Swords and Sandals Immortals cover
Swords and Sandals Immortals screenshot
Genre: Strategy

Swords and Sandals Immortals

V 0.4.9.B - Nerfing the Dual Wielding machines

Greetings, mighty gladiators! In today's patch I've done a bit of balancing on the dual wielders - they got a major unfair advantage with strength bonuses applying to both weapons (way more powerful than a two hander!) , so that's been reduced somewhat. I've also fixed a logic bug where your enemy kept quaffing healing potions like there was no tomorrow.

Until next time, Oli

---- BALANCE CHANGES / STAT FIXES ---

  • Increased cooldown of melee attack head/legs/arm/torso to 7 turns
  • Enemy AI cannot gain access to consumable items before AI
  • Reduced total amount of consumables enemy AI can use
  • Increased amount regained by Holy Heal from 20% to 30% of health
  • Increased all base melee weapon damage by 25%
  • Reduced Dual Mastery damage bonus from 10% per point to 3% per point spent
  • Strength bonuses only apply to your main hand weapon and not your alt hand weapon ( dual wielding was too OP!)


--- BATTLE CHANGES / FIXES --

  • Reduced enemy AI's tendency to use health potions especially at low levels


---- MISC FIXES AND CHANGES --------

  • Fixed a bug where items that gave you extra essence didn't always show the essence on your character mini panel
  • You can now leave battle dummy training early but you don’t gain the 10% XP bonus.
  • Changed event triggers so you must meet Halgraxx the Tavern Keeper at least once before he lets you know about using steeds
  • Added Dutch language support ( work in progress, these will grow over the coming months )

V0.4.8.A - Improving enemy AI (slightly) and some new colour tints for armour!

Hey gladiators! Just a small patch today, mainly improving enemy AI, fixing some more bugs in the talent point system and changing some base colours for enchanted items. Your character's may look a little visually different after this patch because I've changed how the game tints armour.

Later this week I will start on the 'special skills' for each species!

Cheers all, Oli

V0.4.8.A Patch Notes

---- BALANCE CHANGES / STAT FIXES ---

  • Lowered threshold for XP for levels 1-5 meaning you should level up after each battle, at most after 2 fights so you are at least level 4 or 5 when you fight Huge Charles


--- BATTLE CHANGES / FIXES --


  • Increased chance of enemy gladiators owning and consuming potions
  • Enemy AI improved slightly with their decision making. Still more work needed on this


---- MISC FIXES AND CHANGES --------

  • New studio remastered version of the Overthrone's heavy metal tracks for Arena Champion tracks. Huge thanks to the band!
  • Fixed a bug where you could not upgrade talents that were enhanced by magic items
  • Changed color tint shader for many enchanted items. Your own item gear may look different after this patch but colours should remain the same through the rest of Early Access.
  • Renamed the Immortals suffix on items to Ancients ( already an armour set called Immortals)

V.0.4.7.B - Elemental spells rejigged and new random magic gear in shops!

Hey gladiators! Patches have been arriving at a pretty rapid rate over the last few weeks as I work to improve, balance and bugfix the game. Since it's a long weekend here in Oz, we won't see any new patches until probably Tuesday of next week, so hopefully this one is pretty stable.

A lot of tweaking of skills and a few experimental things in this patch, most noticable the reworking of elemental skills (fire,frost,lightning etc). From here, they will not be very powerful when you buy them with low intellect, but as your int scales, so too will the damage they do. Higher tier spells like Fireball III, IV etc will scale significantly. This will probably need a bit of tweaking but I think it's a fairer system.

Also in this patch, a lot of new random items will start appearing in the shops. Previously only gear whose base armour/weapon level was near yours would appear in the shop, but that doesn't make for much variety of weapon / item use, so I've now made it so now items of lower levels (earlier armour or weapons for example ) can appear in shops with higher damage / armour value and enchantments.

Some of these items will still be pretty low level or inferior to what else is available but they provide interesting and cheaper options for gladiators while shopping.

Enjoy!

