Black Forest cover
Black Forest screenshot
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Genre: Strategy, Turn-based strategy (TBS), Indie

Black Forest

Bugfixes and Improvements


  • Fixed: Kobold shooters should no longer be bugged
  • You can now flip the palisade wall the other way around with the R/T (rotate building) keys
  • The rotate overlay helper (with the two arrows) now shows the correct keys if you have re-assigned them
  • Improved wintery look on Hellhafen
  • Improve terrain looks on Kroburg (Microsplat, adds puddles, wetness and snow in winter)
  • Improved pathfinding and collision detection around gates
  • Some small code optimizations

New Level, Monster and more...


  • Setting change: The game is no longer set in medieval Germany, but in the fantasy world of Dragon Eye. The fantasy elements with monsters and dragons make that more believable, plus it allows me to tie it all in with the greater history and background there.
  • New level: Kroburg story mode, long level with not much dialog, for those who want to really play through a village. It starts in late spring and goes into winter.
  • New monster: Orcs - see setting change
  • Fixed: Music change at day/night - this was in the game from the beginning, and apparently broke somewhere a very long time ago, and I never noticed.
  • Fixed: Graveyard should no longer fill up more and more with every save/load
  • Changes to the controls should now be saved and loaded correctly


The setting for the game is now the world of Dragon Eye - read more about my fantasy world at https://lemuria.org/dragoneye/ or click one of the new links in-game to jump straight to the villages (whose wiki entries are a work in progress)

Story Updates and Bugfixes


  • Fixed: Children's Tales - Troll hunters now actually take their payment
  • Fixed: Children's Tales - Troll hunters now actually eliminate the trolls
  • Fixed: Children's Tales - Bandits now take correct amount of resources
  • Fixed: Rangers should now actually be able to find monster lairs.
  • Fixed: The not-yet-written stories 3 and 4 no longer show a "delete save game" button for story 2
  • Balance: Damage of some monsters adjusted
  • Balance: Damage done by monsters is now reduced after each attack (exhaustion)
  • Balance: Children's Tales - Bandits now ask for more food
  • Children's Tales - several small improvements to the dialogs
  • The 2nd story (Darkest Nights) has been slightly expanded (to day 15).
  • Game now slows down to normal speed when the first monster of the night appears, so you don't get these "help, what's attacking me?" moments anymore
  • Game no longer slows down to normal at nightfall

DevLog: Procedural Houses

Here's a quick screenshot of what I have been working on recently.

Procedural generation of houses. Instead of having 3 or so different houses, I will generate them procedurally, which means that no two houses are the same, but the algorithm behind it is a kind of predictable randomness, so when you load a game again, all the houses are the same as they were, and if I during level design put a specific house into the initial village layout (say, with the door a certain direction), then it will be like that in every game.

The procedural generation is not just the walls, location of the door and chimney, but also windows and some props outside the house (stack of firewood, a table or bench next to the door, etc.). And it is all rule-based so that it makes sense - such as if the house has a bench, it will be next to the door, not on the other side of it.

I also generate the construction tools and work places for the peasants building the house procedurally, so that again these are all different for each house.

I've got the basic huts pretty much done, and hovels around 50%. Next up will be the wood and stone houses, but since I've figured most things out by now, these should be much faster.

I have also started adapting my various game logics to the new setup. There is a lot that depends on how a house is constructed as a game object, such as the construction animation, the damage effects and lots more.

The new houses are also more efficient on game performance, as I don't have to store all versions of a house (ghost, under construction, finished, damaged) but only one set. Speaking of which: One thing I haven't completed yet is the ruined house versions. These will also be procedural, but they are a bit more tricky to figure out.

If I can manage it in time, this will be a big update for the one-year anniversary of the game, coming up next month. Yes, it's been one year and look how far we've come. Would you be interested in a comparison? I could make a new branch in Steam with a very old build so those who want can switch to it. Would that be something interesting? Comment below to let me know.

Small Update


  • Fixed: Stone gate collision/pathfinding detection issue
  • Updated Unity version
  • Tweaked difficulty of tutorial a bit (made it easier)

Big Update with Rangers and 2nd Story

This update contains a lot of small fixes and updates. Note that the 2nd story is now available, but it is very, very incomplete. It is there purely to get a glimpse and for early feedback.


  • Fixed: Should no longer be possible to build walls through forests and outside the village boundaries
  • Fixed: A problem that could lead to some players not getting all Steam achievements they deserve
  • Fixed: Food gained by slaughtering animals calculated correctly again
  • Fixed: Refugees state should now be saved correctly (you can no longer load a save game to get more refugees)
  • Fixed: Mercenaries are now saved and loaded in savegames.
  • Balance: Slightly fewer monsters in "Children's Tales"
  • Balance: Higher Wood and Stone yield in "Children's Tales" - both of these to make it easier to get into the game for new players.
  • Balance: Small changes to several quests in "Children's Tales"
  • Enabled Rangers as recruitable mercenaries to the tavern
  • Steward now gets enabled during the tutorial missions.
  • Tavern UI should now update correctly when hiring mercenaries
  • Changed the AI pathfinding system, which should eliminate the issue of peasants and some monsters being stuck
  • Mercenary prices should now be calculated correctly
  • Some icons have been improved
  • A couple small fixes all around

Testing: Rangers

The testing branch now has rangers available for hire in the tavern.

If you are on the testing branch, please try them out and post some feedback to the forum. If you are not, you can switch to the testing branch in your Steam options for the game. I generally keep testing in line with the normal branch and it is fairly rare for testing to be (more) broken.

Hotfix

Small but important updates, especially for the tutorial.

Small Update (mostly story mode)


  • Fixed: Hiring troll hunters in Children's Tales now completes correctly at 100 coins (not 200)
  • Fixed: Conversation state in story mode should now save properly
  • Fixed: Peasant Diary should now scroll properly
  • Fixed: Mill quest in Children's Tales should now complete properly
  • Small dialog flow improvements

Careful, Hot Bugfixes!


  • Fixed: Building issue in story mode
  • Fixed: Wall place effect now works properly when game is paused
  • Fixed: Demolishing buildings does not count them as "destroyed" for the steward summary anymore