In less than a week, the long-awaited release of Songs of Conquest will be upon us, and we couldn't be more thrilled. It's hard to believe that nearly two years have passed since we first embarked on this journey together, releasing our project into Early Access. And oh, what a journey it has been!
We consider ourselves incredibly lucky to have had the opportunity to spend this time in Early Access with you all. Together, we've forged an amazing Community, achieved a "very positive" rating on Steam, and delivered an average of one update per month – ranging from small tweaks to major updates.
But let's delve into the details a bit. What are some of the things we have accomplished during these past two years?
We missed the two-year anniversary by 10 days, shame on us!
Last year, we un-earthed our third Campaign, letting players experience the necromancers of the Barony of Loth. And now, within just a week's time, we're set to unveil our fourth Song – a campaign that transports you to the sun-scorched dunes of Barya. Prepare to follow the journey of the indebted Bighli as he confronts loss, engages in crucial battles, and faces seemingly insurmountable odds.
It’s finally a complete set!
And when it comes to defying the odds, we've introduced an entirely new gameplay mode called Challenge Maps. These specially crafted maps are designed to do just what they are called – challenge you. They're tailor-made to test your skills and help you improve, making them perfect for players eager to learn new strategies and tackle fresh challenges.
Currently, we offer eleven unique challenge maps, each as deadly as the next. Why not try your hand at "A Hot Deal"? Where you must choose your path carefully to reach the Beacon. But beware – Each road is different but definitely dangerous.
It seemed like a hot deal taking the job, but it turned out to be all too true.
In the realm of Conquest maps, we've been busy expanding our lists. Over the past years, in addition to the new Campaign and the already mentioned Challenge maps, we've introduced over fifteen Conquest maps. These are your "standard" maps, designed to pit you against AI or human opponents on more or less equal footing. Here, you'll have the opportunity to build your settlements, muster your armies, and engage in glorious combat against both enemy Wielders and neutral troops.
But that's not all – our Conquest maps also serve as the perfect arena to test out the new Siege battles! They really change the battlefield as compared to when we started the Early Access.
Man the walls, or Faey the walls in this example!
While some members of our team have been hard at work crafting new maps and game modes, others have dedicated themselves to enhancing our AI – ensuring that the enemies you face give you a worthy challenge. Our AI has undergone significant improvements, learning to utilize all of our spells in combat and devising tactics both on the battlefield and on the adventure map.
But that's not all – our AI has also gotten better at troop management, more efficiently utilizing resources to mule troops, investing in building plans and using portals and beacons to their advantage. Not to mention, it's now faster and more responsive than it was at the start of Early Access.
To ensure that every player can face the AI experience they desire, we've reworked our difficulty into seven new levels, ranging from Simple to Deadly. In short, our AI has evolved into a much more varied and formidable opponent compared to two years ago, though it's truly impossible to list all of its achievements since then.
Seeing 1.0 so close on the horizon. To the team at Lavapotion it tastes like a sweet victory.
Behind the scenes, there's been a flurry of activity as we've worked to craft improvements and optimizations. On the visual front, we unveiled a brand new main menu that showcases our game in all its pixelated glory.
Thanks to the demands from our community, we're proud to say that during Early Access Songs of Conquest got support for gamepad and was Steam Deck Verified by Valve. This means our game is a lot more portable and versatile. We've partnered with local Gothenburg studio Bitwave to make that happen, and they've done an incredible job with it.
Tactical, portable, and turn-based! Perfect for the holidays!
These years have also allowed us to release Random Map generation. Our Random maps have gotten more than one work-over and it now boasts three different win conditions, four sizes, and one special mode called “balanced”. It’s still random, it just makes sure you and your opponent really start on equal footing.
There is a structure and order even in random chaos!
Beyond our own work, there's a large community of skilled map makers. We've spent these last years refining our map editor tools, making it more user-friendly. With these tools, players can craft their own maps and campaigns. On Mod.io there are over 400 community-created maps and several grand Campaigns!
