Genre: Real Time Strategy (RTS), Strategy, Tactical
Dune: Spice Wars
Introducing: House Corrino
Make way for the Royal Person!
His Imperial Majesty, the Padishah Emperor of the Known Universe Shaddam IV, will soon be arriving on Arrakis to settle the question of its supervision once and for all, and He is not happy about having to make the journey.
House Corrino has been at the helm of the Imperium for 10 millenium, balancing the conflicting interests of the CHOAM, the Spacing Guild, and the Great Houses, and they’re not about to lose their grip on the most valuable planet in the universe.
The Emperor brought with him his terrifying legions of Sardaukar, mysterious elite warriors from Salusa Secundus. He’ll have to use them, as well as the full extent of His political acumen and his hold over the CHOAM, to subdue the unruly houses and savage rebels of Arrakis.
Shaddam IV, the 81st Padishah Emperor, has ruled the Corrino Empire for 36 years, after the tragic assassination of his father. After years handling the tumultuous politics of the Landsraad, Shaddam has become an expert at using his opponents’ ambitions against them.
His growing paranoia, fueled by his lack of a male heir and the growing popularity of Duke Leto Atreides, led him to set up the Spice Wars as a way to eliminate any threats to his rule, and assert his domination on the spice trade.
The imperial administration is perfectly crafted to rule a galaxy-wide territory efficiently. At the heart of it lies Shaddam’s court of trusted advisors, mostly composed of family members and long-time associates, whose loyalty and competence could not be questioned.
Princess Irulan is the eldest daughter of Shaddam IV. Involved in both the plots of her father and of the Bene Gesserit, she is used to making the best of a bad situation.
Wensicia Corrino is the third daughter of Shaddam IV, trained from the youngest age for stewardship. Her independent mind pushes her to seek a more active role in House Corrino’s doings.
Captain Aramsham is a proud officer of the Sardaukar, sent on Arrakis during the Spice Wars. Aramsham is an expert at using conscripts as cannon fodder to support Sardaukar legions.
Hasimir Fenring is a sharp assassin mentat, one of the deadliest fighters in the imperium and the closest friend of Shaddam IV.
The Emperor has no intention to stay on Arrakis for long. Bringing to Arrakis his royal spaceships, mobile palaces fully equipped to accommodate the imperial administration and act as their centre of operation. And of course, if the need arises, he can call for a second of these juggernauts to descend from the skies towards Arrakis.
The position of Emperor brings a lot of power, but even more crucially, a lot of responsibility. The most critical one being, to keep the Spacing Guild docile. While House Corrino receives a tax or bribe of Spice from most factions on Arrakis, they must in turn pay the Guild’s fees to maintain interstellar travel at an affordable price, not only for their own profit, but also for the benefit of all the great Houses in the imperium.
This duty gives them a lot of leeway to influence the other factions, further reinforced by their ability to lend Sardaukar, to change the Landsraad’s agenda, and to use their connections to manipulate the CHOAM market.
In the last recourse, House Corrino can always rely on its military might to make a reluctant faction fall in line.
It uses large formations of cheap conscripts, and a few elite units specialised in shock tactics, including the formidable Sardaukar. Its armies are renowned for being ruthlessly efficient and leaving no room for error.
Infantry are conscript swordsmen. Relatively weak when alone, their mastery of complex formations make them stronger with each ally infantry in their vicinity.
Ranged Infantry are conscript riflemen. Like their melee counterparts, they get stronger when surrounded by their allies.
Incinerators wield flamethrowers that bring agonising death to even the most armoured opponent.
Sardaukar are the infamous elite swordsmen of the Emperor. Originating from the mysterious prison planet Salusa Secundus, the secret of their training and recruitment process is one of the most well-guarded in the imperium. They are as renowned for their legendary fighting ability as for their lack of mercy.
Artillery Drones throw high-calibre explosives from a long distance. These dreadful siege machines need to be anchored to sound ground to operate.
House Corrino will be available in Dune: Spice Wars very soon, keep an eye out for news!
Gamescom Announcements
Hello everybody!
We're extremely happy to finally share with you all of the incredible stuff we’ve been preparing for Gamescom over the last few months!
