A couple of weeks ago we started a competition: we wanted to see what sort of maps and scenarios the players could create with the in game editor. We weren't disappointed! In fact, several of the maps which were submitted are impressive and stunning to look at.
Picking a winner wasn't easy. Many of these maps and scenarios were very well planned and executed! But all competitions must have a winner. After a long discussion and a lot of coffee, the Straylight team reached a decision:
VM's Gaming is the winner, with his Fallen Imperial City scenario! Congratulations!
He'll receive a nice set of painted Games Workshop miniatures: either Space Wolves or Orks - his pick!
We'd like to thank you all for your contribution - we really appreciate your enthusiasm and your dedication. And remember to check your e-mail please, we have a small surprise for you :) we are also looking forward to sharing these maps with everyone interested in playing them. It's something we want to do. We'll also tell more of those scenarios, soon, so stay tuned!
In the meanwhile, work on Sanctus Reach continues. The team is extremely focused on improving the game. Work in progress, but expect news very soon. I'm sure you'll all like what is coming.
Twitch Stream live today!
Hi everyone!
We have the pleasure to announce that today we'll run another Twitch stream. This time it'll be the Orks! Agrippa will lead his horde of Greenskins and hopefully give a beating to those pesky Space Wolves, in the name of Gork and Mork.
Will he be brutally cunning or cunningly brutal? Who knows. What I know is that Straylight will be there to answer all questions and give a few details on the upcoming patch and among other things we'll also show the editor.
So don't miss it, watch it live today Friday February 17h at 5 pm CET / 4 pm GMT / 11 am EST only on https://www.twitch.tv/slitherinegroup
How to use the editor and a CONTEST!
One of the most interesting features of Sanctus Reach is the possibility of shaping your own dream battlefield with the immediate editor which comes with the game.
Watch this extremely useful tutorial video made by Mark from Straylight - an essential watch if you want to master the game editor!
https://www.youtube.com/watch?v=myAFhnOv10g
You're going to need all your editing skills and knowledge if you want to win our contest: make your own custom scenario and send it to us. We will pick the best designed scenario and the winner will receive a box of pro-painted Space Wolves or Orks miniatures!
That's it, you heard it right. You have a chance to win some awesome Citadel models. You'll have time until March 1st to submit your custom made scenario to us.
Editor contest
Make your scenario and send it us before March 1st.
Instructions are:
1. Download this campaign and extract to My Documents > My Games > Sanctus > Campaigns
2. Rename the folder to the name of your Campaign (with no spaces!)
3. In the newly renamed folder, go into Text1 and Change the Campaign Name and Campaign Description lines to you desire!
4. Open up the Editor
5. Select your Renamed Campaign and create a new scenario
6. Make your level!
7. Use the Sanctus Squad Names Plugin and attach a name to each Space Wolf Units
8. Save their Level using the save button
9. When finished, Zip up the Campaign folder you renamed and send it to albertoc@slitherine.co.uk
We'll pick the winner and he or she will have the choice to receive either a box of Space Wolves or Orks miniatures, already assembled and painted and ready to be employed on the field of battle!
Don't miss this amazing opportunity to leave your mark on Sanctus Reach and win a lot of Games Workshop miniatures!
Twitch stream announcement!
More news for Sanctus Reach!
This Friday on February 10th we're going to host a special live Twitch Stream!
https://youtu.be/z5f5voPsgbc
Agrippa Maxentius is going to face the orkish hordes in the Death or Glory mission! Live at 5pm CET / 4pm GMT / 11am EST, only on http://www.twitch.tv/slitherinegroup.
Sanctus Reach gets a major update!
Sanctus Reach gets a major update today!
The team is working hard on the game, and we're making use of the ton of feedback the community gave us.
This update focuses on a much better force selection phase - you now get a much greater choice of units on the force selection screen. You will get far more of your upgraded units and in general much more choice. It also comes with a lot of balancing done and many improvements to the AI. And did I mention that you now have much more freedom with camera movements, and that it's now possible to destroy wrecked vehicles?