Change the theme with the stroke of a brush!
This has been far from a conclusive list of our work since those early days. We didn’t even mention our Steam Achievements! But it is safe to say that we have loved every update we’ve made and that we have no intention to stop after 1.0.
Our launch is very close now but we’ll spend our time playing the game and squashing some pesky bugs. The reason we found those bugs is because of you, the community that gave Songs of Conquest a chance during Early Acces and made our game so much better because of it.
But the time after 1.0 is when it gets exciting, we have so much planned and we hope that you will be here for the ride, it’s going to be a good one! Turn to Conquest Wielders, the time draws near!
As the release date for 1.0 is creeping closer day by day, we are trying to focus mainly on stability and a good experience.
However, unexpected issues before a release are almost more of a rule than an exception. And we have just found a pretty serious issue with the AI and how its trading has worked.
When the AI tried to trade resources, it looked something like this:
- (AI) “Hey! I want to buy two extra stone to be able to buy this building. How much does it cost?” - (Trader) “How much gold do you have?” - (AI) “20.000 Gold. So how much do I owe you?” - (Trader) “20.000 Gold, please” - (AI) “Uhm, sounds a bit expensive… But ok, here you go!”
We had a nice, but stern chat with the trader and passed some new laws that it’s not allowed to raise the prices depending on the budget of the AI like that. So, good news, the issue is now fixed. Huzzah!
But as you probably understand, even though it is a small fix, it can cause a snowball effect making the AI much more difficult to beat - on all difficulty levels. For example: If the AI could break out of the first zone by round 7, it might now sometimes break out at round 5 or 6 instead - which would give it an advantage in later stages of the game. Consequently, if we look at the end game with an AI that wants to trade a resource to buy research - this would before deplete most of its gold reserves in the process, so now it would just have more gold in general resulting in more troops, research and all that good stuff.
The positive thing about this is that the AI will feel more competent, especially in the later stages of a session. The negative is that the easier difficulties might be too difficult to be called easy - and our efforts to give every player a difficulty that feels appropriately challenging might be unbalanced now.
But the thing is, we don’t know yet. And to find out we need lots of testing and data, something that takes a lot of time.
Yes, we are asking for your help, but we are also treating you with this brand new screenshot from the Barya Campaign! How's that for a tradeoff?!
This is not something we expected to happen so close to release, and this is where we need your help. The time is nigh, and we need as many eyes as possible on both our campaign maps and our conquest maps and collect feedback on how difficult it feels to play.
So if you have the time, we’d greatly appreciate it if you could play the game with this in mind for us. If you want to be extra helpful, please use this template below to describe your experience in a comment to this post.
I see myself as a: Player I played with difficulty: On map: Thoughts: (How did it feel, how many times did you reload, quick battles etc)
Thank you!
Best Regards, Niklas Borglund Lead Programmer & CTO at Lavapotion.
Changelog
UI
Fixed incorrect threat levels being shown sometimes in battle menus
Added fade transitions when moving between heavy scenes
Made sure spellbook/bar tooltips are never drawn outside the screen
Fixed team queue beacon layout bug for >20 beacons
Map Editor
Fixed AI difficulty dropdown misleadingly being initially visible even if AI team is not forced to have a specific difficulty
Added ability to see trigger identifier names directly on the map in the editor as a gizmo
Modding
Fixed issue on the Community Campaign screen where an exception sometimes were thrown due to a missing prefab
Multiplayer
Fixed exception when trying to open spellbook in battle using hotkey while playing as a hostile in multiplayer
AI - Adventure
Fixed bug where some options forgot to check if a fight was against the neutral planet.. I mean a neutral hostile! This stopped the AI from attacking player wielders sometimes
Fixed vision and exploration issue that could lead to the AI not finding enemy player towns and settlements
Fixed softlock in AI recruitment when it tried to move too large stacks between commanders, i.e the owner had a +1 stack size artifact
Fixed issue with calculating capacity of an army (how full it is) before scoring and trading troops
Fixed severe bug where AI would pay all of its gold instead of the calculated price when buying resources from the marketplace
Fixed incorrectly scripted building requirement for Smoldering Cave that caused AI not to build it
Fixed bug where AI would not build a required building on a built site it had reserved for upgrades
Fixed bug where AI would reserve too many small build sites for medium building upgrades in large settlements
Fixed AI not being aware of what buildings are already under construction in a town or settlement
AI-Battle
Fixed ranged defenders in siege ending up exposed near the enemy
Fixed so that melee defenders in siege are more likely to be positioned towards the center opening
Misc
Fixed various issues that affected Macs running on Apple Silicon processors to run slow when Songs of Conquest lost focus.
