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Battle Brothers - All News

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Monday - July 21, 2014
Friday - July 11, 2014
Wednesday - July 02, 2014
Wednesday - June 18, 2014
Tuesday - May 27, 2014
Saturday - May 10, 2014
Sunday - April 27, 2014
Saturday - April 19, 2014
Monday - April 07, 2014
Wednesday - April 02, 2014
Tuesday - March 25, 2014
Monday - March 17, 2014
Tuesday - March 11, 2014
Tuesday - March 04, 2014
Tuesday - February 25, 2014
Monday - February 24, 2014
Box Art

Monday - July 21, 2014

Battle Brothers - Dev Blog Update #19

by Couchpotato, 13:45

Its time for another developer update from Overhype Studios for Battle Brothers. This time they talk all the various world map location you will visit in the game.

The strategic worldmap in Battle Brothers is filled with opportunities for adventure, battles and interaction. One of these opportunities are locations that you can explore, destroy and plunder or trade with. In this week’s developer’s blog we want to present you a couple of these locations.

Friday - July 11, 2014

Battle Brothers - Dev Blog Update #18

by Couchpotato, 03:50

Overhype Studios has posted their next development blog update for Battle Brothers.

Dev Blog #18: Character Traits and Backgrounds

Battle Brothers is a game where attachment to the individual characters in your retinue is an essential part of the game. Today we explain how we use character backgrounds and traits to create characters that feel unique from the moment you hire them, and that you can relate and get attached to (only to see them getting horribly slaughtered by some axe-wielding skeleton).

Wednesday - July 02, 2014

Battle Brothers - Dev Blog Update #17

by Couchpotato, 04:09

Overhype Studios has posted the next development blog update for Battle Brothers.

Dev Blog #17: Progress Update

While work on the tactical combat has been reduced to a minimum we are making great progress on the worldmap. As we are setting up all the basic features and functionalities we already have some stuff to show and a packed list of things to come next. Read more below!

Wednesday - June 18, 2014

Battle Brothers - New Gameplay Video

by Couchpotato, 05:30

Overhype Studios released a new video for Battle Brothers called Hunting Werewolves.

In this commented gameplay video we will hunt down some werewolves,
vampires and fallen heroes - heavily armored skeletons! Also, you can
see the new inventory system in action.

Tuesday - May 27, 2014

Battle Brothers - Dev Blog Update #16

by Couchpotato, 00:58

Overhype Studios has posted the next development blog update for Battle Brothers with infomation about a new game trailer, perk system, and character screen redesign.

Dev Blog #16: Progress Update

We have a bunch of new things to show you this week. As work continues on the strategic part of the game, we give you a preview on the perk system for Battle Brothers. We also have a new weapon, the Flail, and decided that the character and equipment screen should have a layout redesign based on player feedback. But first, the trailer. 

Saturday - May 10, 2014

Battle Brothers - Progress Update

by Couchpotato, 08:31

Overhype Studios has a post on the website for Battle Brothers with a new progress update , and don't forget to try the Pre-Alpha demo to help with feedback.

Dev Blog #15: Progress Update

While we said before that our focus is now on the strategy part of the game, we’re constantly tempted to add little things to the tactical part as well. Seeing you play the demo and provide feedback gives us a lot of inspiration, and this is why this week we went back and added some new features and reworked others.

Reworked Damage System

We want our weapons to feel different not just with with unique skills, but also in how they perform against armored and unarmored opponents. Previously, a select number of weapons gave a small damage bonus when hitting armor. That made some weapons slightly better suited against armor, but it didn’t have that much of an impact damage-wise, since basically every weapon did a good chunk of damage to armor anyway. In fact, it didn’t seem to influence player strategy much at all.

We’ve now reworked that system so that different weapons perform significantly better or worse against armor in a way that has a definite impact on gameplay and equipment selection, while at the same time presenting this in a way that should be more clear and easy to understand.

Fatalities

Dealing the killing blow to an enemy now has a chance of causing a so-called fatality effect. Fatalities differ for each weapon type. For example, bladed weapons can decapitate and gut a target, and blunt weapons can crush the head. Different skills also have a different likelihood of causing these; the “Decapitate” skill will always decapitate, and the “Swing” skill of Greatswords has a higher chance to do so than the “Slash” skill of one-handed swords.

