Age of Fear: The Undead King Gold cover
Age of Fear: The Undead King Gold screenshot
Genre: Role-playing (RPG), Strategy, Tactical, Indie

Age of Fear: The Undead King Gold

VOICEOVER AUDITIONS!!

Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.

We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.

I kindly ask for your feedback on which one is the most suitable.

The auditions are provided below in a zip file (10MB):
https://www.dropbox.com/scl/fi/td6sc1mphahjjahzzbtwk/voiceover-auditions.zip?rlkey=mrhblcy9jvt5gp6oig2uzrwr0&dl=1


Please comment on your favorite option and suggest any improvements. I'll share your feedback with the voice actors so they can align with notes.

Take care,
Les & AOF Team

RATMEN CAMPAIGN UPDATE!!

Hi all, after a bit of waiting we have pushed another update to the Ratmen campaign. Right now, around one-third of content is playable and includes a few interesting additions like stealth missions (where your units need to remain undetected), sewers maze and Sorodon's bazaar (with obligatory drunken dwarves fight!).

We have also added a few items which improve the morphed form of heroes, e.g. Spider form of Lexa can be made quite powerful. I hope to add ever more items and work on polymorph mechanics.

We also re-numbered all campaigns as chapters so new players aren't confused about the order of campaigns. For modders - we have modified battle tasks and separate conditions can be made mandatory, e.g. it's possible to force players to open certain Treasure Chest.

Please enjoy and, as always, any feedback is welcome.

Take care,
Les & AOF Team

YOU ASKED AND WE LISTENED!

YOU ASKED AND WE LISTENED! After a long wait we finally released the stand-alone version of our series! This package includes not only all games in the series, but it will also be updated with any and all future releases and DLCs.

This means a purchase today entitles you to everything coming down the Age of Fear pipeline once it arrives! (please note that the Day of The Rat campaign is being actively developed and not all content is available yet.)

We are now adding Workshop and finalising other bits to enable all features (it should be ready in an hour or two).

For current series owners - please visit the bundle for a neat upgrade option.

Take care,
Les & AOF Team

SANDWORM!!

Hi all,

It has been a while since the last update, but now we are back!

In this patch we introduced a new mini-boss - Sandworm! Sandworms are colossal, worm-like creatures that live in the desert. As it tunnels through the sandy dunes of the desert, the sandworm leaves a trail of destruction in its wake.

This mini-boss will be unlocked as the game progresses and has quite a few interesting properties, e.g. it stays burrowed and can swallow your units in one turn. There are a few possible strategies to defeat it, but I leave it for you to discover.

Btw, Sandworm will be playable as a separate hero in the coming release of a new addition to the series. We are almost finished with the build and hopefully we will be able to push it out tonight or during the weekend.



THE FIRST FIVE PEOPLE WHO DEFEAT SANDWORM ON EXPERT DIFFICULTY (AND POST A SCREENSHOT) WILL RECEIVE A FREE KEY FOR OUR NEW GAME!
(Sandworm is not available in the Age of Fear: Free World.)

Take care,
Les & AOF Team

SENTRY GUNS!!

Hi there, there are a couple of new enhancements we have done while refactoring ui for Steam Deck compatibility. All our games are now fully compatilble with Steam Deck!


  • All DLCs were updated with battle tasks - that concludes the backporting of this feature to older games.
  • Identify is a new option in Crafting. If you have an Alchemist in your team, you will be able to discover new items from Crafting options. If an item is craftable, you will learn its recipe afterwards.
  • Upon loading a saved game, the current turn log will also be restored.
  • Units' descriptions can be expanded / collapsed (by clicking them).
  • A New World Map tutorial was created and also a Unit Stats page was added to the battle board tutorial.
  • Place Sentry Gun is another defensive skill for Dwarven engineers.
  • For min/maxers - there is a new option 'Display experience gains' (shows Exp gains in the log)
  • Floating utility buttons can be enabled from the Render tab. Those were primarily designed to support touch-only controls, but can be also enabled for desktops.



Take care,
Les

CRAFTING REVISITED!!

Hi all, over the last few days we have released a number of patches focused on further ui enhancements (e.g. gesture scrolling of listings) and also substantial changes in crafting.

