Heroes of Issachar cover
Heroes of Issachar screenshot
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Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Heroes of Issachar

Dev Update 2021.11.17



Hey all,

Just dropping in to let you know I'm still alive, still chipping away at HOI. I've been spending time adding in sidequests, which I'm pretty excited about. Props to Protofactor for this new bad guy:



Onward! I'll keep you guys posted as best I can :)

Goose

Dev Update

Just a quick screenshot to show some progress:



Goose

Dev Update

Hi everyone - I just wanted to check in, since some of you (quite rightfully) called me out for not doing so on a regular basis. The main update is that I've started to gameplan something that I've wanted since the beginning of development - co-op. It was a feature I thought I would wait on until after coming out of EA, but it was such a central feature in my mind, and I'm way past worrying about deadlines. Releasing it without co-op would feel incomplete, so I'm giving that a go. My goal is to make the next update include it, so you faithful followers can kick it around and see how it works. Zero timetable for it, but I'm very excited about giving it a go. I hope you all are too!

Goose

Developer Update; December 18, 2018



Christmas is almost here, and I hope everyone is doing great. If you're still following along - thank you! I am still pecking away at HOI and making progress. I'm nearing completion of the first Act (there are 5). Have a great holiday and I'll see everyone in 2019!

-Michael

Dev Update 11/16/2018

Slow but steady, I've been working on expanding the fire modes for the player. My goal is to have 10 separate fire modes/types, which are changeable on the fly, for example, fire, ice, poison, void...some as direct damage, others as AOE, others as debuff. The idea is certain enemies have vulnerabilities, which isn't earth shattering. The additional idea is that certain damage types work synergisitcally with some debuffs. For example, void damage might cause a poisoned enemy to spread poison to other enemies around it.

Onward...

Michael

Developer Update; October 5, 2018



Almost finished with Act II. Destroy an enemy outpost, dive into a dungeon, rescue a hero and destroy a Void Portal. Feels like it's coming together. Act III will be gathering the heroes and army. Act IV will be where the player turns the tide with that army, and the final Act is the big showdown. I feel like there's been several times where I thought I saw a light at the end of the tunnel, but this legitimately feels like a complete game is on the horizon. I hope everyone is doing well, another update in a few weeks!

Dev Update; Sept. 1, 2018

The dungeon for the first province (Argent Coast) is almost complete. Pathfinding is working pretty well, bad guys are doing bad guy stuff. Right now I'm adding the mini-boss for the dungeon - the Dark Minion. He's like the regular Minion, but...darker. And he can teleport. He can also summon Crypt Scarabs from portals that explode when they get near you.

If you've got ideas for the game or just want to see what ideas I'm kicking around, join the lively discussion about HOI in the discord channel: HOI Discord Channel

Dev Update; July 20, 2018

Took some time off to move into a new home, but I'm now back at it. I knocked out a few minor things that I had been putting off, the main one being the data that is displayed when you hover over a mission. Now you'll have a bit of info available about the mission before clicking it. And if you've got the right trait or skill, it will even give you info on what types of enemies to prepare for.

Dev Update; May 27, 2018



I've made more progress the last couple of weeks; city building is really rounding into form. I need to add housing to the mix so that population cap can be implemented. For those of you on the dev testing branch, I updated that build so you can see the game loop, or, at least, something that resembles it. I'm hoping to turn back to the combat part of the game soon!

-Michael

Dev Update; May 16, 2018

It's been a while, but I'm still working away. I took some time to build a new dev rig, and it's a beaut. It took a few days getting up and running but I'm all set. I recently added a feature to the city building that accurately removes grass and trees as you lay buildings down, which is something I've wanted to get in there for the longest time.