Fatalities serve two purposes. First, they portray the fatalism of our pseudo-medieval engagements, especially in light of our perma-death mechanic. If your favorite veteran Battle Brother dies now by getting his head chopped off, it should hurt even more. A medieval battlefield really is no picnick. Second, there are actual gameplay effects, at least when fighting the undead. Necromancers are unable to raise the bodies of characters that have been decapitated or their head smashed in. Grabbing those cleavers could be a good option when fighting an army of zombies!

Sunday - April 27, 2014

Battle Brothers - Combat Demo Updated

by Couchpotato, 05:55

Overhype Studios has a post on the website for Battle Brothers that mentions the combat demo has been updated. and shows the changelog of fixes.

 Combat Demo Updated – Changelog

Has it been a week already? We’ve updated the Pre-Alpha Combat Demo of Battle Brothers to fix the bugs you guys reported and add a bunch of features you requested. Chief among them are the new optional armor and hitpoint bars shown above all characters. You can find a full list of changes down below. If you haven’t tried the demo yet or want to give it another go, don’t wait any longer and download it here: DEMO DOWNLOAD!

As always, we depend on your feedback. Talk to us and let us know of any problems you encounter and anything you’d like to see changed or added to the game.

Saturday - April 19, 2014

Battle Brothers - Combat Demo Released

by Couchpotato, 05:16

Overhype Studios announces you can now download the combat demo of their SRPG  game Battle Brothers. Here are the detailS on how to download, and play the demo.

Combat Demo Released!

It’s done. Finally! Get out your party hats as it’s time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers. You can download it here!

Just keep a few points in mind when you give it a spin:

  • It’s pre-alpha, meaning it is an early release of a product still in development. Everything in the game right now can be improved and most probably will for the final game.
  • It’s a combat demo. It only reflects part of what the final game will be about and doesn’t cover the strategy part at all. The final game will not consist of a few scenarios but have an open worldmap. Read more about it here in our dev blog article on the worldmap.
  • The demo can be hard. This is intentional. Every scenario can be consistently beat with the right strategy. That said, the game isn’t properly balanced and if you find something clearly out of balance or plain stupid, let us know.

The demo requires an OpenGL 3.0 compatible video card and Windows XP, 7 or 8. If the game refuses to run on your rig and gives you a shader error, update your video drivers!

We’ll take the easter weekend off to recover a bit and lose the crunchtime-related rings around our eyes. Come monday we’ll be back and look forward to your feedback and the inevitable myriad of technical problems. Let us know in our forums how you feel about the game, about any ideas you have and about any bugs you encountered. Thank you guys for your support, and enjoy the game!

Monday - April 07, 2014

Battle Brothers - Dev Blog Update #11

by Couchpotato, 04:17

Overhype Studios has posted the next development blog update for Battle Brothers were they share a new video on the progress of the game.

We show you all the new stuff in the game from Inventory to soundeffects and then jump into a line battle scenario that looks like a lost fight for sure... or is it?

If you are just looking for a quick overview of the new features and the progress of the game, just watch the first 8 Minutes of the video!

Wednesday - April 02, 2014

Battle Brothers - Dev Blog Update #10

by Couchpotato, 04:29

Overhype Studios has posted the next development blog update for Battle Brothers were the developers give an update on the games progress.

UI Improvements

We’ve reworked parts of our tactical battle UI to show you more helpful information in your upcoming engagements. The combat event log can be expanded now to show all previous entries, and we show a count of the number of Battle Brothers and opponents left on the field to keep you updated on how the battle as a whole is going. If the player hovers over a target to attack, we now detail all things, positive and negative, that factor into the hitchance – so there’s no guessing anymore, and you’ll know why you miss those shots and what you can do to improve your hit chances.

Inventory and Character Screen

The inventory and character screen is going to be a central hub for equipping and developing your Battle Brothers. The equipping part will also be featured in our upcoming combat demo, and that’s what we’re working on still. Beyond the demo, every time one of your Battle Brothers levels up, you’ll be able to pick a passive skill (also known as a perk or feat, if you prefer) out of several skill trees here in order to shape them the way you want.

