & content pack. - Commanders in the battle - Enemy defensive AI - New campaign & content pack. April 2024 Release! (You and I both know this is an optimistic estimate, but I like a clear goal steamhappy) Big question: Does that mean your suggestions are ignored? No. The points above are HUGE tasks. These are the monuments I need to place and freeze so that we're all clear what the end goal is. But there will be many smaller tasks in-between, like adding someone's favourite italian infantry. "These are nice systems, but I'm bored of playing the same campaign" I'm focusing more on systems than content. Trying to make the game deeper before I make it wider. When Arcade Mode comes, our content problems should disappear. Personally, my preferred game-mode is Story Campaign. I will make more of them, but I understand most people want a different experience, so it's top priority now! The game is too difficult and too complex for me. What now? There's a fantastic guide to the game! 100% recommended. https://steamcommunity.com/sharedfiles/filedetails/?id=2888186771 Weekly Updates will continue! (I'm sorry I couldn't make it for last Saturday.)
Hello everyone! New build is here. I could finally start working on the game proper. Not just bugfixes. Implementing the things you've asked for! Now is the fun part steamhappy
CHANGES
- Disband Unit button
- Converting overflowing Morale into Denari.
- Medals depend on casualties now.
- Deserters are [strike]shot[/strike] shown clearly
- Bread cost on Quests depends on army size.
- New bugfixes for old problems.
WHAT'S COMING NEXT WEEK
- Steam achievements etc.
- Nice animation for deserting troops.
Optimization fix. Preview for Converge Advance order and separate Ambient volume slider.
Hello everyone! This week was mostly spent fixing bugs I introduced last week. I know how that sounds haha Additionally, fortifications are no longer bound to the grid. You can rotate them as you like! The interesting part is the introduction of a couple new birds parameters. That means new birbs are coming! And they're spicy steamhappy Thank you for being patient with the bugs and lackluster content. I'm slowly working on both!
All known bugs are addressed! It looks like I introduced a horrible bug with the last update. It broke some skills for a week. I'm sorry for that, thank you for your patience! I'm really happy we have a mature community that knows how to submit bug reports and understands Early Access means occassional bugs!
Hello everyone, We begin new year with technical upgrades I've been putting off for years. Hopefully the game runs smoother and there are less strange bugs! Not a very exciting update, I know. It sucks these technical things take a long time and bring nothing exciting. Just bugfixes and optimization. But this was needed as soon as possible! Thanks for sticking around, Arek
What's new: - Rush Them, button for a new Opportunity. (You'll find it on battle interface during placement phase) - Shop re-roll, button to reroll shop packs. For hard, cold coins. - Some placement areas now have limits. Can't fit your entire deathball on one hill. - A LOT of bugfixes! This is a pre-recorded message. I'm on a Christmass break just like all of you. Next update will come in January. Now that these bugfixes are done I can focus on features and incorporating the big things you asked for. Excited for the new year! I hope you'll have nice relaxing holidays, Arek
Well, well, well. Here's the first sale! Look at the time. Who got the mail? I hope your holidays are fun and relaxing, Arek (will be probably playing Shadowrun: Dragonfall again)
be gone vile sickness
(couple bugs fixed thanks to new analytics, maybe I can still prepare something nice for the holidays)
[previewyoutube=0eVNCB4ExYE;full][/previewyoutube]
I caught a mystery disease. The update is delayed. Can't think clearly and don't want to introduce new random bugs by accident. Thanks for understanding, Arek
Unit experience works, experience is added at the start of victory screen now. (If you skipped unit tables on the Victory screen before all units were shown you got 0 experience. ) Impatience is a vice.
Hello Splattercat viewers! 14 hours ago I sent a new build. I panicked when I saw Splattercat's gameplay. His video means a surge of new players and they need a bug-less build as soon as possible. I'm happy to say the game is safe to play now, but if you played yesterday you might've encountered a divide-by-zero bug. Because I'm stupid.
0. STEAM AWARDS
If you like the game, please consider voting for it in the Steam Awards! I think Innovative Gameplay is the best category for Winter Falling. https://store.steampowered.com/steamawards/nominations?snr=1_5_9_
1. BUGS
Let me know if you find any bugs or suspicious behaviour! This is a big and complex game and I'm here alone, I don't have a team of testers. I expect SOME bugs to slip through my tests, so if you can please report them!
2. CHANGES
- Rotate Formation when giving an Advance order.
- Your game is saved when you leave shop.
- You can CLEARLY see when the game is saved. I hope that helps. I hope it's not distracting. Maybe I'll remove it next week! Tell me how you feel about it!
- Missing Troops are now displayed in the Company window. Don't have to manually select each unit.