Fixed not being able to change the screen resolution in the options menu without encountering an exception
Added option to clear local player stats under Gameplay options
Fixed AI difficulty button in lobbies being locked when a team is actually just forced to be AI controlled but not forced to a specific difficulty
Fixed bug with “Auto equip stronger artifacts” feature, that would override validation and allow for unequippable artifacts to be unequipped. I.e remove a +2 command artifact with something else, leaving you with more troop stacks than allowed.
Fixed showing Range and Deadly Range in codex entries of troops that have no ranged attacks
Fixed issue where rebinding an action with multiple default bindings (such as “End Turn”) did not override all default bindings
Changed the bundle ID on mac builds back to its original value to fix issue with missing savegames
1.0 goes live on May 20th!
Greetings Wielders,
We're thrilled to share some exciting news with you all: The official release date for Songs of Conquest, along with the fourth and final campaign, is set for May 20th! Get ready to step into the shoes of Bhigli, a Wielder with grand ambitions. Discover the pivotal role played by the mercenary tinkerers of Barya as the final part of the story unfolds.
The development journey leading up to this moment has been nothing short of incredible, and we owe it all to you, our amazing Community! Your feedback and support have been invaluable, shaping Songs of Conquest into the game it is today. Sharing this news with you guys feels long overdue, but we’ve always had high ambitions for the game, and we didn’t want to release 1.0 until we felt the game was in really good shape! But finally, that time has come!
Thunder and lightning can be very very frightening, or so we heard. Let's not ask Bhigli!
With the full release of Songs of Conquest literally just around the corner, you might be worried that this is the final chapter of our saga. Well, rest assured dear Wielders that our journey together does not end here.
The journey, though long and winding, does not end here in the sandy dunes of Barya. The end of a chapter marks the beginning of another!
We are finalizing plans for more content, updates, and general improvements as we post this very news. We’ll keep you posted on a weekly basis as we are gearing up for the full release and you should expect more exciting news in the near future.
Until then, mark your calendars for May 20th – it's going to be an epic adventure!
Hello everyone, this is a friendly reminder from your friendly indie studio CEO that we are currently taking part in the Coffee Stain publisher sale! We want to point this out while also announcing an upcoming price raise to $34.99 on the 16th of April, to better reflect the value of the game at our upcoming 1.0 release! I want to take the time to give you the full explanation of why we are doing the price increase, so keep on reading!
Just a bunch of developers, out on a quest to create the best strategy games in the world!
You might ask why I write this post and not our community manager? Well, back in the days I used to create all the blogposts, write the tweets and edit the videos. These days I am however more focused on running the business development side of Lavapotion. With the amazing help from our community manager Anders and our Art Director Christian, I can now make sure to focus on what keeps the lights on and is hopefully best for the game and the team. But sometimes it feels important for me, as the CEO, to shine some light on where we are coming from, where we are at and where we are going!
I dare say we have come a long way since this screenshot was taken back in March 2017!