Oli

---- BALANCE CHANGES / STAT FIXES ---

  • Redid how elemental spells (fire/lightning etc) cause damage and use essence (experimental, may be too OP.) They now start off not very powerful but scale greatly with intellect and also with the tier of the Elemental spell.
  • Greatly reduced the essence cost for walking - it is linked to Agility so high agility builds were being punished unfairly. (Higher agility still means walking will be more expensive as you walk /jump further, but it will not be as noticeable at all
  • Reduced the essence cost for firing bows greatly.
  • Bloodpact returns 50% of essence when used (up from 33%)
  • Increased Sluggish's hit chance from 50% to 75%
  • Changed Aria of Respite's Essence return to 40%
  • Stupify and Repugnus now lower enemy stats by 20, not 10
  • Knight's Heart of Valour now triggers at 20% instead of 10%
  • Two handed weapons now scale at 2.1 down from 2.5 damage (over regular weapon)
  • Switch Weapon was moved down to become a tier 2 skill
  • Reduced movement per agility point by 25%


--- BATTLE CHANGES / FIXES --

  • The training dummy's base stats now go up by +2 per character level your gladiator is on to make training a bit more realistic.
  • Changed the colour of frozen gladiators to a lighter blue
  • You can no longer use Aria of Respite while Essence Shield is on ( to fix an exploitable infinite essence loop)
  • Whirlwind now moves you forward at a larger rate, covering more distance when attacking.


---- SHOP FIXES CHANGES------


  • Bows and polearms are now available in shops from level 3 onward ( down from level 6). All bows/polearms have been level scaled down a little.
  • Improved item range available at higher levels. You will now start seeing enchanted versions of lower tier gear for sale. It is often not quite as powerful as higher tier armour/weapons but may be valuable.
  • Increased the amount of items for sale in shops
  • Renamed Legendary armour to Seraphim armour


---- MISC FIXES AND CHANGES --------

  • Fixed a bug with characters gaining talents from multiple classes
  • Fixed an exploit with mini adventures on the overworld map
  • Fixed a typo in the Shield Block duration
  • Fixed a bug where pressing RESET TALENTS button after resetting your talent allowed to potentially leave the talent respec area without resetting your talents. (This button is now hidden once respec is complete.)
  • Cleared Training Dummy's skills and talents so they have none.
  • Fixed an exploit where you mini-adventures respawned too often

V0.4.6.A - Fixes for "item swapping between battles" bug and more balancing!

---- BALANCE CHANGES / STAT FIXES ---

  • Fixed a bug where higher level guitars had the same base damage as low level guitars. More guitar artwork is to come, right now they all look similar to Strats. All guitar melee base damage has been lowered.
  • Reduced the base hit chance of all elemental spells (fireball, lightning bolt etc) from 40 to 30.
  • Increased two hand weapon's damage scaling from 1.4 to 2.5 ( experimental, let's see if it's too OP)
  • Shield Block is now a learnable level skill purchasable from the Training Dummy (requires a shield)


--- BATTLE CHANGES / FIXES --

  • Fixed a bug where frozen gladiators could be enraged, pushed and intimidated etc. Basically when frozen solid now, they are a lump of heavy ice and can't be moved.
  • Fixed up hand position for holding bows


---- SHOP FIXES CHANGES------

  • Increased the chances of finding runes and blueprints in shops. You can't use them yet but they'll be useful soon
  • When you reset your talents, all other buttons will now disappear until you have assigned all points ( so you can't accidentally leave with unspent points)
  • Removed 'Favourite Icon' (the little star) from inventory items as it wasn't clear enough to users how it worked and I've replaced it with an automated system (see Misc changes)
  • You cannot re-purchase potions or food you have sold back to vendors anymore. It's a food safety thing.
  • Removed yellow tint from recently sold items as it looked ugly.
  • Fixed a bug where certain high level steeds were slower than lesser steeds
  • Increased the price of Steeds


---- MISC FIXES AND CHANGES --------

  • Fix the bug where certain weapons or shields were unequipped after fights. Whatever weapons you start with at the beginning of a fight are restored to you at the end.
  • Changed label text for Training Dummy when doing battle
  • Champion titles now show during battle

V0.4.5.A - Buying back items from shops after selling them!

