Thanks a lot to the players who reported the following problems which are now fixed on version 0.1.4b.
Patch Notes :
better handling of resolution and UI scale
fix a bug when trying to move with 0 AP left
If you encounter any other problems with the demo, please tell me on Discord or on the Steam forum so I can fix it.
Thanks and have a good day, Morm
The demo is available!
Hi everyone.
Today is a big day for Mystical Conquests, the demo is finally released and available for download on Steam on the occasion of the Strategy Fest coming next week.
I worked tirelessly this month to make the best demo possible, I had lots of feedback from the release on itch.io at the beginning of the month and from the beta-testers and pushed 4 updates since then. The demo contains a small scenario focused on exploration, combat and city management.
Any feedback would be highly appreciated. Don't hesitate to join me on Discord and give your impressions about the demo in order to improve the game.
Here's a new trailer showing the improved graphics and UI of the game :
Thanks for reading me and enjoy the demo! Morm
Long Overdue Development Update
I'll start by saying that I'm sorry to have been silent for almost a year now and to not have released the demo last year like I said in the last update. But I finally have some new things to share about Mystical Conquests, I hope you'll enjoy it. If you don't want to read my ramblings and just want the useful informations, go straight to the last paragraph.
The Long Story
When I started to do some heavy playtests last year for the release of the demo, I was not fully satisfied with the game. It was functional and had several hours of gameplay, but it lacked some elements to truly be the game I wanted to make : mainly, the combats were too simple and I really wanted to add some RPG aspects and a focus on characters, but none of the implementation that I tried was satisfying.
So I decided to take a small break from the game to take a step back and think about how to evolve it from there. I started to work on a small survival game to keep the creative juice flowing (I'll probably get back to it after MC). And one day, while playing some XCOM 2, it finally clicked, Mystical Conquests needed a tactical layer.
This change involved a lot of rework on the engine to have two distinct "layers", the world one and the battle one, so I started here. It also entailed a big shift in the scale of the game, the player now controls individual characters instead of groups of people. After working on all this for a few weeks, I felt really good about the first prototypes so I decided to keep going in this direction and double down on development. And here we are. I hope that you'll enjoy those changes.
The Good News
First things first, I made a new trailer where you can see how the game evolved : Secondly, the game is registered to participate in the Strategy Fest on Steam that will start on august 28, and the demo will finally be available for this event. I'll also release the demo earlier on itch.io to get some precious feedbacks in order to have the best possible build for the Fest, so check it if you want to help me improve the game.
Thanks a lot for reading this far, I'll try to keep you informed on a more regular basis from now on. Morm
First post! Introduction and Advancement
Hi everyone !
Thanks a lot for your support since I announced the game last week! It was great seeing all of the interest and positive comments on this game I've been working so hard on.
Since this is the first post, I'll try to keep things short.
Let met start by introducing myself. I'm Pierre, a french software engineer living in Paris. I fell in love with video games and board games very (too?) early and I always wanted to create some myself. I started learning game development as a hobby 15 years ago, I've finished a few games since and I love to develop deep and heavy systemic games. I play a lot of strategy games, especially 4X (duh) as well as a lot of roguelikes and turn-based RPG.
But enough about me! I'm currently working on a demo of Mystical Conquests that should give a good feeling of the game with all the core features implemented. It should be ready in a few weeks, I have to refine the UI, adjust the balance a little, add some tutorials and of course playtest the hell out of it to squash the maximum of bugs. I will post here to announce when it will be available and how to get access to it.
Anyway, that’s all for now. You should expect to hear a lot more from me, I will try to keep you regularly up to date with the development of the game, so stay tuned.
Thanks for reading! (And I'm very sorry for my poor English...)