As we've said, work continues with Sanctus Reach. We're planning to make the game better and better and release new content, so expect news soon!
One last thing: we'll be running a very special Twitch Stream on Friday February 10th at 5 pm CET / 4 pm GMT / 11 am EST on our twitch channel at https://www.twitch.tv/slitherinegroup . Don't miss it! Straylight studio will be there and will answer all questions!
Online battle next week! Lionheart vs Valrak
While we are busy improving the game, others are busy playing!
Among them, two of our favorite streamers, Lionheartx10 and Chapter Master Valrak, who will face each other in an epic confrontation.
https://www.youtube.com/watch?v=3eZlOxs_qgs
Who will prevail?
We will upload turn after turn and show you how the clash is proceeding.
Sanctus Reach Patch 1.0.2
Hello everyone!
We're pleased to announce v1.0.2 has officially released. Your game will automatically update.
The full change log is below.
v1.0.2 – January 25, 2017
• Reaction Fire has been heavily revamped. There AI was originally trying to save shots for the best targets but this sometimes resulted in it not reacting when it felt like it should. It now should always shoot.
• Hollow Hills Difficulty – the player has been given additional units to take on the Battlewagon and the Battlewagon has had its stats reduced.
• Hollow Hills has had a turn limit of 20 added to prevent it being farmed.
• Unit challenges and voice over play simultaneously with their combat animations so there is no delay when they open fire, speeding up the pace of the game.
• Firing animations have been sped up so that the pace of the game improves.
• We have added one new small map for multiplayer.
• The crash in the editor when creating a new campaign has been fixed.
• A bug where the shroud was not shown in overhead “M” hot key map view is fixed.
• The Ork unit icons have been modified to make them more visible when zoomed out.
• A bug where the AI would sometimes deploy its units on the wrong side of a barricade and become trapped has been fixed.
• A bug where tooltips were shown on shrouded tiles, giving away the position of enemy units has been fixed.
• A bug where the Gorkanaut could shoot and destroy itself when targeting terrain has been fixed.
• A bug where the Gorkanaut did not react to enemy units has been fixed.
• The Gorkanaut’s melee attack has been upgraded to area effect so he can more easily kill sqauds of weak infantry, similar to the Imperials Knights stomp.
• Skirmish force selection has been adjusted to try and make the forces fairer.
• The camera has been adjusted so that its easier to get to the corners of the map. There were times when the camera could get locked and it made selecting units and seeing the action difficult.
• Edgil Redfist was gaining the wrong ability. He now gains Frost Rage.
• The AI was targeting the players Melta gun units excessively. This has been toned down.
• The Battlewagon has had its accuracy reduced as it was over powered.
• The AI was unable to deploy units from a “Broken” transport – i.e. one with low morale. This is now fixed.
• There was a delay at the start of the AI turn when there are a lot of units. This has been fixed and removed.
• Melee attacks against vehicles were always using frontal armour. They now use the appropriate facing for the unit.
• Some users were missing large parts of the UI and we’ve added some tips in mission 1 to encourage the user to check out these features, so they better understand the game.
• The editor now defaults to advanced mode, which allows you to place multi tile objects by default. Basic mode is still available but its now clearer what is going on.
• Acid Woods and Lost Hills Multiplayer maps have been rebalanced to make them fairer. The Orks were under powered.
• Various spelling mistakes fixed
The previous patch can be found here:
http://steamcommunity.com/app/502370/discussions/0/141136086935355038/
Future plans for Sanctus Reach
Sanctus Reach released less than two weeks ago and it has been extremely well received. We’re really glad we received such a marvelous reception and we’re grateful for all the support the fans are showing.
