Genre: Role-playing (RPG), Strategy, Tactical, Card & Board Game
Successor
Update 14
Hello everyone, We are thrilled to be back with another update for Successor! While most of our work is still hidden and a bit too early to reveal, we couldn't wait to share some of the highlights with you. In this update, we have transitioned from Unreal 4.27 to 5.1, allowing us to delve into the realm of physics, which will play a crucial role in the game's tactical elements.
Patch notes 0.7.2 Here are a few of the exciting features and improvements we have implemented:
Introducing physics-based interactions with wagons, tables, and chairs. Now you can push enemies into objects for additional damage.
We have visited each faction and adjusted their stats and abilities, enhancing the tactical challenge and making each encounter more thrilling.
Skeletons and various enemy units now have new death effects, and they drop their weapons upon defeat.
Say hello to the Greyrose ax thrower! This new unit will rain down axes upon random enemies during battles.
Alongside these highlights, we have made a few adjustments and improvements to the first campaign, Betrayal.
In addition to these changes, we have addressed some pesky bugs and made the following fixes:
We have nerfed the Archer flame arrows, ensuring a fair and balanced gameplay experience.
Fixed a bug where the stun animation would persist, allowing for a more seamless combat experience.
Enhanced the visuals of Darkmoon Priests throwing poison bombs, making the action even more visually captivating.
Fire totems can be destroyed, giving you more strategic options during battles.
Looking ahead, our focus for future updates will be on enhancing the art style and functionality of the user interface; it's time to give it some much-needed attention and love. Also, bringing in a few story moments to reveal more of the lore around the universe.
Please note that we have temporarily taken down the Demo as we prepare to give it a significant update in the coming weeks. Rest assured, it will be back and better than ever!
Thank you all for your continued support!
Best regards, The Playwood Project Dev Team
Update 14
Hello everyone
We are thrilled to be back with another update for Successor! While most of our work is still hidden and a bit too early to reveal, we couldn't wait to share some of the highlights with you. In this update, we have transitioned from Unreal 4.27 to 5.1, allowing us to delve into the realm of physics, which will play a crucial role in the game's tactical elements.
Patch notes 0.7.2 Here are a few of the exciting features and improvements we have implemented:
Introducing physics-based interactions with wagons, tables, and chairs. Now you can push enemies into objects for additional damage.
We have visited each faction and adjusted their stats and abilities, enhancing the tactical challenge and making each encounter more thrilling.
Skeletons and various enemy units now have new death effects, and they drop their weapons upon defeat.
Say hello to the Greyrose ax thrower! This new unit will rain down axes upon random enemies during battles.
Alongside these highlights, we have made a few adjustments and improvements to the first campaign, Betrayal.
In addition to these changes, we have addressed some pesky bugs and made the following fixes:
We have nerfed the Archer flame arrows, ensuring a fair and balanced gameplay experience.
Fixed a bug where the stun animation would persist, allowing for a more seamless combat experience.
Enhanced the visuals of Darkmoon Priests throwing poison bombs, making the action even more visually captivating.
Fire totems can be destroyed, giving you more strategic options during battles.
Looking ahead, our focus for future updates will be on enhancing the art style and functionality of the user interface; it's time to give it some much-needed attention and love. Also, bringing in a few story moments to reveal more of the lore around the universe.
Please note that we have temporarily taken down the Demo as we prepare to give it a significant update in the coming weeks. Rest assured, it will be back and better than ever!
Thank you all for your continued support!
Best regards, The Playwood Project Dev Team
Game update 13
Hi everyone
We are back with another update that mainly addresses general hiccups and bugs during the tactical pause, UI feedback, and enhanced player experience by testing character voices from our dear Lords and Heroes. We are still getting lots of feedback through our questionnaire and Discord. Thanks for that. Our focus for the past weeks and a few to come are to polish and improve the content already in the game while we are working on the SAVE GAME system, which is highly requested.