We have now spent over seven years of our lives creating our dream game. It has been a thrilling ride, to say the least! We are super excited to very soon announce the date of 1.0, along with a teaser trailer for the all new Barya campaign. But, the road doesn’t stop there, we have plans for more updates and other (still secret) things in the works. We love this game and we are blessed to have a great community engaging with us. All the feedback has helped us build a lovely game and all the revenue generated from the game has gone directly back into development. With that said, we think it is fair to do a slight price increase, to reflect the amount of content in the game. Four factions and four fully fledged campaigns (at the 1.0 release!) Conquest maps, Challenge maps, Random maps, Singleplayer, CO-OP, Multiplayer, Map Editor as well as a treasure trove of user created Maps, Mods and Campaigns. All of this, translated into 13 different languages, well, it is a huge beast to maneuver, and we’d like to think it is worth a price tag of $34.99 (which will be adjusted with Steam pricing policy for different regions). Furthermore, we plan to actively support the game over a long period after the 1.0 release, and we need to make sure that the income from the game can support the team salaries, cost for office, etc.
A sneak peek from the all new Barya campaign, coming very soon!
Finally, raising the price is my decision and not the team's decision. If you have questions: Ask away in the comments section! I’ll reply to my best extent! Expect lots of more news from us over the coming weeks as we prepare for the big 1.0! Thank you everyone who has supported us so far!
/Magnus and the Lavapotion Team
Livening up Loth!
Greetings, Wielders!
Prepare yourselves for another update, this one comes with a grave-like touch as we return to the eerie Barony of Loth and embrace our inner cultists! As always, this latest version of Songs of Conquest is packed with a little bit of everything. From essential bug fixes and AI behavior updates to a plethora of small tweaks and changes, we've left no tomb unturned. But let's be honest – there's definitely an undead theme lurking in the shadows.
The Barony of Loth travel agency really has their work cut out for them!
Ah, it seems we missed a buried treasure in last week's update – but fear not! The elusive Great Excavation map has been tracked down and added to the roster. It's almost as if it sensed it belonged here all along.
But that's not all – speaking of maps, we've got some exciting additions for all you cartographers out there! We've introduced faction-based wood generators, allowing you to tailor your maps even further to suit your vision.
And for those who prefer a more randomized playstyle, we've got you covered too! We've revamped the two-player Random Map layout for better balance, with more frequent and formidable guards and resource generators to keep you on your toes. Embrace the unpredictability and conquer the unknown!
You never truly know what you’re getting yourself into with a random map, but the menu helps!
In this update, even our AI opponents have been touched by the whispers of the tomb. Their build plans have been improved to create more diverse and strategic opponents. No longer will they construct duplicate small buildings on their first four build sites, and they'll now vary their choices for the first medium-build sites beyond just marketplaces. Plus, they've become adept at reserving sites for future upgrades.
Ah, but there's more to the AI's repertoire! It has learned the art of hunkering down in the face of adversity. When it senses the impending last stand, it will fortify its defenses and stand its ground, determined to give as good as it gets. While this may sometimes still result in defeat, on other occasions, it signals the turning of the tide – offering the AI a chance to recover and launch a counteroffensive!
The AI has started to sense its impending doom! Walls, towers, and a defending Wielder!
The Barony of Loth, steeped in undead legend and good intentions. We've delved deep into it and reworked its campaign, ensuring it integrates with our recent AI improvements. But that's not all – we've crafted both small and grand visual enhancements to all four maps, utilizing both old and new tools to elevate the experience.
Yet, our greatest efforts have been aimed at recalibrating the difficulties, based on our new system to improve this skeleton-powered campaign. Some challenges now stand as formidable tests of skill, while others offer a gentler path for those seeking a more forgiving journey. It's all in service of crafting a richer, more balanced story and experience for you, the intrepid Wielders. And all of this is thanks to the feedback that you, the community have given us, so thank you!
Now that is a man filled with good intentions. And a key figure in the Loth Campaign.
