While I’m steadily making progress on Sovereign, the sequel to Underworld, I’m not quite ready for a new anouncement on that front. There will be one soon showcasing things like a new GUI and flight, but I’ve mostly been focusing on content lately and that is best discovered while playing the game.
I’ve been working on a secondary project as well called Iron Ruler. It is a small turn-based strategy board game based on an old classic called Lords of Conquest.
Similarly to Underworld, I added new rules to the original formula’s combat to make it unique and, hopefully, more exciting.
It’s a small project that’ll be priced well under $5.
If it sounds like something you’d enjoy, please stop by the Greenlight page to upvote it. I hope it’ll clear before Greenlight shuts down…
Swords and Sorcery – Sovereign expands on the formula by adding basic (gring-free, farming-free) crafting, factions, new skills and spells, and, of course, a very large open world that the world map hints at without quite revealing that it is only the known world. It does not display everything.
A few months have passed already since the release of Swords and Sorcery – Underworld’s Definitive Edition. The game was well received by players, as Steam comments suggest, which can only mean one thing. The sequel, Swords and Sorcery – Sovereign has moved to the #1 priority.
A greenlight campaign has been in the works, and the following teaser will be found on top of the page and followed by more details on mechanics. Character stats and magic have evolved. Interaction with NPCs will be somewhat deeper and factions are forming nicely. I am still on the fence about the crafting and combat is, as of now, still pretty much what it was in Underworld.
I “commited” to a release date, November 3rd, and the game isn’t ready yet. I would like to apologize for this, as well as taking so long to offer an explanation and a new date.
I took part in Paris Games Week which took place from Oct 28th to Nov 1st. My plan was to have the game all set before it starts, but the localization was a tougher nut to crack than I had hoped and it caused some bugs that made even an English only release… Well not impossible but not good either.
I hoped to be able to finish during evenings after the convention but those things are more exhausting than I remembered… Or I’m getting old? Nah, that’s not it.
On top of that player feedback from the event uncovered some features that really need to be added before release. A solid tutorial is one, and there are a few others. Quite simply, if I (or the volunteers, Jason and Dimitri, that were helping me out) weren’t there to explain the game to newcomers I would find the game screen changed and no one there playing. Ragequit.
Because it’s deep and complicated 😀
On the other hand with a quick introduction many people really got into it, and that even includes quite a few youngsters I wouldn’t have suspected could find an interest in this type of game. That’s all good news, but it requires some extra work. A few more weeks.
I hope to finish before November ends, but I’d rather not “commit” to it. I hate not meeting deadlines and they’re so hard to evaluate.
Paris Games Week
I captured some footage of SSUDE players at Paris Games Week. It took a bit of time to edit and blur the kids’ faces, as promised to the parents who gave me permission to film.
My apologies for the delay and thanks everyone for your support! Back to work 🙂