We also merge from Unreal 4.27 to Unreal 5. However, this build is still made in UE4, but we expect our next update to be in UE5. (a bit nerdy info. We know) ːsteamhappyː
Patch Notes for build 0.6.22.6
Bugs and other issues
Fixed most issues of abilities that did not work well during the tactical pause.
Fixed/reduced issues when using abilities to fast after each other the tactical pause would freeze ( It can still happen, though)
Fixed issues with Sorceress freeze not supporting tactical pause
Fixed hit effect when struck by lightning.
Darkmoon seer now use their primary ability again
Skeletons now move at their correct speed
Lower the intensity of camera shake when units die
Additions and corrections
When using an ability, a line will show the origin and target of the ability in the UI
Nerfed Critters spawned by the Druid
Nerfed a Legendary item giving the team a fire shield
Fandgripper is now equipped in the correct hand
Darkmoon lord now has info on its weapon
Added portrait of Shieldmaiden
When loading a new battle board, the camera will be further away, allowing players to view the whole board.
Added voices to all Lords and Heroes so they respond to issued commands during combat.
Partly added voices to Lords and Heroes to respond to interactions on the region map.
New UI sounds when interacting with elements during battle
Cooldowns on Dregg corpse pile showing time to next spawn.
Removed the idle question mark on units not doing anything.
Druids can no longer wield wands (this might be changed again in the future)
A new priest mode has replaced the old (placeholder)
Feel free to ask questions or comment and let us know what you think so far and what features or iterations you want to see.
If you like what we are doing, remember to Wishlist and follow to stay updated and maybe even join our discord.
Have a fantastic weekend, everyone / The Playwood Project Dev Team
Hot fixes v.0.6.21
Hotfixes
Thanks to our active community helping us discover and report bugs and other gameplay issues so that we can efficiently address and fix a few of those.
Patch notes v.0.6.21
Fixed Hero rewards lacking from the later regions in Regicide Campaign
Minor changes to story elements
Fixed Crow attacking during a tactical pause
Removed physical throw from Gween exploding traps
Fixed “auto attack” triggers on Spider Nest and Fire Shrine
Fixed Falcon shot missing damage
Fixed some tiles placed too high to walk on
Decal from Garden of Wines fixed
Healing herp now supports tactical pause.
Stats from Shield did not show right
Scoundrel illusions no longer spawn unit cards
Removed tooltips after the tent was burned
Sword of Frost gives damage again
Fixed a few typo errors
Fx no longer scales with summon frog
Current development Our focus for the next few weeks will be on the small but essential things, like fixing bugs, improving UI visuals, improving special effects and the timing of animations, and testing voice outbursts from characters as a response to in-game events. Everything that makes the moment-to-moment combat or tactical decision-making more compelling and entertaining.
Blood & Dice Demo We had an available demo on the store page during the latest Digital tabletop festival. We will remove the demo anytime soon, so there is still time if you have not tried it yet. It's relatively short but shows some of the fundamentals in Successor, except the grand Kingdom map.
Help from our Community We have experienced a massive increase in sign-ups in our Steam Playtest, which is fantastic. However, it will be a few weeks or more before we open for new playtesters as we are still working on the new features we would like to be evaluated, so be patient, everyone ːsteamboredː.
We also want to thank everyone who has already spent a few minutes filling out our google questionnaire with feedback and suggestions. All the data we receive are helpful for us in steering toward the right design decisions and understanding the current state of Successor.
Especially a shout out to our Discord members goth_milk and Kevin, who tirelessly play Successor, resulting in an endless stream of reported bugs, corrections, and feedback we need to attend to. It is a massive help for a small team like ours.
Remember to follow and wishlist Successor and maybe join our community on discord.
Have an excellent time until next time The Playwood Dev Team
Patch Update 12
Hi Everyone
We are back with quite a significant update, especially in our combat system, which has been reworked to support what we internally call focus moments.
Tactical Pause
This means that you can use your abilities and pickups during the tactical pause, and the ability's effect will fully play out.
Tactical pause has two modes.