In addition to all these exciting developments, we've been on a bug-hunting spree, making small adjustments to game mechanics and fine-tuning general optimizations. As always, we highly recommend brewing a hot mug of cocoa and settling in with our freshly minted changelog to fully savor all the details of our latest update. Read all about it here.
Can you believe it's been a year since the first version of our third campaign clawed its way out from its shallow grave? Now is the perfect time to revisit the tombs, cities, and mysteries that the Barony of Loth has to offer. Prepare to delve into the depths once more, and uncover the secrets that still lie buried.
Our eye turns now towards eliminating bugs and doing the last bit of play-testing for our last campaign. The dunes of Barya are closing in and we can’t wait to share that last adventure with you. Stay tuned as we will share news on that precious release date soon. Turn to Conquest Wielders, the Barony of Loth awaits!
We're back with another major update, and this one is extra special! We're joining the Coffee Stain Publishing sale alongside some incredible games, and to celebrate, we're unleashing a host of new maps!
Rasc is glad of the company, he just doesn’t show it!
Now, how many maps are we talking about? Brace yourselves, because we're introducing eight maps of all shapes and sizes, catering to every taste – whether you're craving some cooperative action or itching for a challenge.
These maps are the creations of our top-notch cartographers, hailing from both our in-house team and our vibrant community.
But before we plunge headfirst into the pixelated wonderland of our maps, let's chat about 1.0! We know we planned for a release in Q1, and while that timeline hasn't quite panned out, fear not! We've got some incredibly positive news coming your way in just a couple of weeks. We're nearing the finish when it comes to content. As for the last hurdle: Well, it's all about rallying our troops to vanquish those pesky, elusive bugs before launch!
Nobody actually likes bugs right?
Let's dive into the exciting world of maps! With a collection closing in on 50 maps – and that's not even counting campaign maps or community creations – we can confidently say we've got quite the roster, and there are even more on the horizon! But for this release, let's break it down:
Blades Edge: Looking for some head-to-head action? Look no further than Blades Edge, a small 2-player PvP map designed for balance. You and your opponent will start on equal footing, ensuring victory is all about skill and strategy!
Ashen Allies: This gem offers you the chance to team up with a friend on a brand-new Co-op map. There's no pesky Active AI opponent here, so you've got all the time in the world to collaborate and tackle the challenges posed by the environment together!
will you our your ally reach the treasure first?
Her Will My Sword: Ever fancied yourself as an undead Wielder on a quest for power? Well, now's your chance! In "Her Will My Sword," you'll step into the shoes of the fearsome Wielder Merkoth, tasked by Aurelia herself to conquer the map and seize a potent artifact. But beware – success won't come easy. Choose your path wisely, and don't be surprised if victory eludes you on your first attempt. This map is here to test your mettle!
Merkoth is ready for the challenge, are you?
Woods and Walls: Get ready to dive deep into the action with our first official 5-player map! Stay on your toes as you face enemies on all fronts, whether you're battling it out in teams or embracing the chaos of a free-for-all melee.
The Ancient Valley: Joining our official map roster as the victor of our last community map contest, The Ancient Valley promises an exciting experience. With all factions vying for supremacy, expect epic clashes, ancient dragons, and a mad dash to secure powerful artifacts.
The fortress is yours to take! But expect to defend it!
The Verdant Canyon: Immerse yourself in the beauty of nature with this three-player showdown set in a lush canyon. Take command of the land in this classic Conquest match-up, where you'll choose your Faction and strive to be the last one standing when the dust settles. With its verdant landscapes and strategic depth, every decision counts in your quest for dominance!
Walk in the Park: Looking for some cooperative fun? Look no further than Walk in the Park, an optional co-op map perfect for team play. Whether you're diving into a 2v2 skirmish or shaking things up with a 2v1v1 showdown, you'll need to work together to control the gardens and seize the treasures hidden within the labyrinth at the heart of the park. It's a battle where camaraderie and cunning go hand in hand!