We hope that you will be as excited about this news as we have been throughout development, and we can't wait to share even more details about what’s to come down the line.
Let's start!
Dune: Spice Wars | House Corrino
As we have already shared with you, the Imperial House Corrino, rulers of the Known Universe for the last ten millennia are finally coming to Arrakis...
The factions on Arrakis have become unruly, and as such, the Padishah Emperor Shaddam IV is left with no choice but to make a rare trip to the desert planet, alongside his feared Sardaukar in order to remind them of his dominion. While he holds a lot of power, he must also be careful to preserve certain essential relationships, most crucially with the Spacing Guild.
Playing as House Corrino, players will experience a very different kind of economy to balance. Tip the scales of spice in your favor by receiving spice taxes or bribes from other factions while paying the Spacing Guild’s fees to maintain interstellar travel at affordable rates and hold the empire together.
House Corrino will join the battle in the next major update, releasing soon.
Wartales | The Great Gosenberg | Next Free Major Update
We're incredibly excited and proud to present the second free major update for Wartales, The Great Gosenberg, which will bring hours of new content and gameplay!
Gosenberg, our beautiful capital, is a marvellous place, filled with beautiful architecture, the smartest and richest minds in all of the land and host to the most gifted of artists and performers.
This historic city operates today as a central merchants hub, providing opportunities not only to the rich and powerful, but anyone who is savvy enough to dabble in the trades. Beneath the surface however, it seems there is a much more sinister side to this seemingly idyllic city, one that has spent years waiting to be uncovered...
Gosenberg is yours to explore in Wartales this September!
Carried by the winds, the agile explorers of Hraesvelg do not need to occupy a large territory, for they will easily venture outside to gather resources...
We're proud to present to you the ninth additional clan of Northgard, the Clan of the Eagle!
Their profound knowledge of the terrain and their ability to exploit it to its fullest allow them to survive in the most desert areas. They are led by Grif, the only survivor of an extinct clan...
More details will be shared very soon!
Northgard | New Campaign Chapter
As a long-awaited novelty, we are extremely happy to say that the next chapter of the Northgard campaign is coming...
More details will be released very soon! But at this time we can only share with you some concepts of it. Tell us what you think about them and feel free to speculate in the comments about what we might be seeing in this highly anticipated expansion!
And that's it for our Gamescom announcements and news!
We hope you enjoyed discover them, and are as excited as we are during their development!
More details will be share with you very soon, so stay tuned...
Shiro Games Team.
Community Update #2 Out Now!
Hey Everyone!
Community Update #2 is now live!
This update brings a lot of changes to balancing following the various feedback and suggestions provided by the community, as well as notable changes to some well-established systems to give more variation to games. We tried our best to cater to the community's needs and make sure the Dune experience feels better for everyone!
With that out of the way, check out the full list of changes below...
Spice tax increases faster overall, your Spice production will no longer be taken into account as much as it previously was
The first Spice tax has been decreased in order to compensate for the changes
The Fremen now start with 20 units of Spice
Not paying the tax as the Fremen now reduces Authority and Intel production, as well as lowering your CHOAM exchange rate
Unit models should follow their movements much more efficiently, resulting in a more responsive feeling, but also better handling of units moving at high speeds. They should also change their formation’s direction more efficiently resulting in a more cohesive look
Military units now consume less supply at night
Stealth units are detected from different ranges depending on the day/night cycle, further during the day and closer during the night.