Hey gladiators, just a small patch today as I had a bit of a busy day in the 'real world'! The major thing with this patch is the ability to buy back items from the shops after selling them (much requested!). Tomorrow I am going to look at weapon switching issues that have been reported.

Cheers all, enjoy!

V.4.5.A Change Log
---- BALANCE CHANGES / STAT FIXES ---

  • Bard talent Aria of Respite now has a zero essence cast cost and gives back 33% essence.
  • Removed bonus character difference level hit chance as it was too hard to explain.
  • Strength now boosts physical weapon damage by 2 instead of 1 ( to make melee builds more powerful)


--- BATTLE CHANGES / FIXES --

  • Fixed a visual bug where legs disappeared after a decapitation (lol)


---- SHOP FIXES CHANGES------

  • You can now 'buy back' items from the shop if you sell them and change your mind. Just go to the shop you sold your item and search by "ALL" to buy your item back. These items will have a yellowish background and an asterix before and after their name.


---- MISC FIXES AND CHANGES --------

  • Added 'Shops Restock' counter to Doomsday info panel at the battle caravan so you can see how many days until shops get new items without going to the campfire
  • Fixed a bug where Juggernaut showed your height as smaller in the Vital Stats panel
  • Fixed a bug where unavailable talents did not appear greyed out
  • Talents gained from enchanted items appear in green text on the talents panel
  • Removed Done button from Training, meaning you must complete training to gain bonus XP per day.
  • Added extra sounds when limbs lost
  • Added "artwork coming soon" text for towns with missing art sketches

Patch V 0.4.3.A

Hey gladiators, welcome to today's patch, which was mainly about attempting to fix the 'enchanted items in shops are removing talent points' problem that has plagued us this week. I totally reworked how the talent point systems work so I am really hoping this solves it, or at least gets us closer.

Try it out, you *may* find your gladiator needs to reset their talents at the enchanter to regain the ones you may have lost in earlier builds.

It's almost the weekend now here in Australia, so not much will happen over the weekend but expect a massive week of patches and updates next week, my friends!

Cheers, Oli

---- BALANCE CHANGES / STAT FIXES ---


  • Further reduced the XP needed to gain levels at levels 10+
  • Increased damage of Ghost Strike
  • Fixed a bug where Boundless Energy did not consume any essence upon cast


--- BATTLE CHANGES / FIXES --

  • Enemy gladiators can no longer use items like potions while immolated
  • Fixed a bug where you could drink potions in battle that were higher level than your own


---- MISC FIXES AND CHANGES --------

  • **REWORKED** how talent systems work to fix the ongoing buy/sell enchanted items causing talent points to be gained and lost. This
  • should* work now going forward but you may have to reset your talents at the enchanter to regain them all again if you've lost them on your journey in the past.
  • Fixed a bug where language preferences were not being saved for users
  • Added manual save game button at the Battle Caravan ( bottom left corner of the screen )
  • Reduced cost of resetting talents at the Enchanter
  • Set Helmguard Terrain to Tundra
  • Switched the arenas at Sharpsdale and Helmguard
  • Fixed bug where the wrong armour value sometimes showed in character mini bar
  • Fixed a bug where talent costs were erroneously being discounted (gold items only, not star items, get discounts)
  • Fixed some translation issues in the French version of the game
  • Reduced font size on Primary Stat selection panels

Patch v.0.4.2.A

---- BALANCE CHANGES / STAT FIXES ---
• Rogue's Blood Pact skill essence cost reduced to zero
• Reduced XP level costs significantly to reduce grinding at higher levels
• Reduced the value of gladiator power scores to line up with the new XP system
• You now gain still gain XP rewards when fighting Regional Champions lower level than you
• Increased essence recovery on rest
• Reduced essence cost of using skills

---- MISC FIXES AND CHANGES --------


  • Added a Back Button to 'Ready To Go' panel on Title Screen if not 'ready to go'
  • Restored missing Doomtrek portal picture at the battle caravan
  • Fixed missing portrait icons for Eldor Hathians and Sagan Blobs
  • Fixed a bug where some superior potions did not provide the correct buff
  • Fixed a bug where some female species gladiators had limited height selection options
  • Fixed a bug where you could not reach the towns of Helmguard or Arkmagius
  • Fixed a bug where Arkmagius Arena showed Emperor Cygnus as champion instead of the assigned Regional Champion
  • Fixed a missing string in the Kaliedopope's name tag
  • Fixed an exploit where gladiators
  • gained* stars instead of losing when entering Doomtrek
portal (lol)

  • Fixed a bug where gladiators kept getting extra talent points from items on level up
  • New enemy gladiators are now generated each time you leave town for the overworld.