Branching Trails: Brace yourself for an epic adventure on our largest map yet! Branching Trails is an expansive 8-player battleground where the path to victory stretches in every direction. Will you conquer your enemies through sheer force, secure the beacons scattered across the landscape, or unearth an ancient and powerful artifact to claim your rightful place as the ultimate victor? The choice is yours, but remember – greatness awaits those bold enough to seize it!
It’s absolutely huge! Prepare for at least an all-nighter!
We're absolutely certain that you're going to love what we have in store for you with this update – the final major one before our much-anticipated launch! Soak in the richness of our map variation, whether you're craving a fierce free-for-all or seeking camaraderie in one of our official co-op maps. With something for everyone, there's a map out there waiting just for you.
So, what are you waiting for? Dive into the latest version of Songs of Conquest, rally your armies, and lead them to glorious victory! In short, it's time to turn to conquest – you've earned it!
Another update is here and our journey to improve our campaigns before we head into full release continues! This time our frog-lens focus has turned to the Swamps of Rana, giving them all the love they deserve!
But fret not, our focus wasn't solely on our beloved amphibious companions. Rana Revisited boasts a plethora of enhancements, including the AI's adoption of new spell tactics, optimizations in battle mechanics, and fresh approaches to handling sieges. In summary, we're positively brimming with excitement over this latest patch!
Rasc is happy to see you, despite you being a human.
All four Campaign missions of our second Song, "From the Ashes," have undergone extensive improvements to both gameplay and aesthetics, ensuring that this swamp-filled action-drama lives up to our new Campaign standard.
We've infused each mission with additional effects, enriched the storyline, and fine-tuned the overall balance to deliver a more immersive and captivating experience.
The new effects really do make a shocking impact!
Curious about those new spell tactics? Well, the AI is evolving, and in this update, we've focused on refining the use of Chaos Step and Swap spells. These handy spells prove invaluable when the AI endeavors to breach your staunchly defended walls during siege battles. It's quite the spectacle to witness its strategic growth, and needless to say, we couldn't be prouder of its development.
The stalwart defenders aren’t very happy about these new tactics.
And let's talk about sieges! We've introduced some exciting new enhancements to how the game handles these epic battles. In the past, you needed a Wielder positioned within the settlement to command the walls. But now, the mightiest Wielder standing within the walls will take charge of the defense, adding a touch of realism and making planning the defense just a tad bit easier.
This Arleon Fortress is ready for any attacker, Their Wielder stands ready to defend!
In our ongoing quest to enhance your experience, we've diligently hunted down some of those pesky bugs. For instance, we've ensured that Random Events once again make their appearance in multiplayer games as intended. Additionally, we've resolved an irritating issue that previously disabled credits for our beloved community-created campaigns, it’s only fair!
But that's not all! We've also introduced the flexibility for you to embark on our campaigns in any order you desire. Gone are the days of being bound to a predetermined sequence. Whether your heart yearns to begin with the undead-themed Barony of Loth or delve straight into the heart of Arleon's adventures, the choice is entirely yours. After all, who are we to stand in the way of your preferred journey through the world of Aerbor?
Feel free to tackle them in any order you want, it’s your story after all!
In summary, Rana Revisited offers something for every player, whether you're seeking a more immersive siege experience or intrigued by the enigmatic uprising of frog-like creatures. We're eagerly anticipating your feedback on this latest enhancement to Songs of Conquest!
So, prepare to immerse yourself in the depths of the swamps, uncover long-forgotten secrets, thwart the AI's cunning siege tactics, and challenge both AI opponents and your friends. The adventure is yours for the taking!
Exciting news once again! Yes, it seems updates are becoming a regular occurrence, and this time, we just can’t contain our enthusiasm. We've been hard at work on a special project for the past few months, and it's all about enhancing the AI difficulty settings! Why have we done this? Well, it’s all thanks to the feedback we’ve gotten from you, our community!