Military units now resupply while in shuttles or worm riding
Balanced military unit stats and costs
Balanced Command Points: more Command Points at the beginning, less at the end
Elite units Command Points cost has been reduced (5 => 4)
Nerfed demo unit HP and power, increased the cost for all demo units, including Command Points (3 => 4)
For every level gained, units now gain an additional armour point
Building health and armour has been increased
Missile Batteries and Main Bases now decrease armour
Units that are both stealth and melee have a speed bonus while in combat
Mercenary upkeep has been increased: 30 => 40 Solari
Stealth Drones and Combat Drones’ range have been reduced
Harkonnen’s Cerberuses’ effect has been replaced, they now split into three units when they reach 10% HP
New UH buildings for Smugglers and Sietch settlement buildings for Fremen that affect allies
Villages can now be abandoned if they’re under a rebellion
Village trait “Supply Cache” has been removed
Construction time for buildings has been increased
It takes less time to demolish a building
Militia cost more Manpower
Fremen Harvesting Tent construction time has been decreased
Increased armour for Fremen Harvesting Teams
You can now build in devastated villages
Missile Batteries are disabled whenever a village has been devastated
Freeing a village gives Authority
Research Centers upkeep has been increased
Reduced the time it takes to use the Atreides’ Peaceful Annexation
Harkonnen’s Oppression debuff has been increased: 2 => 3 days
Underworld Headquarters are faster to install
Reduced the number of Underworld Headquarter building slots available in villages and in Main Bases
Underworld Headquarters installation prices have been changed, upkeep no longer costs Solari, it now costs Authority
Underworld Headquarter buildings now have a greater Solari upkeep but take half as much time to be built
Balanced spying mission speed and cost
There are now 4 assassination missions
Counter-intel doesn’t give Command Points anymore
Agents on CHOAM slots earn more Solari
Spying slots in enemy factions are unlocked by completing the first two assassination missions
Suk Doctors have been buffed: 2% => 5% extra Knowledge per Infiltration level
More information on what is unlocked through the various Infiltration levels
Level 2 Infiltration now allows you to see the locations of the faction’s agents
Level 3 Infiltration now allows you to see the faction’s unit composition, as well as its operations that are ready to be launched
An estimated time until the next Infiltration is reached is now provided
Fixed Infiltration so that you have to keep X agents in the slots to remain at Infiltration level X
Combat Drugs no longer reduces the unit’s supply and only slightly reduces the unit’s health over time in exchange for higher speed and power
Nuke damage has been reduced
The development trees have been reorganised
“Spying Logistic”, “Stealth Gear” and “Atreides Delegations” have been reworked
“Gridex Plane” now gives +10% CHOAM exchange rate
“Crew Training Program” now gives +5% Spice production
Balanced “Energy Markets” and “Water Trade” (0,4 => 0,2 and 0,2 => 1)
“Underworld Contacts” now produces part of a village’s Spice production if it has an Underworld Headquarter
“Spice Hegemony” has been reworked (10% Spice gathering rate => 5%, but villages in the same region as an allied Sietch produces +10% resources)
“Paracompass” has been nerfed (30% speed/less daily supply drain => 20%)
“High Command” gives 1 armour to every unit instead of increasing XP gain
“Ground Command” lowers Solari upkeep of military units
“Desert Command” now spawns a temporary unit after liberating a village
“Diplomatic Maneuvers” has been buffed (5 Solari => 10)
“Negotiation Tactics” used to raise Sietch relation, now it increases Solari generation of agents on the CHOAM
“Sand Diplomacy” has been buffed (+30% Sietch relation/resources => +50%)
“Sand Walk Mastery” has been reworked
“Desert Mastery” now gives control of Deep Deserts if it’s surrounded by zones you owned by your faction
“Field Work” has been renamed to “Riches of Arrakis”
Pillage-related developments have been reworked
Influence deficit reduces Landsraad votes instead of making you lose Landsraad standing
Command Point deficit now only increases unit Solari upkeep, instead of all upkeep, as well as lowering the units’ power
Worms take longer to appear
Balanced worm attacks. Military units detect worms faster than harvesters. Ornithopters are even faster at detecting incoming worm attacks
All factions start with less Influence
Pariah status is extended up to 50 Standing
Minor houses have less votes
Better balance for “Water Seller Union” > 2 Solari gained instead of 1 per Water
Reworked “Architectural Surveys” resolution (now affects Missile Batteries and the Main Base, but both of them have their power lowered instead of not attacking at all)
Better balance of “Imperial Intelligence” resolution
The Dune Governor win condition time has been slightly increased to allow for 2 Landsraad voting phases