Our basic design of the inventory screen looks like this – though, as you can see, it shows placeholder data currently and we now have to fill it with real one from the game.

New Bloodsplatter Effects

Medieval battles are brutal affairs, and we want our game to reflect this visually. We want our battlefields to be littered with discarded shields and arrows, and our combatants to really look the part if they’ve just barely survived a deadly encounter. As you guys know, we already show damaged armor and injuries on the characters. Since last week, we also display blood on weapons that have spilled blood. When characters have spilled lots of it, they’ll now even be sprayed with it themselves. It’s not over the top and looks reasonably subdued unless the character wears white – but skeletons especially look extra fierce now after they’ve slaughtered a few men.

New Sound Effects

Having a rich scoundscape is really important to us, especially since we can’t convey visually all the intensity of a pseudo-medieval battle we’d like to without fully animated combatants. Previously we only had placeholder sounds in the game, so it is a big step forward for us to now have our very own sound effects for most weapons and skills in the game!

We’ll continue to add new sound effects and replace placeholder ones along the road, so you can expect steady improvements as we go. Of course, the upcoming combat demo should now also sound quite a bit more engaging!

Tuesday - March 25, 2014

Battle Brothers - Dev Blog Update # 9

by Couchpotato, 04:22

Overhype Studios has posted the next development update for Battle Brothers were the developers describes how the game will play out in after action reports.

Blog Post #9: A Battle Brothers After Action Report

This is an imaginary After Action Report (AAR) of a couple of ingame days in the full version of Battle Brothers. It describes in a prosaic way the events that will and can actually happen in the full game. We want the players to live through their own stories and not experience something we made up – a whole world that is different for everyone and each story is unique to your particular playthrough and playstyle.

So enjoy the read and let us know what you think!

Monday - March 17, 2014

Battle Brothers - Dev Blog Update # 8

by Couchpotato, 05:20

Overhype Studios has posted the next development update for Battle Brothers were we get information on the public pre-alpha combat demo.

What will be included in the Pre-Alpha Combat Demo?

The combat demo consists of several scenarios that differ in tactical situation, terrain and quality and numbers of enemy opposition. Those scenarios are designed to showcase various stages of the game and combat situations you may encounter in the finished game. In each scenario you’ll have a set number of Battle Brothers which you can equip with a range of early medieval weaponry and armor to suit your tactical approach. The way you equip your Battle Brothers will to a large part determine the tactical options at your disposal. Not every weapon is suited against every type of enemy or situation, and neither is heavy armor always the best choice. You should experiment with different combinations to find strategies that work well.

The layout of the individual scenarios will be randomly generated to different degrees, as will the equipment of some of your enemies. You shall find that some of them can play out very differently from one playthrough to another. The demo will include the following scenarios:

  • Combat Basics – A simple scenario to try out the basics of melee combat. Easy.

  • Swipe – A scenario containing few and easy opponents on a map with lots of terrain features blocking sight. Well suited to get used to lines of sight, fog of war and ranged combat. Easy.

  • Early Game Combat –  A scenario simulating a possible early game encounter in enemy composition and equipment available. Moderate difficulty.

  • Defend the Hill – A scenario in which you have to survive against overwhelming odds while positioned on top of a hill. Well suited to learn about height advantage and to test sight and usability issues with height levels. Difficult.

  • Advanced Combat – A mixed scenario combining all the above elements and simulating more closely what an encounter might feel like at mid-game and later. Terrain can vary greatly between playthroughs, as can the enemies you encounter to some extent. Difficult.

The goal in every demo scenario is to kill all opposition without them killing your Battle Brothers first.

Tuesday - March 11, 2014

Battle Brothers - Dev Blog Update #7

by Couchpotato, 04:22

Overhype Studios has posted the next development update for Battle Brothers. We get more information on the game map, and gameplay.

Blog Post #7: Worldmap Reveal & Strategic Gameplay

So far we only talked about the tactical combat part of the game because we focused on developing it first, it is already fully playable and there was a lot to talk about. Now is the time to present the strategic part, also known as the worldmap, which we currently focus on. Everything that follows is heavily work in progress so don’t take it as set in stone. If there is anything you’d like to see in the strategic part of the game, let us know in the comments below!

