A Thousand Years cover
A Thousand Years screenshot
Genre: Strategy

A Thousand Years

-2 to Early Access release!

Here we are, finally! The release of ATY is closer than ever. Recent Next Fest was useful and lot of people played the demo. And even though time has passed quickly over the past few months, we managed to finish the most important parts of the game.

Campaign mode


It's the "1000 years mode" and the main challenge of the game. You have a budget of time that must be used wisely to face 7 generated missions. You will lose time while the game flows and if the time drops to zero the campaign is lost. Also, an optional "roguelite mode" will end the campaign if you lose a mission (a stage of the campaign) against the enemy. If you lose, you have the chance to unlock new items and units in the shop and try again.
Later we will implement some ways to recover some of the time lost (a prize for the solved quests, special events and other ways). Maybe we'll need to better balance the "length" of these years, but all the main mechanics are working in the last release.

Alchemist and cookbook


The alchemist is an important part of the game. Through the alchemist you can craft scrolls, potions and other artifacts, equip them to your units and give them a serious advantage against the enemy. Before latest version you had to memorize the crafting recipes, whilst now there is a book that holds all the recipes you discovered during games. You may find new recipes in the loots on map or you can still play with resources in the crafting screen finding new ones.

Leaderboards, stats and more


With the last build we also added the support for steam leaderboards, a profile screen with very cool stats (we like stats) and three new scenarios (the woodcutter, the tower and the mine). We are preparing a public roadmap on trello (we already have our roadmap of course, but not yet public) so that we can share all the content we want to create for the game.

As you can imagine we are very excited for the future that awaits this project. This release is not the arrival for us but just another starting point. And, of course, we hope you will like and enjoy our game!

Upcoming Demo

We are working hard these weeks polishing and refining our game 'cause we think we are almost ready to publish a public demo. This is such an important milestone for us and we don't want to leave any critical bug or gameplay problem behind.

We introduced some interesting features lately, like the possibility to craft spells and potions using resources. You can equip your units with these crafted items, as for any other item, and they will decide when to use them in battle. I.e., angels have a teleport scroll that instantly takes back one unit to the nearest city. When the unit is in danger because his health is low, he will try to use the teleport. Angels have a repertory of more defensive scrolls, while devils have more offensive ones.

Crafting recipes can be acquired playing around in the Alchemist screen or you can learn new recipes by solving quests and finding loots on map. Later we will implement a "cookbook" that stores all recipes that you used at last once.



The next "big thing" we are working on is the campaign mode and a new section in the city that allows to summon heroes. But we will talk about them in the next news, so stay tuned!