Added a reminder whenever a faction has the Dune Governorship charter
The Dune Governor charter now increases the Influence cap and produces 2 Influence
The Dune Governor charter now has priority over other charters if all conditions for appearing are fulfilled
Improved AI voting regarding corruptions and Landsraad access
Pillaging villages provide less Solari and cost more Authority to annex the village afterwards
Pillaging now takes more time
Councillor skills now have names
Rabban no longer increases the length of the Oppression ability, and militias now have a power malus
Piter de Vries: Stealth Drones and Ornithopters: 1 => 2 Intel gain
Iakin Nefud: Combat Drugs Mission cost: -50% => -60% & Unit cost refund on death: 50% => 60%
Drisq: Agents no longer all have the Merchant trait but instead Ornithopters move and recon faster
Bannerjee: Gain more resources as well as 4 Authority from pillaging
Lady Jessica: Force Treaty now actually forces the treaty. The cost in Influence is higher and increases every time you use it with the same faction
Improved lobby list
New multiplayer mode: “Kanly” ; faster 1v1 game
AIso wait longer before replacing a player after a disconnect
Allies can see the progression bar of an ally Atreides’ Peaceful Annexation
Allies can see Sietches discovered by other allies
Allies can see an ally Smugglers’ Underworld Headquarters as well as its buildings
Allies can see an ally Fremen’s Sietch settlement as well as its building
Deep Deserts and The Desolation are now less harsh
1.2x speed is now available in-game
Tier 3 building districts have been changed for the Fremen
Main Base districts take less time to be built
Added voice lines for harvester orders
Reworked game parameters UI to have tooltips and make it easier to extend
New Carthag and Sietch Tabr visual effects
Chemical grenade visual has been updated
Alert sounds rework
Fixed crashes when loading a save
Fixed units behaviour when attacked from far away (i.e.: Missile Batteries)
Fixed cancel resolution not working from client
Fix potential server issue when trying to resolve an already resolved discovery
Fixed some spying missions counted as "installing an operation" while they didn't provide any
Fixed Atreides Merchants displaying incorrect count in Solari production breakdown
Fixed special region village Authority cost with Local Dialect Studies
Fixed Airfield range not updating when captured by another faction
Fixed the harvester death animation if their refinery had been destroyed
Fixed texts that referenced Landsraad only displaying the icon and not the name
Fixed Recruitment Office construction animation
Fixed clickable victory parameter buttons when not in game creator
Fixed a sync path to no longer make units do weird back steps, especially with long paths
Fixed units behaviour when following other units at short distances, which made them unable to attack while chasing or simply miss their mark
Fixed village that could rebel while militia was deployed
Fixed Landsraad UI not identifying a resolution with no available choices
Fix: Removed factions not eligible to Landsraad from Imperial Audit
Fix: Building construction possible in local Sietches without an alliance
Fix: Landsraad crash when conceding at the start of the game
Fix: Broken developments that were queued and finished from external sources
Fix: Intel not getting production bonuses on villages
Fix: Block missile batteries on devastated villages
Fix: Relation displaying 0 for clients
Fix: Alerts bar pushing the rest of the top UI away when there are too many alerts
Fix: Sandworms sometimes not showing a roaming FX before attacking
Fix: Units in shuttles and worms would not correctly update their recipient zone which could mean that a nuke on a main base could kill units on the other side of the map
Fix: Requesting a shuttle now correctly clears all action queues
Prevent pressing escape on startup options screen
No more idle harvester alert whenever a rebellion is on a village with a harvester
Disbanding texts are now normal (unit, village…)
Fixed value rounding error in refund dialogs
The options screen on first startup cannot be dismissed by pressing Escape
Developments aren’t researched further if they’ve been completed using a POI or Spyware while they’re in the research queue
Influence doesn’t weigh anything anymore during trades with AIs
The Spying tab is now available after finishing a game
An AoE attack cannot break a Non-Aggression Pact anymore if the unit belonging to that faction is in the attack zone
Better handling of client disconnecting during loading
Many typos and localisation issues have also been fixed
Known Issue: There are instances of missing or bad translations affecting all languages except English, this will be fixed as soon as possible.
With the release of Multiplayer a few weeks back, it's time to look to the next major update and promised 5th faction to come to the game during Early Access, which we are proud to announce is House Corrino!
The Imperial House Corrino, rulers of the Known Universe for the last ten millennia are coming to Arrakis...