- Hopefully savegame bugs are fixed now. If you opened the game for the first time and Continue button was available - let me know!
3. WHAT'S COMING
- Free rotation when placing Fortifications,
Hello! I'd be honoured if you voted for Winter Falling in the Innovative Gameplay category! That's all, there's nothing more to say. Thank you, Arek
Hello everyone! Here's my attempt to visualize what's coming. There are 3 stages. At the moment I'm in the middle of stage 1. Adding quality-of-life functionality that you requested. Some fun little features are well. The plan is have a feature-complete game in the next couple of months. Then just focus on adding content. When Winter Falling comes out of Early Access the price will increase.
1. IMPROVEMENTS
-
[strike]
- - starting modifiers
- - zoom control
- - speed control
- - formation turning (coming on Saturday) [/strike]
- - free rotation on fortification placement
- - group move in placement phase
- - points challenge mode
- - balance terrain/fortification effects
2. FEATURES
- - better UX in map editor (custom battles save/load to files.)
- - company upgrades
- - arcade mode
- - companies have their own effects on gameplay. Not just different stats.
- - improve shop for different outpost types
- - steam workshop modding implementation. Make a guide to modding.
3. CONTENT
- - steam cloud/achievements/cards
- - units
- - skills
- - companies
- - campaigns
- - optimize framerate
- - translate to Polish/German/Chinese
Hello everyone! I just sent a new build. All the bugs you reported are fixed. Some UI/UX polish. The most exciting addition is the new mutator select screen! If you'd like to make the game different, you can choose a couple harder modes at the start of the campaign. At the moment it's just 3 mutators. It's really just to make the game harder if you wish! Will make for interesting gameplay once the arcade mode is done.
CHANGES
- Bigger text
- Zoom control (mouse wheel)
- Speed control ( + - keys)
- Sorting similar units in UI
- Sauce select
- Warnings when you forget to use all orders.
WHAT'S COMING
- Formation turning on Advance order.
- Indicator for units with Troops missing
units show up on victory screen correctly
Thank you everyone who bought the game! We're getting close to 1000 players! Unbelievable. I should be financially okay in the coming year. Glad I won't have to go back to freelance! At this moment I've got $200 in my bank acount, hoping no accidents happen. Extremely grateful for your support and good-will. I read all reviews and comments and they are really nice. I'll show you the roadmap soon, the plan is already prepared. Many things are in the works. Excited for it all! However, this post isn't about the future, it's about the last week. And it was all about bugs and UX.
CHANGES
- A LOT of bugfixes.
- Unit veterancy works now.
- Bigger text in event popups.
- Units don't fight before battles anymore. (this was a fun secret but annoying to people)
- Paused state continues if you use a bird and go back.
SUGGESTIONS
I'd love if you could tell me what you expect from the game. I'm a single guy developing this monstrous systems-heavy game. I don't know how you play and what features would be fun to add. There are quite a few different playstyles that I've never considered. Example - some people completely abandon 50% of their army during battle and then manage only a fraction of their army. That's a tighter tactical experience. You can easily image some other officer commanding the other 50%. Interesting playstyle and that player probably has some ideas what would add fun to their game! If you follow the community discord, you might realize that messenger birds were a completely different mechanic just 2 months before release. But players gave good suggestions and here we are! 80% of all suggestions are scrapped because of design limitations and my own crappy drawing skills, but the best ideas survive.
STORY PROBLEMS
Really happy some of you enjoy the story! Not the best out there, but I hope it's a nice cosy story. Expected more reviews talking about cringe. I'd love to capture the feeling of Willow and other 90s fantasy. You might've noticed the obvious influence of Douglas Adam and Terry Pratchet. This story was written while I was reading The Eyes of the Dragon. I actually wrote it in the last 48 hours before release, staying up until 5am, no editor to spot mistakes, which is why it's... the way it is. I'm glad you don't judge the game too harsh because of that. There are people out there who don't want a story in this game. That's totally fine, I'm designing a purely roguelike/arcade mode. Systems only, no story. More similar to prototype 2 - Price of Life. Should provide more replayability. Thank you for sticking around! Arek
* Fixed bug that sometimes cleared your campaign progress in main menu. * Fixed bug that allowed players to use placement bonus buttons ONCE even if they had no fresh frood.
