Global Conflagration cover
Global Conflagration screenshot
Genre: Real Time Strategy (RTS), Strategy

Global Conflagration

Steam Fest Demo is over

Many thanks to everyone who participated in our Demo during Next Fest! It was a blast seeing you all enjoy our game.
Our journey is done over yet, we still have a game to release.
With the feedback gathered during the playtest we have fine-tuned our plan for our Early Access release.
It will follow 4 major points

  1. More Campaign content with better onboarding for new players. We will continue where we left off with our short intro sequence and take our time to explain to the player all of our new mechanics. We'll also put them in more open and engaging scenarios where they can apply that knowledge.
  2. Sophisticated AI. Seeing so many people engaging with our AI opened our eyes to how important it is to give it proper attention. We already have a solid plan to make it aware of all the tools it can use to eliminate players and encourage it to make more reasonable decisions based on information received from the battlefield.
  3. Streamlined QoL mechanics. With the addition of abilities and unique effects, we feel that we have overloaded the player with too many actions given the limited amount of time available. We have compiled a list of mechanics aimed at alleviating this strain and allowing players more time to make proper strategic decisions instead of cracking under pressure. Our goal is to direct their attention to where it truly matters and is enjoyable, rather than on menial tasks. By implementing a more advanced waypoint system and additional automatic features, we believe we can achieve just that.
  4. Automatch system for pvp players. We understand that browsing a server list to find a match is not ideal. Therefore, we are working on implementing a system that will handle all of that for you with just the press of a button.


That's all for now. We sincerely appreciate everyone who played and provided feedback. We look forward to seeing you again in the future!

Steam Next Fest Demo is available right now


Yup we are back with another demo.
We have been making a lot of progress and would love to hear your guys thoughts on it
Here is an incomplete list (there are so many of them that I'm sure some were missed)
-Specific recon units for each faction
-Chemical Troopers, SAS and Spetsnaz have been added to infantry rosters
-Smooth unit movement
-Improved ballistic trajectories
-Unit ai Improvements
-Improved unit avoidance
-Garrisoning units will move towards each other
-Sell function
-Civilian garrison system
-sfx for main menu and people joining lobbies
-entrench and mine deployment animation
-lines being shown from buildings to rally points
-introduction of T3 units as outpost upgrades
-Introduction of Scrap system to allow for more comeback potential
-Vystrel now alters its Turret module based on infantry that garrisons it
-Attack ground has been added for planes and artillery
-XP ability for EDU
-Paratrooper ability for EDU
-Canister round ability for Hound
-HP regen upgrade for Juggernaut
-Wyvern ECM vision denial ability
-Healthbars when damaged as an option
-Renard Tungsten missile ability
-Hind unguided rocket barrage ability
-Incendiary Munition ability
-Spycopter loitering munition
-Increased speed ability
-BTR drop
-Unit info panel
-Retro controls
And a lot more.

We are also revealing the fact that Global Conflagration will be releasing into Early Access this year.

Looking forward to seeing you all on the battlefield!

Strategy Fest Demo

Somehow GC returned..
Yes, we are back and ready for round two with a new demo that will be available ONLY during Steam's Strategy Fest August 28- September 5
We have addressed numerous bugs that were identified by our community during our previous blitz playtest:
-The most significant improvement has been made to the AI, which now operates consistently without any pauses.
-We've introduced the feature to kick players from your lobby.
-Overhauled tooltips are now available for all upgrades and abilities.
-Helicopters and planes now fall from the sky in a more realistic manner.
-Visual indicators have been added to EDU doctrines to show the currently selected doctrine.
-Abilities can now be cast on the minimap as well as waypoints.
-There's now a visual indicator for when a bounty is captured.
-Select all now excludes expansion units.
-Fixed a bug with targeting entrenched units.
In addition we bring forth a short introduction to our game mechanics and universe. It is still wip with many placeholders but it offers a very good idea of what we have in mind for later.
Although there are still many issues we intend to address, this is the progress we've managed to achieve in a limited timeframe.
So, what's next?
Finishing the Campaign would be the main focus, we have some very ambitious plans for this one that we wish not to spoil just yet.
With that out of the way we will add more unit upgrades and abilities to increase every faction's flavor. Asymmetry is a very expensive and hard aspect to nail down but we are committed to go all in on this.
Next will be more QOL mechanics and overall gameplay improvements: Raycast targeting, attack ground, unit info panel, replays and many other small things that increase the enjoyment of the game.