The factions on Arrakis have become unruly, and as such, the Padishah Emperor Shaddam IV is left with no choice but to make a rare trip to the desert planet, alongside his feared Sardaukar in order to remind them of his dominion. While he holds a lot of power, he must also be careful to preserve certain essential relationships, most crucially with the Spacing Guild.
Playing as House Corrino, players will experience a very different kind of economy to balance. Tip the scales of spice in your favor by receiving spice taxes or bribes from other factions while paying the Spacing Guild’s fees to maintain interstellar travel at affordable rates and hold the empire together.
House Corrino will join the battle in the next major update, releasing soon. Stay tuned for news...
Dune: Spice Wars Multiplayer Update is LIVE!
Hello everyone!
Multiplayer has arrived! We're so excited to release the first major milestone in our Early Access Roadmap. The time has come to lure your friends in with promises of spice, then sit back and see who the desert takes first. Or perhaps you'll help them, if doing so is to your advantage...
Today, band together in 2v2 matches or face each other in a free-for-all of up to four players. Take the reins of either the Atreides, Harkonnen, Fremen, or Smugglers. Any open spots can be filled with AI-controlled factions ranging in difficulty from easy to insane, and each game can be tailored to suit your preferences, including map size and sandworm, storm, and Sietch activity. Victory conditions are also up to you!
In addition to multiplayer, we've also reworked every development tree with a focus on synergy between factions, and added new political resolutions, events, regions, and a whole load of other improvements which you can see in the patch notes below.
Treachery within treachery within treachery...
We've taken great efforts to make Spice Wars true to Frank Herbert's source material, to deliver an experience that delivers the same sense of grand machinations, subtle political plotting, and great reversals. With multiplayer, the potential for these slow boils and epic moments skyrockets, as players vie for the upper hand on each stage of war.
As always, thank you all for the feedback you've shared since launch, it's been massively helpful in identifying issues and areas of improvement, so keep it coming and help us make Dune: Spice Wars the best game it can possibly be!
Multiplayer (Dedicated Servers & Peer to Peer)
New regions
New resolutions
New events
New Underworld Headquarter buildings
New buildings illustrations
Confirmation before attacking a Sietch
Balance & Tweaks of almost everything
Rework of Harkonnen units
Rework of the Wreckers
Rework of the militia aggro system
Improved AIs
Faction limit for Fremen Sietches’ buildings
Charters can now have flexible eligibility during deciding and voting phases
Eliminated factions during decide and voting phase now properly get removed
Removed spice freighters
KNOWN ISSUES: We currently have a problem with the shadercache (DirectX only), you’ll have to load all shaders again after the update (with maybe some freezes each time you discover a new shader),it is also possible that you’ll randomly have to load shaders again from time to time, we are very sorry and are working hard to fix that problem!
Multiplayer is coming to Dune: Spice Wars!
Hello Everyone!
Today at the PC Gaming Show, we talked a little about Dune Spice Wars highly anticipated multiplayer mode which will allow to challenge your friends to decide once and for all, who is the rightful ruler of Arrakis!
In Spice Wars new multiplayer mode, up to 4 players can face off in FFA & 2v2 or unite in co-op to take on AI opponents with new synergy systems between factions that will open a vast number of strategies allowing you to approach the game in a host of new ways!
Multiplayer will be available in Dune: Spice Wars in a few weeks, and we'll have more details on this new mode, very soon!
Check out the Pc Gaming Show segment where we talk a little about the new mode and some of Shiro's other upcoming works below and stay tuned for more info on a new faction coming later this Summer.
Dune: Spice Wars Early Access Roadmap Revealed!
Hello everyone!
Dune: Spice Wars has been out for almost a month now, and we're over the moons (both of them!) with the response from both players and press! We also want to give a huge thank you to all of you for all the excellent feedback we’ve received as we work on expanding the game. See the patch notes for our first update here.
Roadmap
With the spice now flowing, and a strong foundation to build on, we're on track to keep raising Spice Wars to new heights. We're so excited to reveal some of the planned Early Access content in today’s roadmap.
The roadmap promises several major features, such as multiplayer, a new faction, and hero units, but the list is not exhaustive. You will also see improvements across the board with every update, including the addition of new features.