---- SHOP FIXES CHANGES------

  • Fixed a bug in inventory panel where clicking an item higher than your level would grey out the button so you couldn't equip your regular items until your exited and returned to the panel

Big Patch V0.4.1.A , the "Encamp" bug has been slain and sent to the abyss!

Hey everyone, I tried to roll this patch out two days ago but then encountered some absolute game-breaking issues which totally threw me. Many users would play the game only to have it crashed when they reached the first town. Others would crash when they rolled a dice. Others yet would crash when they camped at night.

After two days of investigating ( and the worst of it was, it worked on my machine, my wife's machine, a few other friend's test machines etc ) I finally realised it might be a Windows 11 thing. So last night, I put the kids to bed, drove half an hour to go visit my mum, borrowed her laptop, installed Godot and the game and then started debugging into the night and today.

Turns out, there was an issue with Godot and Windows 11 - mainly to do with fonts but also file name inconsistencies. Who knew, right? Anyway, I have had confirmation from several users now that the game now works for them, so I sincerely hope this patch fixes this all for you guys and I can continue to get on with patching the actual 'game stuff!'

Today's patch by no means covers all the bugs and suggestions I've seen on the forums so far ( by the way, thank you for all your awesome feedback! ) but it's an inroads into fixing stuff and improving gameplay!

There'll be another update soon focusing on combat AI , enemies skipping turns and so on, but keep your bug reports and suggestion coming as they make a huge difference! Thank you!

Below are the latest patch notes for 0.4.1.A and the mega patch 0.4.0.B.

Cheers, Oli

V 0.4.0.B ( May 30 2022):

---- MISC FIXES AND CHANGES --------

  • Fixed the
  • GAMEBREAKING* crash that occurred when you visited a town after creating your character on some machines. This was an absolute battle to track down and fix but it should be working now. I believe it was to do with certain combinations of Windows machines and graphics cards.
  • Fixed a crash where the game exited when you rolled the dice. (Related to the campfire crash, in addition was a scene with a large font that got corrupted. Might have been the Malevolence at work)
  • Fixed a crash at the Grand Champion introduction - related to the large font issue aboves.
  • Fixed a crash that sometimes appeared when upgrading stat points
  • Fixed a crash that sometimes appeared after defeating a champion who offered charisma as a reward
  • Set graphics GLES version to GLES 3 by default ( fall back to GLES 2 ) . On very old graphics cards you may not see some textures, particles or glow effects.
  • Some memory optimizations to hopefully reduce crashes on older machines
  • Added game version number to settings screen
  • Temporarily changed the font on the '300 Days countdown' and D20 Battle Dice until a fix for large fonts is resolved
  • Shortened mini-stats popup rollover in combat so you can still press 'DONE" after a battle.
  • Fixed a bug where character HP in the red health bar still showed above zero after death
  • Fixed a bug where Ice Storm spell was showing up as Ice Shard III
  • Various story typo fixes


---- BALANCE CHANGES / STAT FIXES ---

  • Fixed a bug where gladiators stuck on the final day would appear in Doomtrek and not trigger the endgame.
  • Attack stat now increases Magic and Sonic hit chances


V 0.4.0.B ( May 30 2022):