When we started development, we knew this would be an ambitious project. We worked very hard to reach our goals: to capture the true Warhammer 40,000 tabletop fans interest with a turn-based game that would catch their imagination. We humbly think that Sanctus Reach was a really good first step in that direction.
We have many plans to improve upon this foundation and though we can’t reveal many details yet (we will soon!), for now let’s focus on what is directly ahead of us.
What are we currently working on? Besides the obvious bug fixing and balancing, we’re focusing on a number of areas.
• Force Selection – our goal is to improve the usability of this screen to make it easier to navigate
• Unit Carry over – we’d like to give more control over what units the player can bring to battle
• Pre-Battle Flow – we want to improve the flow and reduce the number of screens the player has to go through to start a battle
• Map Generator – we want to improve the variety of victory conditions and force compositions in random maps to make them more interesting
• Level Up – we aim at giving the player more control over the skills their units receive when they level up
• Difficulty Levels – introducing different difficulty levels
• More Story – we will give a bit more background story to players as they play through the campaigns
• Unit Introductions – similar to above but introducing the player to the units somehow so we can explain their strengths and weaknesses for both player and enemy units
• Morale System – we’re looking forward to bringing improvements to this
• Melee system – as above
• AI Improvements – we will always improve the AI!
These are the current plans: they are sizeable changes and we don’t know when we’ll manage to implement all of them, but we’ll do our best.
The changes we are working on will specifically target those issues raised by you, the players. We are always listening to all kinds of feedback and always reading the forum, and your feedback, suggestions and criticism have been extremely useful! We have a lot on the table right now and we can promise well-rounded improvements to make Sanctus Reach better and better.
That isn’t all, of course. We have ambitious plans for the future and for new content.
Stay tuned for further news – we’ve only just begun.
What do people think of Sanctus Reach?
Sanctus Reach came out last Thursday and plenty of people have already had occasion to try the game and voice their opinions. Many online sites and popular youtubers reviewed the game, and we collected some of the reviews that we feel best express the notable aspects of the game.
Let’s start with some online reviews. Gamewatcher gives it a solid 8 out of 10. Their top game moment was “taking down an Ork Boss with just an average Bloodclaw squad thanks to some nice critical hits”.
Gameskinny greatly appreciated one specific aspect of the game in particular: “Speaking of the armies, this is by far the most diverse unit selection I've seen to date in a 40K game”.
BigBossBattle’s reviewer is fairly new to the Warhammer 40,000 universe, but he was still able to understand the core mechanics and enjoy himself. “Overall Sanctus Reach is a finely built turn-based strategy game from a proven publisher and a promising developer combo”.
Many youtubers and streamers tried Sanctus Reach. We already featured cornerstones of the Warhammer 40,000 Youtube community like Chapter Master Valrak. There are many other really good videos out there, but here’s a few which really captured our attention: check out the videos by FilthyRobot , SplatterCatGaming and SurrealBeliefs!
“Hours and hours of gameplay in the single player alone.” - Cosmic Engine “They've perfectly digitized the tabletop models.” - Lionheartx10 “It is really solid and allows for player creativity to flourish” - GuyLogicGaming
The game has currently 89% positive reviews on Steam, and we are happy to see that most people liked it!
It’s important for us to gather all kind of feedback, and we do listen to criticism – in fact we’re keeping a log of everyone’s opinions. But we’ll give you more specific details about how we plan to follow your advice in the future!
First official patch available!
Hi guys,
the first official patch is now available. Your game should automatically update and if you were on the beta version you should return to the main branch.
v1.0.1 – January 24, 2017
• Bug Fix – Dead men in squads could be selected/targeted causing various issues.
• Bug Fix – Units now remain selection after melee attacks.
• Bug Fix – Unit would not reaction fire if the target was in melee range of an allied unit.
• Minor Text Changes.
• Clarification of the first mission objectives in the Stormclaw campaign.
• Balance tweaks for the Stormclaw campaign skirmish map generation.
Enjoy the changes. Expect another beta update later this week.