Manual pause is when you press the spacebar. The game will stay paused during all your commands and actions until you press the spacebar again to exit the tactical pause.
An auto-pause occurs when you click a new unit or select an ability. The game stays paused while using an ability or choosing a move destination and will exit the tactical pause once the action is fully completed.
If you have already tried Successor, maybe now is a good time to try this new mechanic, and let us know your thoughts.
Campaigns
Available in the playtest are now three campaigns.
Betrayal a prologue introducing key game mechanics
Revenge introducing the region map
Regicide introduces a medium-sized kingdom map.
For any newcomers to the playtest, you should be playing the campaigns from the top down.
New equipment & legendary Items
We have also added lots of new types of equipment and awesome loot for you to try out.
Fangripper bow
Blightbloom crossbow
Yetitoth spear
Bone Splinter mace
Khaituns Shiv
Sagebane wand
Rauhxhirs Tome
Rams Anvil
and many more...
Doomed regions.
When defeated in a region (getting wiped out in a battle), you will return in “dishonor” to the kingdom map only to realize that several regions now have been doomed. You will lose the region and the full campaign if you are defeated inside a doomed region.
The KingsGuard
In the Regicide campaign, we have added a showdown with the king at the Capitol in the final region. By viewing the king's combat traits, you can prepare and set up your team of promoted heroes and legendary equipment for the final fight.
As an endnote, we want to share a few cool moments from Successor. https://youtu.be/DKGOfuw2JMg
Remember to wishlist and follow us to stay updated.
Best regards The Playwood Project Dev Team
Patch Update 0.6.10
Hi everyone
With this patch update, we will again open the Steam Playtest for a while and are looking forward to the feedback from our community who want to try our Successor by themself.
For everyone participating in the playtest, see patch notes for 0.6.6, as this update contains the most significant updates since our latest playtest.
Introducing “take a dip,” a new feature allowing you to push or kick enemies into water, mud, or even lava pools. Being pushed into a deep tile will significantly slow movement, but sometimes also health, like with the muddy pools in the forest inhabited by piranhas that will tear apart anyone in the water.
We have added a Tutorial for more smooth onboarding of new players. However, this is still a work in progress.
Please spend a few moments filling out our questionnaire or joining us at Discord and let us know your thoughts.
Have a nice weekend
Best regards
The Playwood Project Dev Team
Patch update 0.6.6
Hi everyone
We have another major update to Successor with new heroes, battles with more tactical depth, and a new Dregg lord.
Three new playable heroes
Inquisitor An Inquisitor from the Owl of Athena, directly by the high priest. Loyal to the religious organization but often set to serve the interest of like-minded houses.
Druid Child of the forest, devoted to protecting and caring for wildlife and its untainted spirits.
Sorceress Originating from the houses of the north and practitioner of frost magic.
Improved tactical challenges
We also made quite a large update to all the factions to increase the tactical challenge when facing them. These adjustments will be an ongoing development toward the final release.
Grim Legion Skeleton warriors were made slightly weaker. Necromancers can now summon skeletons much faster and can cast life drain. Enforcers have been made slightly more robust.
Havengore Introducing the Shield Guard has a trait that significantly increases the armor of adjected friendlies.
Blackrock Bandits Reworded Assassins who now will shift in and out of combat, always seeking to prey on the weak.
The Dregg Introducing Blighters are now slightly stronger Dregg with the ability to convert itself into a rot hole from where Bloaters will surface. Bloaters sometimes enter a tantrum with the chance to blow up in a poisonous cloud. Lord Goremaw spits poisonous liquids and grabs you with its tentacles.
Calsey They changed their swordsman out with a spearman able to spawn several spiky roadblocks.
Gameplay initiatives
Enemy positions We changed how enemies are spawned and positioned on Battle Boards at the start. This is to avoid situations where the players find themself surrounded.
Faction traits Now you can view unique traits for each faction. However, this is still WIP; not all factions have visible traits.
New abilities You are now able to upgrade the abilities of your promoted heroes.