---- BALANCE CHANGES & STAT FIXES ---


  • Strength now effects ranged damage ( makes sense the stronger you are the faster your arrow might fly )
  • Agility no longer effects ranged damage but increases Spell Hit Chance ( the more deft your fingers are , the more effective your spells )
  • Intellect no longer affects Spell Hit Chance but improves total essence (at half the rate stamina does)
  • Stamina now reduces your chance of falling off cliffs when pushed ( you have more 'will' to stay alive )
  • Fixed a bug where Wizards were getting +20% extra health instead of %20 extra essence through Magical Veins
  • Reduced the amount of essence you get each level but increased per stamina ( to make stamina more important)
  • Increased the essence cost of using skills ( slightly for physical, significantly for magic / sonic)
  • Increased the movement / jump distance per Agility point by 50%
  • Fixed a bug where the Unyielding talent made you take double damage instead of half ( ouch !)
  • Fixed a bug where resetting talents while dual wielding would allow you to keep the weapon in your alt hand equipped
  • Removed scaling damage modifier on special skill damages
  • Reduced base hit chance of elemental spells (fire/frost/lightning/necrotic/poison) by 20%.
  • Increased cooldown time on these spells from 6 to 7 turns.
  • Reduced hit chance of fart and burp hit chance by 10%
  • Set cooldown time on all class specific skills to 5 turns.
  • Changed algorithm for armour values to better represent armour item levels


--- BATTLE CHANGES ---


  • Fixed a bug where character pose animations did not play on the Spirit screen ( Inspired/Stressed)
  • Fixed a bug ( exploit! ) where CPU gladiators could use skills even while electrified
  • Fixed a bug (exploit! ) where CPU gladiators could use items even while immolated
  • Fixed a bug where casting certain spells while too close to your enemy ( Spiritual Hammer etc ) would miss your enemy and cause the game to stall


---- SHOP FIXES & CHANGES------


  • Fixed a bug where unequipping items that gave you bonus skills/talents actually removed talent points each time ( no way to recover these for pre-existing gladiators but you can reset all your talents at the enchanters )
  • You now must unequip your item before selling it in shops. Press Unequip first, then Sell
  • You can now Equip/Unequip items on the same panel without clicking on the listed item again
  • You can now buy items (but not skills) above your level. You cannot equip/use them in battle yet, but this way you can at least purchase and stash them for future use.
  • Items above your level now show up as red on inventory screens.
  • Doubled the average amount of items available for sale at any one time at the shops
  • Fixed a bug where the wrong (or equipped) item would be sold when players sold items at the shop (eek!)


---- MISC FIXES AND CHANGES --------


  • Added very basic MPAA antialiasing to the rendering. If this causes many issues I will find a way to make it optional as a graphics setting. More graphics options (resolution, scalable window etc) are coming!
  • Capped the game at 60FPS as some game timers are tied to this FPS and if it goes over, funny things happen.
  • Fixed a bug where gladiator's current essence was showing as zero in the character panel when in town
  • Fixed a bug where the game would crash if reloading when day reaches zero
  • New music for the Gallowstones and Hallanfall Arenas
  • Fixed a bug where music would not play at Messeth Arena
  • Reduced the change of thunder in stormy arenas by 50%
  • Reduced the default volume of many ambient background sounds by 50%
  • Fixed a visual glitch on the mines arena at Klerg (background/foreground item layers)
  • Fixed a visual glitch at Falsewood's stone forest arena
  • You no longer receive bonus stars on level up
  • Smoothed the transition animation in and out of shops
  • Dungeons and Observatories now have padlocks and appear orange, with an 'Under construction' message when you click on them. You can still travel to them because they can be used as 'waypoints' to discover other towns etc.
  • Fixed a bug where leaving a shop quickly would sometimes throw an error (potential crash)
  • Fixed a bug where resting at the campfire on the final day would not trigger the proper end game story sequence ( instead taking you to the arena to fight some random! )

Patch 0.4.0.B arrives ( and an end to those thieving shopkeepers!)

Hey everyone, here's the first of the many rolling updates planned for Swords and Sandals Immortals.. Today's patch by no means covers all the bugs and suggestions I've seen on the forums so far ( by the way, thank you for all your awesome feedback! ) but it's an inroads into fixing stuff and improving gameplay!

There'll most likely be another update in the next day or two focusing on combat AI , enemies skipping turns and so on, but keep your bug reports and suggestion coming as they make a huge difference! Thank you!

