Slaves of Magic cover
Slaves of Magic screenshot
Genre: Strategy, Turn-based strategy (TBS), Tactical, Indie

Slaves of Magic

Demo 1.1.6 hotfix

Hello everyone!

This is a small hotfix to fix the crash caused by opening doors with the open door command.

Demo 1.1.5 patch note, preliminary SteamDeck support

Hello everyone!

This is a quick patch aiming to make the demo build at least playable on SteamDeck.

- Updated UI to support the Steam deck 1280x800 resolution.
- Tested the demo on Linux, using Steam proton.

While we do not have access to a steam deck to test it on, this was the closest we could do to emulate it. It would be a big help if somebody could try it out on their device to confirm it is indeed working.

This sadly does not mean that the patch adds native controller support. That would be a bigger task, and for now, we are focused on bringing the best possible experience with a keyboard + mouse in mind. Controller support might come after release, depending on interest in the game.

Demo 1.1.4 patch note

Hello everyone!

Our new 1.1.4 patch focus is still quality of life improvements, focusing on skill descriptions.

The way skill information is presented has been completely reworked. Information that is common for skills (like which school they belong to) has been grouped together, and more important information like damage has been highlighted. Check it out:



To make the icons hoverable, the tooltip will lock itself if the user holds the mouse on the skill icon for 1 second. Thanks to this the player will be able to hover over everything in the skill tooltip to receive additional information.

Demo 1.1.3 patch note and changed release date

Hello everyone!

The new 1.1.3 demo patch is up! Besides the usual bug fixes, 2 new quality-of-life changes have been implemented:

The first is that a new screen was added to the start of the demo to help choose the resistance headquarters. Check it out:



This list summarises the available options to the player, making comparing them a lot easier.

The second thing is that we gave audio feedback when exhausted units are selected. This helps to draw the player's attention to the stamina bar.

The other important information is the release date change. Sadly we have been slower in creating content than initially expected so we have pushed the release date into the summer of next year. Still, the plan hasn't changed. We will keep updating the demo for the time being with new features, and incorporating your feedback!

Demo 1.1.2 patch note

Hello everyone, I have added an extra tutorial that explains the distracted mechanics into the game.

Demo 1.1.1 patch note

Hello everyone, while testing the build we found a few bugs that have been fixed:


  • Crash when the invaders reach research level 3 has been fixed. There are no enemy pods of that level, so the demo will use a not already chosen research level 2 pod.
  • Fixed crash when dwarf arbalest gets researched for the invaders.
  • Added an objective after all the objective has been completed in the demo to state that, and to warn the player of the upcoming demo ending base attack.

Demo 1.1.0 patch released!

Hello everyone!

I'm happy to announce that our new 1.1.0 content patch for the demo is out! It includes new mechanics, enemies, and balance changes, besides the usual bug fixes.

Major changes:



- Added goblins and orks to the enemy roster:



- Added utility items that can be funded from the smithy menu, for example, a stamina potion that restores half of the user's stamina.



- Added a new condition called "distracted" which reduces the unit initiative by 1 till the start of its next activation. Every melee attack (even missed!) applies 1 stack to the target. Every source of damage applies 2 stacks, and a crit applies 3 stacks. Now every action has the potential to change the unit activation order.

- Replaced the survival campaign objective with a more guided experience. The first objective will be to research the magic dust, then the player can choose from 3 random goals for the resistance to reach.

- Rebalanced ranged weapons. Starting hit chance has been lowered to 50. The bow got a bonus to hit chance for its second shot and set both equipment costs to 4.

- Increased HP across the board so that units can survive a bit longer

- Fixed line of sight errors that caused clearly seeable tiles to be useable and unforgettable.

- Fixed missing sound effects if more than 8 effect was active at the same time.

- Updated AI to be more proactive, especially ranged units which sometimes just waited for the player to move into range. Plus they prioritize the VIP on escort missions.

Important information that previously saved games are not compatible with this new version.

Devlog #25 Devious goblins

Hello everyone!

Firstly, let me thank everyone who tried out the demo and shared their thought about it! It's very important for us to hear this feedback to be able to improve the game. Sadly, as a 2 man team, we don't have the capacity to test the game as thoroughly as I would want, but we are listening, and squashing those bugs you report!

Now with this out of the way, let's talk about the upcoming content patch for the demo!

Utilities






Those of you who already tried the game out might have noticed that the Smithy projects were rather empty, till the resistance built new bases to unlock new weapons. This will change with the next patch, as we have implemented utilities. These are usually small passive buffs for the units with equipment point costs, that can be unlocked in the projects tab. But there are things like consumables as well, for example, a stamina potion!



New enemies



Another fraction of enemies will arrive in the patch, which will require a different kind of approach to beat. The orks will be an aggression-focused faction, with high health but nowhere near as well equipped as the dwarfs already present in the game. Plus they bring goblins with them as well. Individually weak, but they will fuel the ork battlefield rage by their deaths, plus are hard to hit.



Resistance goals



To give a bit more guidance to the resistance, after researching magic dust, the player will be able to choose a long-term goal for the resistance to reach, from 3 randomly selected goals. Just to say some examples, gather up a specific number of scholars, or have a unit reach level 4. When the player reaches this goal then the plan is to unlock research which will be able to progress the main plot.

Other changes



Besides these, a lot of other small quality-of-life changes and rebalances will come with the patch, listening to the feedback. For example, the tabs on the barracks and smiths and science scenes have been reworked to make it clearer which tab is active right now:




Closing thoughts



So that's it for today's devlog! As always, if you have any questions feel free to drop by to our discord here!

Demo patch note 1.0.0 - 1.0.4

Hello everyone!

Since the release of the demo, I have continuously patched the demo as bugs were identified. Thanks to everyone who notified us about the issues, reporting helps us a lot to improve the game! The most notable changes:

- Made the exe DPI aware so that the Windows DPI setting does not affect the scaling of the game. Before users with a higher than 100% setting would cause the game to appear too big for the monitor.
- Fixed crash if you selected a passive skill on the unit's skill bar with the keyboard shortcut.
- Added an X button for the party organizer scene. This caused an unintended consequence blocking the start of the mission. This has been fixed.
- Fixed a bug that made it possible to use ranged skills with any weapon, not just ranged.
- Fixed the problem that it was impossible to start the clock if there were no possible things to research.
- Fixed a crash that happened when an enemy army mission caused to make the loyalty of the territory to reach 0 while there is a resistance base there (this causes a base assault mission right after).

New trailer and demo released!

Hello everyone!

I'm happy to announce that our new trailer and demo are now available!

This new demo lets you play 3 months of in-game time, getting a feel for the early game. We are very excited to have reached this milestone!

Our plans for the next few months are to listen to your feedback about the demo (which by the way you can share on the Steam forums or our Discord here), iterate on it, plus add additional content to it.