Having experience developing Early Access titles, we know the value of community feedback and adapting to circumstances, so the features set out in the roadmap are subject to change.
Multiplayer is the current priority. After that, several major features are planned, including an unannounced new faction, and bringing the iconic characters of Dune to life as councillors take to the map as controllable hero units. The Air & Sand Update will dig deeper into the warfare, introducing new units and tactical elements to the mix.
Once again, thank you all for coming on this journey with us. We can't wait to tell you more about everything we have in store.
Bug Reports
As a reminder, please submit any bug reports to our dedicated bug reporting platform HERE.
And provide your feedback either on the Steam Forums or via our Discord which can be found HERE.
Community Update #1 is now live! With this update, we have made a number of changes based entirely on the feedback and suggestions of our players since launch, bringing a ton of new content, reworks, bug fixes and more to the game ahead of our next major update (Multiplayer)!
Check out the full list of changes below…
New 10k hegemony bonuses for every faction:
Atreides: Permanent prod bonus upon being elected for a positive resolution
Harkonnen: Can convert captured agents
Smugglers: Can build Underworld Headquarters in enemies’ main bases with new buildings
Fremen: Can build special buildings in allied Sietches
Unit actions queue system (Shift + Right Click):
Combat view (F3):
Drones now beep boop
New click feedback for actions with associated colors
Auto pause when opening menus (can be turned off in game options)
Added the option to remove communication requests
New special region - White Rift:
New special region - Acid Lake:
New Underworld Headquarters buildings (Workers Guild, Weapon Dealers, Activist Quarters)
Retake of some units' blocking radius to match with their unit size and reinforce their role in the roster
Oppressed trait is removed upon rebellion
Marauder Camp discovery
Development Advanced Thumpers (Fremen)
Village building (Investment Office)
Harsher penalty for losing too much Landsraad Standing
Mission complications UI rework
Alert for the Council Speaker when they are allowed to reroll resolutions
Kulon Caravan death animation
Confirm prompts when clicking a button in the escape menu might make you leave your current game
Can no longer miss click and exit selection when choosing a target for missions, worm riding or shuttles
New input to cancel current unit actions (C by default)
Any faction can contest an occupation
Agent traits Mentats and Suk Doctors now have distinct visuals on the agent's portrait
New icons
Relation loss with targeted faction when a mission is detected
Standing loss when you attack a main base
Ornis now boost escorted harvesters for all factions but fremen
Option menu reload create its own new save slot
No longer see faction specific unlock conditions when playing another faction
Spying window header (unify all windows)
Auto remove outdated traits from structure village traits (for old saves)
Shuttles now fly at random heights for a more organic fleet look
Escorting units with an ornithopter is now correctly supported
Visual Effect for ornithopter escort
Agent traits are now active even when agents are unassigned (but not when captured)
Load and Save game menus to be easier to use and allow custom names:
Economic dev tree
Ranged units and projectiles impact position is more directional (better combat readability and spectacle)
Rebellions no longer try to liberate the village and only occupy it instead, until someone makes them stop
Worm riding is cleaner and more fluid
Black Market & Settled Hiereg discoveries
Sandstorm effects
Paracompass development
Weapons Facility building (Smugglers main base building)
Combat drugs adjustments
Hegemony victory is now 30 000
AI will stockpile spice a little bit less often
AI targeting balance
Agents timer is less exponential
New Sandworms detection, roaming and attack delay values
Infiltrator 40 power on first hit
Discovery rewards and time to complete adjustments
Ornithopters cost less solaris
Spying operations infiltration requirements new values
Council Eye now gives +2 max agents and given agents are now taken to compute total agents; they can't be dismissed or captured
Vibrations (less vibrations generated while in combat)
Craft workshop rework
Improved AI recon
Ornithopters sometime did not listen to a direct recon order and simply moved instead
Missile batteries don't target shuttles anymore
Locals units' factions are now more lore friendly
Army models possibly not removed from their army (#Kulons)
Iakin Nefud was refunding more for AI
Long freeze when opening pause window
Terrain deformations around main bases
Military units will now automatically join nearby sieges when they are idle
House guards passive could be bypassed by some damage types such as the combat drugs DoT
Crash when trying to display multiple saves
Set the "add to selection" action to same input as shift queue
Allow pause space rebind, allow to pause via "PauseBreak" button
Input key names are now limited in width
A faction under NonAggression Pact cannot contest an occupation of the other part
Crowd manipulation can't be launched on a village while it's militia is out
Updated the report bug link
Units:
Stealth Drone health 200 > 100
Stealth Drone power 12 > 15
Stealth Drone armor 2 > 1
Stealth Drone range increased
Stealth Drone upkeep reduced
Fedaykin armor 4 > 3
Elite Militia power 15 > 14
Mercenaries melee > range
Mercenaries passive now works on enemy kill (was working on ally before)
Mercenaries health 500 > 400
Mercenaries armor 3 > 2
Mercenaries training time reduced
Also a lot of balancing, quality of life, fixes and changes that could not be listed here
Keep the feedback and suggestions coming, they're gonna be invaluable as we continue to develop the game over Early Access and of course, thank you all for your feedback since launch which has helped us compile this update!