Oli

V 0.4.0.B ( May 30 2022):

---- BALANCE CHANGES & STAT FIXES ---


  • Strength now effects ranged damage ( makes sense the stronger you are the faster your arrow might fly )
  • Agility no longer effects ranged damage but increases Spell Hit Chance ( the more deft your fingers are , the more effective your spells )
  • Intellect no longer affects Spell Hit Chance but improves total essence (at half the rate stamina does)
  • Stamina now reduces your chance of falling off cliffs when pushed ( you have more 'will' to stay alive )
  • Fixed a bug where Wizards were getting +20% extra health instead of %20 extra essence through Magical Veins
  • Reduced the amount of essence you get each level but increased per stamina ( to make stamina more important)
  • Increased the essence cost of using skills ( slightly for physical, significantly for magic / sonic)
  • Increased the movement / jump distance per Agility point by 50%
  • Fixed a bug where the Unyielding talent made you take double damage instead of half ( ouch !)
  • Fixed a bug where resetting talents while dual wielding would allow you to keep the weapon in your alt hand equipped
  • Removed scaling damage modifier on special skill damages
  • Reduced base hit chance of elemental spells (fire/frost/lightning/necrotic/poison) by 20%.
  • Increased cooldown time on these spells from 6 to 7 turns.
  • Reduced hit chance of fart and burp hit chance by 10%
  • Set cooldown time on all class specific skills to 5 turns.
  • Changed algorithm for armour values to better represent armour item levels


--- BATTLE CHANGES ---


  • Fixed a bug where character pose animations did not play on the Spirit screen ( Inspired/Stressed)
  • Fixed a bug ( exploit! ) where CPU gladiators could use skills even while electrified
  • Fixed a bug (exploit! ) where CPU gladiators could use items even while immolated
  • Fixed a bug where casting certain spells while too close to your enemy ( Spiritual Hammer etc ) would miss your enemy and cause the game to stall


---- SHOP FIXES & CHANGES------


  • Fixed a bug where unequipping items that gave you bonus skills/talents actually removed talent points each time ( no way to recover these for pre-existing gladiators but you can reset all your talents at the enchanters )
  • You now must unequip your item before selling it in shops. Press Unequip first, then Sell
  • You can now Equip/Unequip items on the same panel without clicking on the listed item again
  • You can now buy items (but not skills) above your level. You cannot equip/use them in battle yet, but this way you can at least purchase and stash them for future use.
  • Items above your level now show up as red on inventory screens.
  • Doubled the average amount of items available for sale at any one time at the shops
  • Fixed a bug where the wrong (or equipped) item would be sold when players sold items at the shop (eek!)


---- MISC FIXES AND CHANGES --------


  • Added very basic MPAA antialiasing to the rendering. If this causes many issues I will find a way to make it optional as a graphics setting. More graphics options (resolution, scalable window etc) are coming!
  • Capped the game at 60FPS as some game timers are tied to this FPS and if it goes over, funny things happen.
  • Fixed a bug where gladiator's current essence was showing as zero in the character panel when in town
  • Fixed a bug where the game would crash if reloading when day reaches zero
  • New music for the Gallowstones and Hallanfall Arenas
  • Fixed a bug where music would not play at Messeth Arena
  • Reduced the change of thunder in stormy arenas by 50%
  • Reduced the default volume of many ambient background sounds by 50%
  • Fixed a visual glitch on the mines arena at Klerg (background/foreground item layers)
  • Fixed a visual glitch at Falsewood's stone forest arena
  • You no longer receive bonus stars on level up
  • Smoothed the transition animation in and out of shops
  • Dungeons and Observatories now have padlocks and appear orange, with an 'Under construction' message when you click on them. You can still travel to them because they can be used as 'waypoints' to discover other towns etc.
  • Fixed a bug where leaving a shop quickly would sometimes throw an error (potential crash)
  • Fixed a bug where resting at the campfire on the final day would not trigger the proper end game story sequence ( instead taking you to the arena to fight some random! )


We are now in Early Access!

Greetings, mighty gladiators and friends.

I am thrilled to announce Swords and Sandals Immortals is now live and available to play in Early Access!

It's been a hectic road to get here ( in a relatively short development time of around 18 months) . Juggling a pandemic while raising a baby and a toddler ( who are now two and four years old - listen carefully as they are the voices for the Sagan Blobs in the game! ) made for chaotic times.