Environment enemy The tentacles of Goremaw now occasionally appear in the swamp, be careful not to be grabbed by it.
fire Fire now ignites poison clouds and extinguishes if in water.
Community
A huge thanks for all the feedback we get from our community. We are working hard to sort out and prioritize all the points and ideas made and figuring out how to best address them. Our focus for the next few months is to improve the moment-to-moment feel of tactical depth and enjoyment of the battles.
Soon we will begin to run more closed playtesting, so please consider signing up for our newsletter or joining us on Discord, and as always, leave us a steam follow and wishlist ːsteamhappyː
Have an awesome weekend, everyone.
Best The Playwood Project Dev team.
New Steam Scream Event Demo
Hi Everyone We will replace the current demo with Marsh of the Dead for next week's Steam Scream event, a themed challenge event we have created in the best Halloween spirit.
New Demo - Marsh of the Dead Marsh of the Dead plays in just one Large region set in the unfriendly swamp Aloy of Meadows. Here, You must gather a party of heroes, challenge hordes of Undead creatures, and defeat Lord Goremaw, who has taken residence in a cave deep below the surface. Expect the challenge to be hard, with an average playtime of around 25 minutes, depending on how many times the horde of Darkness will devour your party.
Oh, if you haven't tried the Demo we uploaded during the Steam Next Festival, you still have a few days left to try it out before it is replaced.
And as always, remember to Wishlist & Follow to stay updated about future events and the release of Successor.
Have a nice Steam Scream festival & happy hunting The Playwood Project Dev Team
Successor Developer Stream
We are excited to have our Successor Demo as part of the Steam Next Festival and will be running a developer stream playing Successor and talking about the game. The demo is just a tiny game slice, and many cool and essential features are still missing. However, we feel it's time to share what we are working on. In short, Successor is about seizing the crown. As a Lord yourself, you must fight other loyal lordships ruling all the regions in the kingdom and defeat menacing creatures roaming the countryside. On your journey toward the King's citadel, you must promote your favorite heroes under your banner and prepare them for the final battle at the King's Citadel. We will introduce gameplay and talk about our inspiration and direction, but also what is different from Wartile, our former production.
We hope to see you all at the stream.
Wishlist and to stay updated and maybe even join Discord to follow the development even closer.
Best regards The Playwood Project Dev Team
Successor update and Demo available
Steam next festival is here, and we have been working hard to get a demo ready for everyone to try out.
The Demo is just a small slice of the pie, and it's still missing ingredients and all the awesome tasty toppings you would expect. But still, we hope it's great fun, and it should give you an idea of what's coming.
Successor In short It's all about seizing the crown. As a Lord yourself, you must fight other loyal lordships ruling all the regions in the kingdom and defeat menacing creatures roaming the countryside. On your journey toward the King's citadel, you must promote your favorite heroes under your banner and prepare them for the final battle at the King's Citadel.
As usual, we are very interested in hearing your feedback, so please spend a moment answering the short google questionnaire or give us direct feedback from our Discord channel.
Patch 0.6.2 Updates
Promotion It's now possible to promote one Hero when winning a region. All promoted heroes will join under your banner during the entire campaign and be part of your party when you reach the King's Citadel for the final showdown.
Upgrades You can now upgrade skills, traits, and stats on your Lord and any promoted heroes. However, it's only possible to upgrade them for one or two layers in the Demo. UI is still a placeholder.
Furthermore, we have been fixing many bugs and issues and generally improved many other aspects, too many to mention at this stage.
A few bugs mentioned by our community:
The dark creature spawning from an ancient site should no longer bug the whole area.
We have improved the collision on Heroes, where they were sometimes not selected when clicking on them.
We still have some "Null Rewards." We are looking at this issue.
It's now possible to start from one of two regions avoiding the player being forced on a legendary item that is not usable.
We hope you find time to give it a go and let us know what you think of good and bad.
Remember to wishlist and follow to stay updated.
Best regards and happy Steam Next Festival The Playwood Project Dev Team