Tuesday - March 04, 2014

Battle Brothers - Dev Blog Update

by Couchpotato, 05:41

Overhype Studios has a new development update for Battle Brothers. In case you missed the other updates they can be found on the site by following the link above.

Tactical Combat

During last week we made some additions to the tactical combat. First, as we already revealed, the Necromancer of the Undead faction made it into the game with all his skills and AI in place. He isn’t that hard to kill and neither does he do a lot of damage by himself. What makes him really dangerous is his abillity to revive fallen combatants, no matter what faction they belonged to, as shambling Undead. If you don’t take him out quickly you’ll eventually get overwhelmed by a horde of re-animated dead bodies, including your own fallen Battle Brothers. In the upcoming open pre-alpha of the tactical combat you will have the opportunity to fight this guy and find out the best tactics to beat him.

Worldmap

We recently shifted our focus on the design and construction of the worldmap and strategic gameplay. Although we had a rough idea of the gameplay we wanted for the strategic part from the beginning, there’s still a lot to do here. What visual style do we want? An old map style? A more realistic representation? How do we implement this technically? Do all the gameplay features we thought of fit together for a coherent whole? Do the tactical and strategic layers feel sufficiently connected? Is it going to be fun this way?

We have some pretty exciting stuff up our sleeves but it is too early yet to show it to you as we’re still constantly changing things around. Just this much: The strategical part of the game will not have to hide behind the tactical combat part!

Music and Sound Effects

Aaaand a quick mention regarding music and sound effects. What effects you might have heard in our gameplay videos are placeholders, sounds we put in the prototype to get a general idea of how things would feel with sound. We are now slowly extending our antennas in various directions to get some talented sfx artist and/or composer on the project who will create something uniquely fitting for Battle Brothers. However, we’re still in a pretty early stage regarding this and we want to get the gameplay right before focusing on presentation and sound.

Tuesday - February 25, 2014

Battle Brothers - Early Combat Scenario Video

by Couchpotato, 05:35

Overhype Studios released a new video last week with a look an early combat scenario of their SRPG Battle Brothers. You can comment on the video in our forums.

Full gameplay commentary of a scenario we made to showcase what a combat in the early stages of "Battle Brothers" may look like. Also, we explain core game mechanics and tactics as we go along.

Monday - February 24, 2014

Battle Brothers - A New Turn-Based Strategy RPG

by Couchpotato, 04:06

Battle Brothers is a turn-based SRPG that is being developed by a small studio called Overhype Studios. I have a video from last month with some pre-alpha gameplay.

About the game

Battle Brothers is a challenging turn based strategy RPG mix for PC, Mac and Linux. It is being developed by Overhype Studios and is in pre-alpha stage right now. The gameplay is inspired by such classics as X-com: UFO Defense and Jagged Alliance.

You take on the role of a leader of a band of mercenaries and adventurers on the hunt for treasure, fame and legendary artifacts. As you journey onwards, an epic scale invasion unfolds that leaves nothing but burning rubble in its wake. You and your Battle Brothers emerge as the people’s last hope to unravel the source of the invasion and strike at its heart. Will you turn out to be an able commander using cunning tactical outfits to emerge victorious, or will you fail miserably sending your men into a futile bloodbath? It is up to you, but be careful – every decision matters.

Gameplay

The game consists of a strategical layer, or worldmap, and a tactical combat layer. On the worldmap you can choose where to travel next in order to find places worth looting, enemies worth pursuing or towns to resupply and hire men at. This is also where you manage, level up and equip your troops, craft equipment and engage in discovering ancient mysteries through study of dusty tomes. Once you move close to an enemy force or potentially dangerous place you will switch to the tactical combat map where the actual fighting takes place. Both the worldmap and the combat maps will be procedurally generated so no two playthroughs will ever be alike.

You can also get in contact with the developer in our forums.

Information about

Battle Brothers

Developer: Overhype Studios

SP/MP: Single-player
Setting: Fantasy
Genre: Strategy-RPG
Combat: Turn-based
Play-time: 20-40 hours
Voice-acting: None

Regions & platforms
Internet
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown