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

Legends of Azulgar

Crafting! + asteroid gathering, survival progression, ingame ship editting, base inventory and more!

Let us first give you a huge thanks for supporting us! The sales of the game are going really well and people are already starting to talk about LOA and giving us tips for improvements!

We have added the first iteration of crafting into the game. Along with that we have added a basic survival progression and ingame ship editing. Now you will be able to craft various parts for your ships and upgrade them to face the harsh space, repair your ships and significantly change your ships appearance and functionality.

Crafting parts in your base is now handled by farming for asteroids and breaking them down to materials in the base. From these materials you will choose which components to craft and distribute them to machinery in your base. Upgrading your base with factories specialising in making different components is coming too.



Anything in the game will be craftable and everything that you will see will be salvageable. If you choose not to craft there will always be the possibility of just looting, pillaging or doing missions for money that can be used to buy everything up to ships and whole bases.

We have added a base inventory where you will store the items that you have crafted and where your materials will be stored. In the next few updates we will also create a ship inventory where you will be able to store loot that you will find in space.



Additionally when you press "R" you will target your enemy and teh convergence will set for you automatically dramatically improving your aiming.



Please remember that this is the very first iteration of both of our crafting and survival systems. It still has many features unfinished and others might still be bugged. In the near future you will be able to upgrade and build your bases anywhere you want and you will have to defend them against hordes of incoming enemies attacking you in special world events such as Plague of Azulgar. You will also begin with nothing and build everything from scratch. This will be the time when a different dimension is blending into ours and many horrors are coming out of the chasm.

Traders and trade routes are coming. In the next few weeks/ days we will also significantly upgrade the map and give you more areas to explore. Earth and moon is coming, Jupiter and Saturn together with more hostile and friendly bases are to be implemented.

Base management with Crew assignments is coming too. Food distribution, water and waste disposal are things that you will have to take care of too should your base run smoothly.

For the moment we have temporarily disabled online coop mode because of some technical issues that rendered the game unplayable in many circumstances. We will re-enable it in one of the upcoming builds once the technical issues will be resolved. We are sorry for this inconvenience.

Many more features are coming. We have already written some things about the upcoming features in the development roadmap. Its a long read but if you are interested its here: http://steamcommunity.com/games/503010/announcements/detail/1441571401929090889


Changelog:

  • Crafting system added - press “i” when you are in hangar
  • Base inventory added
  • Mineable asteroids added
  • Ingame ship editor added - press “G” when you are in hangar or access it
  • from hangar menu by pressing “i”
  • Starting ships added choose which ship class you want on the beginning of the game
  • A lot of new sounds added
  • New areas added to world
  • Logbook added
  • Quest branching added
  • Tutorial tasks added to coop
  • New models added to world
  • Key Binding fully supported for current game controls
  • Automatic aiming convergence added by default
  • Targeting now works by pressing R on any ship by default

  • Naval gun dispersion decreased
  • Updated ship editor
  • Fixed many bugs in both editors
  • Camera smoothing implemented
  • Fixed sync in MP
  • Morrid movement fix
  • Sounds of weapons and engines updated
  • Starting base now looks better



Your “LOA” Team

Hook added to drag stuff around and news on crafting! + map update

Hello guys!

We would like to thank you for your support!! A sound number of copies of the game have been bought and distributed. In this update we have added a hook that will be one of the core features of the game. You can access the hook by pressing the “F” button. You can drag some asteroids and in the future you will use the hook to drag mineable asteroids to your base. You can also use to hook to connect yourself to other ships and any objects in the game :). Another reason why we implemented the hook is that in the future you will be able to drag just about anything that you will find in space. Be it scrap, crashed ships or parts of old bases. In the meantime we are hard at work on bringing you the crafting and strategic resource distribution part of the game. Crew both on stations and on ships will play a very important role in your success. I will release some notes on crafting and crew management in the following days. Please stay tuned for a new cool weapon!

Mines activation radius changed from 300 to 500 units
Grappling Hook [basics]
Grappling Hook is able to catch any Entity
Grappling Hook is able to catch asteroids
Grappling Hook Sync in MP
Added basic Trader Entity
Map updated with new environmentals and enemies
Updated Quests & Tasks
Hookable asteroids added

Build 0.206 Release notes + fixes - New Quests and a Boss battle

Hello guys!

Here are some more additions and fixes for you. As always we are hard at work here and really appreciating your support and positive reviews!! We added a new area to the map and by popular demand we also added some basic keybinding options. Quests are updated and we added a boss to the first area.

- Weapon icons definitely fixed & API optimalized
- Morrid movement fixed
- AI jerky movement & rotation updated
- Missile is no longer one shot kill
- Partial key-binding implemented
- Singleplayer/coop new location added
- Singleplayer/coop main mission subtask added
- Options menu style updated

We are holding off our space hook and travelling traders for now because we encountered some unexpected issues and they will hopefully come in the next update. Travelling traders will be added because we want to make the universe a lot more lively. They will go around and trade in bases around the sector. You will be able to either choose to help them, become of them or just plain rob them, in which case you will be flagged a pirate. Stay tuned for more updates!

We will soon hit you guys with some more news on crafting and game progression.

Your "LOA Team"

Build 0.205 Release notes + fixes

Here is another update for Legends of Azulgar that features some fixes and is a preparation for a bigger update that is coming tomorrow.

Tomorrow we will hit you with some more exciting new features a bigger map, more missions and enemies and a hook that you can use to drag asteroids with. All that in preparation for what is coming in the persistent and big survival campaign.

Please stay tuned and as always thank you millions for your support!

List of fixes and additions:

Updated Quest System
Updated Menu Style
Updated Matchmaking
Updated Editors Logic
Updated Editors GUI Style
Added New Tasks
Fixed Networking Sync
Fixed issue with Dedicated servers not running
Quest log updated
Missiles no longer aim for the Ship Base Module
Duplicating ammo after death fixed
Destroyed weapons indicated by the red weapon icon
New Mine field added to singleplayer
Respawn position is now dynamic
Lootbox size increased for better looting
Miniguns and Machine guns damage 2x increased

Morrids to come fixed tomorrow...
And much more.....

How to setup your dedicated server for Legends of Azulgar - Space Conflict

Hello guys,

in our steam discussion we have posted an installation guide and technical specification for setting up your own dedicated server. It will normally show up in the server list.

http://steamcommunity.com/app/503010/discussions/0/1473096694441077150/

Thanks for you support guys!!

LOA Team

Development roadmap for Legends of Azulgar - Space Conflict

We wanted to inform you of the roadmap that is planned for Legends of Azulgar. There are a lot of things that we want to add to the game. A lot of you have been asking what were the plans for this game and this is an explanation of the upcoming features. As always we are working hard to bring you the best possible gaming experience! If you want any features added to the game please dont be afraid to ask. By popular demand we will try to push the features that are most wanted by the community first.

Development Roadmap - Short and mid term

Please tell us which one of these features you would like to have implemented as first and we will just push it forward! :) Don’t be shy and ask for your own features! We value all of your ideas highly.

We are mixing it with with a way more involved ship to ship combat than what you guys were used to in the past. It’s very skillbased. Just try out and see.

Player progression

You will begin with a fighter ship bridge and your first task will be to find a suitable fighter build. From that moment you will have work your way up to dreadnoughts, large bases and wingmen. You will have to loot, research and harvest resources to do that or you can just trade your way up.

Ingame Base building and improvements

You will be able to build your bases in space these bases will serve as the base of your operations. If you die you will be transported here. You will be able to do production and trade here both with AIs and other players. You will be able to process your raw resources here and offer services to other players. There will be a pub with missions that you can take. Bounties and a brothel/club for your fellow crew. There will be a hangar where you can upgrade and repair your ships. Research station where you can unlock new upgrades for ships and the station itself and many more. You can build your base anyhow you like. The same that applies to ship building applies to building your base. You can build it from scratch and lego-like customize it anyhow you like.

Base defenses

Your bases will have defenses you will be able to fit the same weaponry to bases as to your ships. You will be able to take control of your base defenses same way you take control of your ships or just set them to auto.

Hand - crafted open world map with hidden loot

There will be our whole solar system with all the planets we have with moons and a real sun that will destroy your ship if you get anywhere close. Close to each of the planets and moons there will be stations and hidden places to find loot and and scrap together with places that will uncover LOA lore, the origin of morrids and many more secrets to uncover (special weapons anyone?). There will be another secret solar system that holds a lot of stuff to uncover. We are aiming for a living universe that is why we take good care to handcraft it and not go for procedural generation. We believe that this way we can bring a more complete game experience.

Here is just a quick list of things that will appear all over the maps:

Pirate bases, Abandoned and destroyed bases, Ship crashes, Trade bases, Anomalies - Azulgar dimension, Meteorite fields, Ancient azulgar portal - endgame dungeon like map (dungeons in space!)


Everything you see in the game and on the ships will be lootable

If you kill your enemy and dispose of his bridge you will have the possibility to either take his own ship or drag it back to the base and scrap it for parts or loot. Basically everything in the game will be what you see is what you get. We like it to be that way because it makes the game more realistic.

Factions and Player Roles

Players will be able to take the role of traders, pirates or the army which is UEF or Freelancers. All these roles will have a different impact on your gameplay. For example if you play your role as a Freelancer you will not really have any enemies until you actually allienate one of the factions by killing their members.

Traders will freely roam the map and have valuable cargo with escorts watching their backs depending on how valuable cargo they have. Traders will sell their goods all over the solar system.

Black Sun are the pirates that only watch their own backs. They steal and pillage ships and bases but they are a valuable source of information on how to battle the morrids. They are the only faction that is not afraid of them. They might even be profiting from killing them. But as to how its on the player to find out.

UEF - United Earth Federation - these guys picture themselves as the good guys in space. They protect everyone from morrids and black sun and try to uphold the law in the far reaches of the solar system. As every group however they have their own set of motivations driving them.

Morrids - the giant creatures of space. They appear hostile to everyone and their intentions in destroying the solar system are unknown. But maybe they have a purpose?

All of these factions will freely roam the map and battle each other. Engage in fights or be friendly. When a trader for example travels from one base to another you will always find him travelling on the same path.

Ship parts will have increased weight and durability the bigger they are

You will be able to resize your ship components as it is done now in creative mode. Resizing your ship parts will impact your weight but also enlarge endurance of individual ship parts. Larger parts will also cost more money.
Servers supporting a simultaneous play of up to 16 players - maybe more

Campaign that can be played solo or coop

Any of you guys ever played Rebel Galaxy, Freelancer or Sid Meiers Pirates? So this is what we would like our game to be. A fun and engaging campaign inside a living universe. Where ships roam freely and have their own set of goals. Now imagine all that together with the survival aspect and building mechanics of ships and bases. That will be fun!

Single player survival

You can play offline and avoid other players completely. The game will be rewarding the players in the same way.

Multiplayer

At this point in time we dont want to overpromise so we opted to have a smaller 16 player base per server. However! Your base, your blueprints and all your belongings will be persistent and saved on the master server. When you login into the game you will spawn together with your base - if you have one. And all the stuff that you have will be there. When you log off the server your base will disappear and it will no longer be vulnerable to attack. We want to avoid offline raiding and players loosing all they have to other players or AIs with no chance to defend.

PVE Servers

Players that will opt to play in PVE servers will be able to choose this option and never get attacked by other players.

PVP Servers

Anything goes on PVP servers. You can get killed and looted and your base can be destroyed. Your base however disaappears when you are not online. But beware, killing other players without reason will flag you a pirate and you will be fair game. There is no way to get back once you are a pirate you will stay as one forever - hunted and despised

Safe zones

There will be safe zones for new players on multiplayer servers so that they dont get killed right at the start.


Ship classes

Together with the current 3 ship classes that we have we will be adding Frigates, Carriers, Dreadnoughts, Destroyers, Haulers etc. All of these will be much larger than the current ships in game. They will be absolutely massive beasts but they will be very expensive to make.

At least 3x more weapons for ships

The current arsenal will be enlarged with many more weapons such as Rotating naval guns more missiles and sniper weapons.

Mining destructible asteroids

Fully functional space hook that you can use to drag stuff around, grab larger loot - like crashed ships. You will be able to take the asteroid of your liking and drag it back to your base for resource production. You will be able to use these resources either for trade or for your own production of module and base improvements.

Ejecting from your ship and moving your bridge to another one
Your ship bridge is detachable even now when you hold the J button. You can re-install your base on your ship by pressing H. This way you will be able to change ships should yours get damaged in the fight.