Changes:

  • Gesture scrolling has been added to listings, e.g. team units, items' list, bestiary, etc.
  • Items have been consolidated into fourteen themed sets (from the previous thirty one) which should make the crafting interface easier.
  • Required attributes like Alchemy, Blacksmith, etc. display hints about units that provide them.
  • Resource items provided after battles will be geared towards craftable items (i.e. ones which you know and also have all needed attributes).
  • Blood Sacrifice is a new skill for Blood Mage which allows you to gain a bit of MP in exchange for HP (it's to balance Meditate which the good side enjoys).
  • AI for finding hidden units has been almost completely reworked and its actions should reassemble what a human player would do.


As always - all feedback is welcome.
I have a special request to all Steam Deck owners - please send me your feedback, especially about new ui features!

Take care,
Les

STEAM DECK ENHANCEMENTS!!

Hi all, over the last few weeks we were working on customisations required to play the series on Steam Deck.

You must have noticed after this patch are larger fonts, buttons and other interactive elements. Larger UI is necessary for much smaller screens; however, we hope to strike the right balance between desktop and console UI. Other changes are activated only in Steam Desk mode and include sensitivity settings to select units and zones (my thick fingers...) and a whole new way to show help and tooltips (by long-press).



While at it we have also fixed a number of issues and back-implemented a few pending mechanics:

  • Chaos Demons and Greenskins campaigns now have battle tasks and we are working on adding them to Dwarves and Forest campaigns too (thanks to Willisama).
  • Resource items given are more targeted at craftable (known) items.
  • Barkskin gives +2 Defence - combined with Bear Form and Nature Wisdom makes Dryads into a formidable melee unit (but time-limited).
  • Dispel Magic is more reliable and burns a fixed amount of MP
  • Disintegration damages a fixed amount of HP.
  • Escape key can be used to close most of the dialogs.
  • Bugfix for spawned units overlapped themselves (this is still being worked on).
  • Bugfix for occasionally non-exploding Gunpowder Barrels.
  • Bugfix for static objects blocking units with Hit-and-Run.
  • Bugfix for Burning units not-detonating.
  • ...and many more (including re-balance of several units).


There are a few more improvements to be made, including the Steam Deck-customized hints, touch-pad tutorial and also guide how to bind keys in the most effective manner.

As always, any feedback is welcome.

Take care,
Les & AOF Team

HAPPY NEW YEAR!!

Happy New Year to you all! That was quite a year, both personally and also in series development. We have made many fixes and patches, and also added a few great additions like pushing mechanics, illusions, AI heroes, taunts, light sources, just to name a few. Our to-do list is still quite long and we still have many awesome features to implement.

We have also made good progress on the next game in the series with a completely new Ratmen faction. I am also about to upload a new trailer (hopefully you can watch it now). If it all goes well, we should be able to release it in 2023.



That said, I would like to wish you all the best in New Year 2023! Happy gaming!

Take care,
Les & AOF Team

LIGHT SOURCES AND BLACK FRIDAY SALES!!

Hi everyone! Recently we have been focused on improving stealth mechanics and also adding better support for items in our series.

First of all, some of you have played games with items enabled on all units and you might have noticed additional attributes like Armour Proficiency, Mage Master, etc. added to those units. That should help with better immersion and make your allies more interesting to equip.

Secondly, we have introduced the Light Sources trait on some units and static objects. Night battles have now a few fire stands placed which makes sneaking around much more difficult.

Thirdly, the Forest faction has a new unit - Dryad Blade Dancer which is a low health melee unit, but with powerful attacks and Projectiles Reflection. The skill is still a bit experimental, but it adds another decision layer - will you take a risk of an arrow being reflected onto your archers?

As usual - all feedback and bug reports are welcome!
Enjoy your weekend and Black Friday sales!

Take care,
Les & AOF Team

BERSERKER'S RAGE

Hi all, today we released yet another patch with a few new features and several bug fixes. Meanwhile we continue to work on the next game in the series (we aim to release in 2023). Please keep watching our page for the new trailer (soon!).

CHANGES:

  • Natural Wisdom also gives +1 base HP when morphed (Cave Bear, Dire Bear, etc.)
  • Divine Intervention is a new skill for Paladins and Inquisitors and gives them extra chance to auto-resurrect after battle
  • A number of helmets and armors were made unavailable to spellcasters (also description was altered)
  • Berserker's Rage is a boost for melee units (with Berserker attribute) which lasts while unit is in melee
  • Bugfix for multiple attacks (in melee) - sometimes the range of consecutive attacks is reduced. We fixed it to be the same value.
  • Multiple text edits (thanks to BobbisandLouis)


Take care
,Les & AOF Team