From Simple to Deadly, and everything in between!
We've revamped the AI difficulties to ensure that there's a challenge suitable for every player out there. Say goodbye to confusion and hello to consistency—we've changed the naming system so that you'll know exactly what you're up against when confronting enemy armies or tackling those pesky guardians protecting coveted artifacts. It's now similar to when you explore our maps!
The difficulty spectrum is expanded from five levels to seven, providing even greater variation and allowing you to handpick the level of opposition that suits your mood and skill level perfectly.
Old and new, similar but better!
Let's delve into the details, shall we? What exactly do we mean when we say an AI is simple or deadly? Let's break it down starting with our baseline: the Worthy difficulty. This level playing field means the AI has neither advantages nor disadvantages compared to you, the player. It's a true test of skill—whatever you can do, it can do too. However, we recognize that Worthy might not be the ideal starting point for newcomers. While more seasoned players will find it to be a worthy adversary, we recommend our new standard difficulty: Fair.
Fair introduces some strategic limitations, such as Wielder limits, and that it gets a bit less experience, which can provide a more balanced and accessible experience, especially for those embarking on their very first adventure in the genre. It's about striking that perfect balance between challenge and accessibility for players of all skill levels.
There is an AI out there for everyone!
In our quest to enhance your experience, we examined various facets of the AI that could be tweaked or adjusted to provide a fresh challenge for you, the player. From adjusting research tiers to refining movement mechanics, no stone was left unturned. The scope of changes is extensive so for a deeper understanding of this themed update, we encourage you to delve into the depths of the game Codex or explore the Changelog linked below.
What would you choose?
No matter which Difficulty level you opt for, our goal is for you to discover one that aligns with your playstyle and mood of the day. Because let's face it, there are moments when you crave a fierce challenge and others when you simply want to kick back and enjoy a more casual experience.
We're eagerly anticipating your feedback after you've confronted these new challenges. Keep in mind that the difficulty levels are still a work in progress and will undergo further refinement before the full release. Your playing experience and feedback will play a crucial role in shaping their final form. So, update Songs of Conquest, embrace the challenge, and let us know what you think!
Turn to Conquest Wielders, the AI is waiting for you!
We're thrilled to announce our participation in the Steam Remote Play Together Sale! It's a celebration of that awesome feeling when you dive into a game with a friend, whether you're clashing armies, teaming up against pesky AI foes, or embarking on epic adventures together.
Songs of Conquest was born from our own nostalgic memories of playing hot-seat games in basements with friends. That warm, fuzzy feeling of camaraderie and competition is part of what still drives us today.
To mark the occasion, we're offering an incredible 50% off! In other words, it's the perfect opportunity to rally your friends for a journey filled with magic, armies, and conquest!
We’re not saying your friends are Aliens but..
What is Remote Play Together? Well in the words of Valve, it's when you “Instantly share your Steam local multi-player games with friends over the internet, for free. Using Remote Play Together, one player owns and runs the game, then up to four players — or even more with fast connections — can quickly join in the fun”
Sounds great doesn’t it? It is! Now it's your time to show everyone that you are the strategic mastermind you think you are and use that clever functionality!
Anyone? ANYONE!
Unlock the magic by simply opening the game, scrolling through your extensive friend list, and hitting that invite button. It's as effortless as it sounds. Before you realize it, you'll be sharing screens, sounds, and experiences with your pals. It's the modern twist on the classic hot seat experience, minus the cramped quarters!
For the ultimate gaming experience, we suggest teaming up and combining your resources, to dominate the battlefield. After all, victory tastes sweeter when shared with friends!
Everyone loves a generous friend!
We're buzzing with excitement to hear all about the incredible adventures awaiting you! So don your armor, dive headfirst into our generous 50% Sale, and start crafting those unforgettable tales.