Plague of Azulgar - sometimes the Azulgar dimension enters yours and swarms of morrids come to attack your base. This is an event that happens from time to time and you have to be ready for it. Its really tough! Players have to find out why this is happening.

Randon attacks on your base. Sometimes your base gets attacked and you have to hurry back to defend it.

Cybermodules for captains

Your captains will be fully customizable using the cyber modules RPG style. While some modules will have immediate effects when you use them others will be passives that your captains will have active at all times.


Pub / Brothel (yes ideally you will be able to serve other players at your premises)

Players will be able to join an already running game (currently there is an issue with networking that does not allow us to do that we have to work on a workaround)
Captain and crew management
Cyber modules that enhance all of your abilities and unlock new things -these can be looted if you die

And finally - Full on modding support (most of the code that we do is modular and as such there is not that much hard data so setting up stuff will be easy)

And many more to things to come….

We would like the community to say what they would like have have implemented first!!

New enemies and a Quest system, Ship physics improved!

Hello guys,

We are back with a new bunch of additions and fixes to our game. So far we have gotten a lot of feedback from the community about what they would like to add to the game and were listening :). We are happy now to bring you more of the game that we wanted. More additions will follow in the next few weeks. As the development of the game progresses we want to bring you flawless ship building and base building experience together with the old Freelancer feel that has been an integral part of our childhoods. A living universe that will react to your choices and decisions and parts that you might take in the space politics.


In this build we have added:

Quest system
Basic player quests added to get you more familiar with game mechanics
Simple Quest Log UI
Co-op map improved
Shootable exploding mines
Ammo & Credit lootboxes
Ships now move more realistically based on ship size
New Morrid sounds
Morrids spawn locations changed
Missile locking improved
Spawning of enemies
Sounds for weapons updated
Loot Boxes now give you ammunition


Issues fixed in this build:

Shield & afterburner spamming
Ship rotation is now FPS independent
Camera rotation while in loading screen
Disabled controls when loading into the game
Audio disabled while in loading screen
Game icons changed

Get Crazy Creative! Fast! - New Trailer + Survival news + updates

Hello guys,

we just posted a new trailer on steam. It shows how you can create any ships really fast and how creative you can get while doing them. We had some real fun making those and shared a good few laughs while making the video. The video has been made while playing in creative mode. We will be adding much more creative possibilities in the future in the form of new building blocks and ship functionality. Any functional blocks that you guys would like are possible. Just say what you want and if we can implement it we will do it. :)

Soon you can expect a major update to the survival portion of the game. You will see new enemies, base building, mining and dragging asteroids for resources with a ship hook. We will give you some more guidance what to do in survival and a real purpose to your base.

All in all the game will get much bigger in the next few days / weeks. We will frequently hit you with updates. In the beginning we will be posting updates on an irregular basis and probably very fast - almost daily. After some time we will probably settle with updating the game once a week.

If you want to check the trailer in a better quality on youtute here is the link:
https://www.youtube.com/watch?v=QuuZO0c6b-o&t=1s

Tomas "BearOwl" Psenicka

New and completely Redesigned Legends of Azulgar Enters Early Access + trailer

Hello guys. This has been quite a journey for us. After all this hard work we managed to make it into pre-alpha release on steam early access. Basically our dream game is coming to players :). Originally the game was released some time ago in 2016 a playable demo. We decided that the game looked bland and started to work on a totally new engine and game logic, we cut some features and added others that we believe were way more exciting. As such the few old reviews on steam dont really apply to the current version of the game. We believe that now we brought something immensely better. There have been many challenges ahead since we are a very small indie studio that is self-funded, and some guys in the team had to make some hard sacrifices and life decisions. We decided to take the longer path and bring you guys multiplayer in the early builds of the game, because we firmly believe that coop gaming and MP gaming is the right direction for LOA.

The team decided to go for early access, because even though we have a very clear vision of the project, we still want to bring the community into the development of the game. Your opinions matter guys. We will do the best to satisfy your gaming needs :) We will listen and you are totally welcome to work with us on what is our dream game.