That is all, looking forward to hearing the feedback and please wishlist our game to support our efforts!

Blitz playtest 4-6 August

Hello guys.
As we are preparing for our Early Access release we have reached a point when we finally got rid of all major bugs and are ready to hold a Blitz Playtest.
It is going to be online for just one weekend starting on 4 August and ending on 6.
The playtest will feature our game in a much more polished state. A lot of the features we planned have been done already. Lots of new content on all aspects of the game which encompasses all our work for the past year.
Can't wait to see you there!

Global Conflagration progress update

Welcome back to our game! Today, we are excited to share the progress we have made since our last playtest. Over the past few weeks, we have achieved some major breakthroughs that we can now proudly discuss.

First and foremost, we have completed our game rewrite, and the desyncs should now be a thing of the past. We have tested extensively, including a 3v3 match that lasted 40 minutes without a single desync. Our solution involved making the game more resistant to desyncs by resyncing key events, such as unit and building creation and destruction, as well as target-setting.

We have also upgraded the avoidance system so that units can now move out of the way, significantly reducing instances of units getting stuck.

We have replaced the Upkeep system with a system that refunds players resources for lost units. This change should have the same effect of countering snowballing without punishing the winning player, instead providing a helping hand to the losing player. The economy should now be less confusing and more predictable.
As for our four pillars we discussed last time here are some of the updates regarding each one

  • introduce more unique faction mechanics and push the asymmetry even further- we have introduced a new set of specialized units for each faction. Carpathia has a slow-moving AOE chemical tank, Vanguard has an experimental laser tech upgrade that can disable units from far away. EDU will get a new Stealth tank but we have yet to implement stealth in the game. Carpathia also received tech routes for its buildings, allowing players to choose between increasing build times or unlocking advanced units. We also did some initial stat adjustments to the infantry but we will expand on that even more in the coming months.
  • expand the base building aspect a bit more- we introduced the concept of power plants powering building production as well as adding late game defensive turrets for turtling players.
  • Infantry rework is still pending- our biggest feature will be adding entrenched stance which will switch infantry armor type as well as providing better range and alternate weapons at the expense of their mobility
  • more on map objectives- is still pending. Garrison-able and capturable buildings still needs to be implemented

We also created a new map suited for 1v1 as well as 2v2. New decals have been added to our current maps as well as lighting adjustments and post proc effects We have overhauled all effects to increase their light values, resulting in flashier explosions and effects.
I attached below a link to our google photos gallery folder that includes 4k screenshots of the new graphical upgrades:
https://photos.app.goo.gl/bnCQLefnKSruknv2A

Vanguard is now fully voiced and has it's own soundtrack.
We have added various upgrades and abilities and plan to expand on these even more.
Overall, the game is now much more enjoyable than before and a clear upgrade from our previous test. However, we are not finished yet. We are currently working on our first campaign mission, which will serve as an introduction to our universe and a tutorial for players to learn the new mechanics.
We are slowly but steadily making progress towards our early access release.

Playtest is over, what is next?

Hello guys,

Sadly the time has arrived for us to take the playtest offline. I'ts been an amazing experience to share our game with all of you to the point where we even managed to organise a small tournament on our discord!
The feedback we received has really pushed our gameplay to the next level as well as fixing some flaws we initially had. We believe that thanks to the community feedback our game is now in a better place than what it was 4 weeks ago.

The positive reactions confirmed our vision for the game and showed us that our intentions align with the what the players are suggesting.

Also adressing the big elefant in the room. We noticed some isolated desyncs happening to some players. Upon further investgation we think the best solution is to rewrite the core of our game to perform better. This will sadly slow down our efforts but in the end we will have a way better core for our game. As soon as the playtest is over this will be the first thing we will work on.

In the next iteration we will be focusing on expanding on 4 fronts:

  • infantry rework - we really need to make the early fights more engaging and give infantry a more important role late game
  • introduce more unique faction mechanics and push the asymetry even further
  • expand the base building aspect a bit more
  • more on map objectives

These along more QOL, unit abilities, upgrades and unique effects should elevate our game where we want it to be: a solid rts choice.
That's all for now, many thanks to the people who played and offered us feedback. Your help is much appreciated and we are looking forward to seeing you again on our next build!

Small tweak

-building hp buff reverted
-Firefly build cost reduced

Small tweak

-Hind and Mangusta aoe removed
-Badger vision increase
-Delta aa ability range increase

Fix

-directional armour fix

Quick fix

Loggers deactivated for better performance.