Stay tuned, as we'll have a roadmap to share with you all later this week and more news on upcoming updates over the coming weeks...
Shiro Games
See what press are saying about Dune: Spice Wars
The reviews for Dune: Spice Wars are in, and we’re absolutely floored by the reception! Here’s some of what critics have to say about the game:
“This game is easily the most faithful to the Dune universe that I've played.” - CNET
"Overall, I'm very impressed so far with Dune: Spice Wars [...] Even in its early access form, Dune: Spice Wars is shaping up to be a triumphant return.” - IGN
"The 4X take on the war for Arrakis feels like it captures a lot of what makes the Dune stories interesting, from the warfare to the political intrigue." - GameSpot
"I’ve spent the bulk of my weekend playing an early access build of Dune: Spice Wars and, perhaps unsurprisingly, as someone who loves 4X strategy games, I was obsessed.” - Twinfinite
"Dune: Spice Wars is wonderful [...] Even in this unfinished state, Dune: Spice Wars is giving me the Dune video game I’ve been dreaming of for decades.” - Cinelinx
“Dune: Spice Wars has a foundation that is primed to take advantage of all that universe holds.” - MMORPG
"To cut to the point, my time with Dune: Spice Wars was good… like, really good.” “Dune: Spice War is shaping up to be an excellent RTS.” - MP1st
“What is impressive is how much of a slice of the Dune universe you get just incidental narrative, so zero knowledge of the novels or movies is required to lose yourself in the story.” - GamesRadar+
“The beautiful presentation and moderate game length make it a digestible, enjoyable experience for beginners and veterans alike." - The Gamer
“Saying that the soundtrack in this game is excellent is underselling it, as the haunting synth soundtrack elevates this game to another level.” - Attack of the Fanboy
"One of the game’s greatest early strengths is the way it allows for exploration of a version of the world of Arrakis. Anyone who fell in love with the landscapes from the film will find something to enjoy on the map, especially given the decent amount of variety in terrain contained within it, in spite of the planet being one massive desert.” - ScreenRant
Dune: Spice Wars is available now in Early Access!
We are proud to announce that Dune: Spice Wars has entered into Early Access and is available to buy now on Steam!
After over 2 years of work, Dune: Spice Wars has finally launched into Early Access and we are unbelievably excited to have the opportunity to share our game with you all and work alongside you to develop and improve it over the coming months.
For the initial stages of the Early Access period we are going to focus on working alongside you all to identify which areas of the game need improvement, expansion or iteration and from this we plan to outline a developmental roadmap that will detail exactly what's is to come and when you can expect it. We'll keep you updated on this front!
While Spice Wars launches with more than enough content to sink hundreds of hours into, we have so much more in the pipeline and we can't wait to share it with you all.
All feedback and bug reports are absolutely invaluable at this time and will be paramount in our efforts to ensure that Dune: Spice Wars not only meets, but exceeds the lofty expectations of the community that has grown around this legendary franchise and will continue to grow alongside our game.
As such, please submit any bug reports to our dedicated bug reporting platform HERE
And provide your feedback either on the Steam Forums or via our Discord which can be found HERE.