This version features some of the basic principles in LOA. Such as combat, ship building and customization, basic base building - still without game logic, creative mode where there are no restrictions and you can build some crazy ships and a basic roguelike survival play where you can battle morrids and enemy AIs. The version is still buggy and unfinished as it is still pre-alpha, but we are working on it every day - weekends included to bring you the best possible gaming experience.

https://www.youtube.com/watch?v=-6dRsu_xOW8

These are the features that we are planning to add in the short and mid-term future. Hopefully with your support we have a chance to make them really good! :)

  • Ingame Base building and improvements
  • Ingame Ship building and improvements
  • Hand - crafted open world map with hidden loot
  • Pirate bases
  • Derelict bases
  • Ship crashes
  • Trade bases
  • Anomalies - Azulgar dimension
  • Meteorite fields
  • Ancient azulgar portal - endgame dungeon like map (dungeons in space!)
  • Everything you see in the game and on the ships is lootable some of it can be scrapped and some of it will
  • Trading
  • Ship parts have increased weight and durability the bigger they are
  • Factions
  • UEF (the good guys)
  • Flying around protecting civilians from pirates and from Morrids
  • Black Sun (Looters, pillagers, pirates)
  • Stealing and killing
  • Trade union (traders…)
  • Trading goods, selling blueprints of ships
  • Servers supporting a simultaneous play of up to 16 players - maybe more
  • Way more functional modules and structures
  • At least 3x more weapons for ships
  • Whole solar system and another solar system with mysteries to solve
  • Mining with destructible asteroids
  • Fully functional space hook that you can use to drag stuff around, grab larger loot - like crashed ships
  • Ejecting from your ship and moving your bridge to another one
  • More morrids that come from another dimension
  • Plague of Azulgar - sometimes the Azulgar dimension enters yours and swarms of morrids come to attack your base
  • Loot is persistent - if your base holds up and you bank it properly
  • Research is persistent
  • Cybermodules are persistent
  • Its a full-loot pvp game - when you kill the player you take his stuff
  • You can also take the players ship if you “headshot” him in the bridge
  • Game can be set to PVE mode too so players will not loose any loot to other players
  • Leaderboards with statistics and open bounties are persistent
  • Most kills
  • Wealth
  • Notoriety - with open bounties
  • Killing other players without reason will render you a pirate
  • You can be AOS and civilian and trade bases will attack you too
  • There is no way to get back once you are a pirate you will stay as one forever - hunted and despised
  • If you want to be the good guy again you can choose to erase your progress and start over
  • Base is persistent - when you log off it will disappear from the game with you but it will stay there for some minutes
  • Your bases can only be attacked when you are online - we dont want any offline raiding - we actually hate it :)
  • Players meet other players frequently
  • Radio communication amongst players
    Safe zone
  • For new players, can be used for banking
  • Starts up a tutorial mission
  • Base building, defense and research
  • Base defense and research and trade points
  • Player gets attacked in a certain timeframe but he does not know exactly when it will happen
  • When the event starts a counter is shown where he needs to get back to his base and waves of enemies will start pounding him
  • Sometimes less often he gets attacked when the plague of Azulgar is on and he gets attacked by Morrids
  • Base facilities
  • Pub / Brothel (yes ideally you will be able to serve other players at your premises)
  • Hospital
  • Research
  • Hangar
  • Ore refinery
  • Pilot training facility - unlocks licenses to fly other classes of ships
  • Players will be able to join an already running game (currently there is an issue with networking that does not allow us to do that we have to work on a workaround)
  • Captain and crew management
  • Cyber modules that enhance all of your abilities and unlock new things -these can be looted if you die
  • Your corpse stays in the map for about 1 hour you can still pick up your stuff
  • Ingame voice chat with radio overlay on servers
  • And finally - Full on modding support (most of the code that we do is modular and as such there is not that much hard data so setting up stuff will be easy)
  • And many more to come….



Your forever grateful “Lusorion Team”

Sneek peek Alpha Gameplay Video

Hello guys,

This is a work in progress alpha multiplayer gameplay video. As such it does not display the quality of the final product. Not even the quality of the early access release. It still has a lot of things unfinished as it is a testing scene. E.g. Mars obviously is not next to Earth in real life :). We apologize for the quality we did this one really quick :). We wanted you to have a sneak peek on our development. We are soon going to hit you with information on early access release.

Thank you for your support!

Tomas

you can watch the video here:

https://www.youtube.com/watch?v=efuZb5eoB_8