When Covid hit Australia, we spent months in lockdown, my wife and I taking turns to look after the kids while the other worked. A ton of late nights. Chronic lack of sleep made it hard to focus, all while learning a new game engine ( Godot ) and programming language (GDScript ) as well as trying to tackle the biggest game of my career as a solo developer.

I'm sure this sounds familiar to a lot of you, it has been a challenging few years and no doubt there are more to come. So, I think it is really important to celebrate little victories in your life, such as the launching of a project like this. And I hope you are celebrating little victories in your own lives and finding joy in the quiet minutia of everyday life. I wish you all the health and happiness in the world.

What to expect from this Early Access Build?

When I set a launch date of May 27, I was pretty sure the entire game would not be ready by then. No game is ever truly finished - hence Early Access. I want to assure you all I will be updating this game tirelessly. Every day, if I can. Expect new builds, balances, bugfixes, expansions and improvements over the months of Early Access - I will be watching closely and listening to your feedback.

Right now, you cannot yet finish the game. You'll get an ending, of course - after 300 days, the big baddie Starbound Gladiator arrives to destroy the world, but because I haven't finished all 36 Arenas and 12 Grand Champions, you cannot rise to the rank of Great Sentinel and challenge them.

Currently I'm on 7 of 12 Grand Champions in the game. All arenas are built, but there are still about 15 Regional Champs still to build too. We're probably looking at about 6 weeks for that to happen, it entirely depends on art now as I need their armour sets and some high level weapons for them!

A big one on the list is multiplayer. I've been working with a great developer from Canada on this, and we've made some real progress on this. We have lobbies built, you can challenge enemies and even enter the arena to fight each other. Next step is actually getting the battles working themselves. Good news is this development is happening in parallel with the main game dev. If you played Swords and Sandals III, this will be a LOT like that multiplayer. We can expect to see something on this later this year for sure.

Also still to come, dungeons. These are a pretty major major addition to the game and won't come for a little while after that. It's basically the 'roguelike' component of the game. If you've ever played Swords and Sandals V or indeed any top down roguelike, you will know what I'm talking about. These will be pretty simple map dungeons, we're not talking the complexity of ADOM or ToME here, but still should add a lot of flavour and adventure opportunies to the game!

There are also a bunch more arena mechanics to add to the game. Stuf like tag-team battles ( enemies tag in and out so you have to fight 2 v 1 etc ), arenas with spike traps, special rules ( no-lightning magic arenas etc ) and more. I'd love to have a bunch of these mechanics to really play with the formula and break up the arenas so there is a lot more variety in your travels.

These arena mechanics will actually happen pretty quickly. They'll be one of the first things I tackle from next month (June) so don't stress if you feel like the arenas are a bit monotonous right now, I will be adding some spice into them !

There are also observatories coming, where you can interact with the robotic Automatons in an attempt to slowdown the Starbound Gladiator's invasion. Basically you'll be able to do quests (mini adventures) to try and enlist aliens, black holes, stellar events, to slow down their progress and give you more time. You will even be able to challenge the Automatons to battle to possibly gain powerful equipment.

Finally, there are more races, classes , species skills and more 'stuff to do' on the overworld map planned. (Mining, fishing anyone?) As you can see , that's a big list, and it will take as long as it takes - but I do hope to get everything ready by the end of the year. If you know me, you know I am a developer of my word and I stick with things - progress happens fast in the S&S world!

Cheers all, thank you for your support and for being fans of Swords and Sandals over the years - without you all I would not be in this extraordinary position of working on these games for a job. You've made my dreams come true, and I hope this game lives up to your expectations (and the nostalgia of the past).

I wanted to also please ask this small thing of you - if you enjoy the game, please give it a review. Early reviews massively help with visibility of the game and help to spread the word to other gamers that they might enjoy the game. You have my thanks!

For those who have read this far, I would like to offer you this secret key to type into the game for a small reward. (Go to the Weaponsmith and find the 'Enter Code' button), and then type in:

RAARGH

And you shall be rewarded :)


I salute you!
Oliver Joyce
Whiskeybarrel Studios