After 3 years of development, the time has finally come! 42 months ago I had an idea to make a silly toy about Game of Thrones. Development began exactly on May 8th 2019. 1st prototype in 2019. The most popular, defend the Winterfell. 2nd prototype in 2020. Thank you for sticking with me on this journey! From a simple Game of Thrones joke to a serious tactics game... Now the final part of the journey begins. Creating content, balancing, polish and some new features that had to be cut. What's ahead of us: - more units - more skills - more campaigns - steam workshop integration - level editor improvements I'd like to thank all the members of our discord server who helped with the game! This game wouldn't exist if it wasn't for the community around it. I hope you all enjoy the game! Arek
Hello, This might be the first time you hear from the developer, so hi, I'm Arek, the guy behind this game. I'm not really into public announcements or building hype, but I thought I should write something about the demo you probably played last week. What's different in the upcoming Early Access on 8th November?
1.Demo was quite buggy.
Took me 1-2 weeks to get through all of the bugs you guys reported. Collectively you put in more than a thousand hours of playtesting. That would take me 3 months of work, so I'm really happy you found those bugs! Just big shame it was in such a sad state.
2. Polish.
Rule of thumb - my games aren't very good, but they are very polished. Demo had missing effects and some problems with unintuitive interface. I hope these things are fixed now. There are some BIG changes! I'll be working on polish as we go. Updates are already schedules for every week.
3. Campaign.
Winter Falling is an old-school campaign-based game. Early Access at this moment has only 1 campaign. Takes 1h - 1.5h to beat. It's not the campaign from the demo. I'll be adding more campaigns as we go. My goal is about 5 campaigns. They are quite easy to make. You can make them yourself! There's a folder inside the game "StreamingAssets". There are no special modding tools. The entire game was made with basic .png art and a spreadsheet. I will create a guide how to do that properly.
4. Level Editor.
Some of you used the map editor! I've made some improvements already. But it still needs a lot of work. Obviously the game needs more content, I will be adding that as we go. My goal is to make a map editor that makes nice maps and you can print them to play actual good wargames.
5.Gamedev Stats.
Here's some info for other developers.
SteamNext Festival gave Winter Falling unprecedented visibility. It doubled the wishlists. Gave me players. It's the best thing that happened to the game. Interesting how many players player the First Prototype in 2019 and still remember the game, even though they never wishlisted it.
It's a shame games can only participate once. I wish I spent more time marketing the game, but I always felt the game wasn't ready yet. Suddenly it's ready and there's no time for marketing! Considering we're at 5000 wishlists, the theory is 20% should buy first week. It should sell 3000 copies in the next 12 months. Every copy is $10. After taxes and Steam cut I should make $5 on every copy. That gives $15k for 12 months, which is quite okay in my poor region on the border with Ukraine. I'm sure I'll continue the development in 2023. Really happy I won't have to look for a new job. Fingers crossed, may the theory be correct! Thank you for reading, Arek
Winter Falling
Rarykos
Rarykos
2nd February
Strategy Simulation Singleplayer
Game News Posts 58
🎹🖱️Keyboard + Mouse
Very Positive
(338 reviews)
https://discord.gg/2JRjkku
https://store.steampowered.com/app/1285060 
Teenage Blob: Special Edition (1394980) Depot [548.16 M]
This game was just announced! I'll update this page with detail, images and features as we go!
** Wishlist the game to be kept up to date with development. **
Follow the development, offer suggestions on the Discord community
Winter Falling is a strategy roguelike inspired by FTL and Total War. The undead are coming - only you can stop them. Travel across the crumbling empire. Gather support. Make enemies. Lead troops in tense tactical battles, just you and your brain against the dying world... Make maps in the map editor, challenge friends!
Features:
- COMMAND your army in battles: Battles play out in real time, but you can play at your own speed, just pause and ponder. You will need to pause often, battles require many difficult decision, every second full of tension!
- Plan your STRATEGY outside battles: Manage your army on the worldmap. Here you will gather support, rest, make friends or enemies. Will your army be well-fed and well-paid? Or will you loot cities to fill your chest? Will you save the empire?
- CUSTOMIZE your army: You choose what orders to use, what items to take, what units to put into battle, which road to go.
- Strategy focused on SKILL rather than chance: Every decision is yours to make. Every fault yours to bear. No chances to hit, no random unfair percentages.
- TRAVEL across the crumbling empire: Explore, gather support, make friends and enemies. Learn the history of the land. A uniquely generated path for your every journey.
- Be the Commander you WANT: Hundreds of tough choices await you. Will your army be a force for good? Or will you stir conflict and chaos in the land?
- Craft YOUR BATTLES: Use the in-game map editor to create your own battles, share them easily with a copy-paste!
- Inspired by the CLASSICS: FTL, Total War, Warhammer: Shadow of the Horned Rat, Invisible Inc, Atom Zombie Smasher.
- OS: Linux Kernel 3.2
- Processor: i3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 5000
- Storage: 500 MB available space
- OS: Linux Kernel 3.2
- Processor: i5
- Graphics: Intel HD Graphics 5000
- Storage: 500 MB available space
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