This is our Early Access roadmap. We wanted to post this early so that people know what to expect. Please note that plans do change, and this is a plan. We're not setting exact dates here either, since those can move a bit, but the timeframe is 2-3 months for the whole plan. This plan describes what we are planning after the Early Access release. We may also update this roadmap as we go - at this point it's an outline describing major features, but it will gain detail as we go.
At the time of writing the Early Access launch has not happened yet and but we will announce the Early Access launch date soon.
The Early Access version will contain the first chapter of the game and related achievements, enemies, items, units and secrets. Each major update will present new enemies, units, achievements, items and secrets.
First we'll fix any bugs & issues we didn't discover during the beta testing phase. Even though we do a lot of testing beforehand, there's always something to fix. This will happen quickly after the release.
Part 2 will be playable
New Units: Mummy, Hierophant, Scorpion, Wolf
Part 3 will be playable
New Units: Wraith, Lich, Skeletal Mage, Polar Bear, Giant, Shaman
Necrodome: Test your horde against an endless stream of living.
Part 4 will be playable and the campaign can be completed
New Unit: Death Knight
NecroAnvil: You'll be able to do some crafting by combining items.
New Game Plus will be playable
Final achievements
Localizations
The game has all the planned features.
In between the large updates there'll be some amount of smaller updates fixing all kinds of stuff.
Undead Horde 2 Videos
Late last week we started the "streamer phase". It's a phase where we feel the game is solid enough to be offered to streamers to play. This usually happens right before the Early Access release. And yes, we'll announce the Early Access release date soon too.
In any case, here's a collection of videos so far if you want to take a look at some more in-depth gameplay:
Banshee's screams will tear through your soul whenever you hear them. This weaponized scream is an effective aoe weapon too. In addition you can raise units faster when banshee's are tagging along with your group.
In other news, we're doing some closed beta testing before the streamer phase. If you're interested, sign up here for beta testing opportunities: https://eepurl.com/iaZvFX
Player Units: Introducing the Zombie
We'll be showcasing some player units on a semi-regular basis. Today we're introducing the Zombie.
Zombies regularly act as tanks in your horde. They have high hit points but on the other hand they're much more expensive than skeletons.
Many player units also have some special abilities. Zombies will increase the hit points of your whole horde while they're part of your group. This adds t to their "tanky" nature. The increase depends on the number of zombies and on the level of the corpse house. Every unit belongs to a house, which houses similar units.
Zombies are unlocked quite early in the game and using them is one way to take on the next tier of enemies.
Development Update
So, we finally published the Steam page for Undead Horde 2: Necropolis. Welcome! We wanted to show a lot of varied game content from our different environments before going live so it took us until early September to reach this point. I'll start our updates with a brief history of the project and where we are at this point and what we're doing next.
Undead Horde is our second best selling title to date after DYSMANTLE, so making a sequel has been on the table for some time. Also, after many of us working over four years on DYSMANTLE (and some of us are still working on DYSMANTLE) and after releasing Skeletal Avengers, we wanted to do a project which we could finish in a bit over a year or so. With this background we decided it would be a suitable time to continue the Undead Horde saga a bit!
In early 2022 we started working. The goal was to create a game which is definitely Undead Horde, but with enough changes to offer something fresh.
There are three major differences with UH2 compared to UH1. I'll outline them here so you know better what to expect.
The first major difference are the raise mechanics. In UH1 you could raise only the exact unit you just killed. In this game we have something called the "Raise Wheel". You can assign 1-5 units onto the wheel and then decide on the go which unit you want to raise from enemy remains. Enemies leave behind remains which are the source of your undead warriors.
The second major difference is the game hub. In UH1 it was called the crypt but in UH2 you get a whole city called Necropolis. In the beginning the city is razed by the living. In the process they also capture all the denizens into soul jars and take them back to the lands of the living. These were just some innocent souls frolicking happily in the Necropolis after their death. However, the living invented this thing called Soul Jar which they use to capture the souls back. The souls are not happy for this: Who would like to live in a jar for all eternity.
In any case - the player's goal is to rebuild the Necropolis and bring back its denizens. Each additional denizen can be assigned to a building which can yield various benefits like new abilities, perks or stat bonuses. They also make the city more lively as they walk around.
The third major difference is connected to the first. Since the connection between the raised unit and killed unit is broken, we are now able to create a unique set of minions for the player. There are over a dozen types which are all unique. They include your standard skeletons but then extend to more exotic units like hierophants, liches and death knights.
So those were the three major differences. There are more, but these are the most obvious. They make the game feel fresh as even the core gameplay changes a bit when you can decide which kind of undead you raise instead of just mirroring the enemy throughout the whole game.
Currently we're working on polishing the first chapter on the game and and some parts of the second and third chapters. This will most likely be the extent of our early access release. We'll be looking for alpha testers in the near future, so stay tuned for that and join our discord for all the latest 10tons gossip: https://discord.gg/10tons