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Battle Brothers - All News

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Tuesday - March 24, 2015
Tuesday - March 10, 2015
Thursday - February 12, 2015
Sunday - February 08, 2015
Sunday - February 01, 2015
Thursday - January 08, 2015
Saturday - December 20, 2014
Tuesday - November 11, 2014
Monday - November 03, 2014
Monday - October 27, 2014
Thursday - October 16, 2014
Sunday - October 12, 2014
Saturday - October 04, 2014
Friday - September 26, 2014
Tuesday - September 16, 2014
Monday - September 15, 2014
Friday - September 12, 2014
Monday - September 08, 2014
Friday - September 05, 2014
Monday - August 25, 2014
Thursday - August 21, 2014
Wednesday - August 13, 2014
Sunday - August 03, 2014
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

Tuesday - March 24, 2015

Battle Brothers - Dev Blog #41: Progress Update

by Couchpotato, 03:09

Overhype Studios released another development update for Battle Brothers that has more  information about weapon durability, new perks, and clouds.

So much work! Our current focus is on getting the balance right for our upcoming Early Access release and hunting down all those pesky bugs. Over the last two weeks we had two major changes: We’ve added durability of weapons and did a rework of all 42 perks in the game. Also, we managed to squeeze in moving clouds on the worldmap.

Tuesday - March 10, 2015

Battle Brothers - Dev Blog #40: Progress Update

by Couchpotato, 03:42

Overhype Studios released their 40th development blog for Battle Brothers. Topics this time are Campaign Customization, Retreating and Desertion, Men-at-Arms, & Zombies.

As always we’ve added a bouqet of new features and content over the past two weeks. This time we have a new start campaign screen with difficulty and banner selection, more in-game mechanics with the ability to order retreat from combat, and mercenaries deserting you if you run out of money and/or food. And that’s not all. Let’s go into the details.

Thursday - February 12, 2015

Battle Brothers - Lets Play Episode 2

by Couchpotato, 04:20

Overhype Studios released the second Lets Play video for Battle Brothers thats shows off more game footage based on an early Pre-Early Access build of the game.


In the second episode we rally our remaining mercenaries and head out to find a location where some new enemies confront us with a real challenge.

Sunday - February 08, 2015

Battle Brothers - New Letís Play Video

by Couchpotato, 05:37

Overhype Studios released a new lets play video for Battle Brothers that shows over thirty minutes of brand new footage based on the Pre-Early Access Version of the game.


This Let’s Play was done with a development build that is still very much work in progress. Although the game isn’t ready yet to be released at this point, it should already give you a good idea on what the Early Access will look like and how a campaign in Battle Brothers plays. This is part 1 of a small series and a couple of additional episodes will follow over the next week.

Sunday - February 01, 2015

Battle Brothers - Bandits, Militia, Rivers & More

by Couchpotato, 03:13

It's time again for another progress update from Overhype Studios this week with more information on the bandits, militia, rivers, and more topics for Battle Brothers.

We’ve been busy this past week adding a whole bunch of smaller features and new assets to the game. Bandits are now available for you to fight in tactical combat – our first opposing faction that consists almost entirely of humans. Also, militia is now desperately defending their homes in tactical combat as well. But that’s not all.

Thursday - January 08, 2015

Battle Brothers - New Progress Update

by Couchpotato, 00:13

Overhype Studios next blog update for Battle Brothers talks about the games mercenary contracts. and shares anew image oft the village screen.

We hope you all had a great holiday time and a happy new year!

After the holidays it’s back to work – and we’re happy to announce that our last missing core mechanic, the mercenary contracts, has now made it into the game. From now on it is adding meat to the bones, that is content, polishing and eventually secondary features. Read up in our progress update on villages, castles and mercenary contracts to learn more.

Saturday - December 20, 2014

Battle Brothers - Worldmap Presentation Video

by Couchpotato, 05:19

Overhype Studios latest blog update for Battle Brothers shares a new video with developer commentary about how the games Strategic Worldmap will work.


For the first time we present you a video of our strategic worldmap in action. In the video we explain all the core features and mechanics of our Battle Brothers worldmap and show how the different factions act and behave. It took us a little longer than expected to get this done as we completely reworked all worldmap tiles and the way they are combined to achieve a more natural look.

Tuesday - November 11, 2014

Battle Brothers - Orc Line Battle Video

by Couchpotato, 01:44

Overhype Studios next blog update for Battle Brothers shares a new video with developer commentary about how an Orc battle will function in the game.

Our new gameplay video covers a line battle against the orcs with full commentary from one of our devs. Expect a lot of carnage and get properly scared of the green menace! Also, we have a lot of new stuff in the video: Two-handed axes, javelins, battle statistics, and more. Go ahead and check it out.

Monday - November 03, 2014

Battle Brothers - New Progress Update

by Couchpotato, 05:29

Overhype Studios next blog update for Battle Brothers givea prgres update on the games new Orcs faction, new UI tweaks, and talks about some new weapons.

In this week’s update we have a lot of big and small additions to the game. The largest part was implementing all the skills, graphics, weapons and characters of the orcs into the game and to teach the AI how to make good use of all that. On top of that, we added a bunch of new weapons that have been outstanding for a while, and we implemented new UI features and elements.

Monday - October 27, 2014

Battle Brothers - Orc Faction Reveal

by Couchpotato, 03:42

Overhype Studios next blog update for Battle Brothers reveals the orc faction.

We’ve gotten many a question regarding the enemy diversity in Battle Brothers. Until now we always had to put off these questions – but not any longer. We present to you the first major faction after the Undead: The Orcs!

The Orc faction has unique characters, skills, weapons and most of all tactics compared to the Undead and will force the player to challenge everything learned before. Lets get into some details.

Thursday - October 16, 2014

Battle Brothers - Greenlit on Steam

by Couchpotato, 07:31

Overhype Studios is happy to announce that Battle Brothers has been Greenlit on Steam. They also share information for Early Access, and a new AMA on Reddit.

Battle Brothers has been Greenlit!

After just a little more than a month on Steam Greenlight we made it - Battle Brothers has just been given the green light!

We are extremely happy and excited about how fast things went down in the end and we want to take the time to give you guys a big THANK YOU for all the support, comments, votes, encouraging messages and of course for spreading the word!

Without the engagement, effort and enthusiasm of you guys this would not have been possible!  Now we can again point all our resources towards game development itself.

Next stop: Early Access in January

With the latest Greenlight success we can now look ahead to the upcoming Battle Brothers Early Access version. If all goes to plan you can expect it in January 2015 on Steam. The EA will contain a fully playable campaign with all core mechanics in place. Of course, it will still miss content from the full game and some secondary features. As we get nearer to release, we’ll let you know in a dedicated article what exactly is going to be in the Early Access version and what will be added later, so you can get all hyped up about it ;)

Sunday - October 12, 2014

Battle Brothers - Dev Blog #29 Posted

by Couchpotato, 08:40

Overhype Studios next blog update for Battle Brothers talks about Steam Greenlight, Greenskins, and  talks about how Persistent Campaigns will work.

Dev Blog #29: Progress Update

It’s been one month now since we’ve launched on Steam Greenlight. Time to give you an update: we’re at 91% of the way to the top 100. So close and yet so far. Unfortunately, daily votes for us have slowed down considerably by now, so if you haven’t casted your vote yet, please do so here and share the link with your friends. Thanks!

On the bright side, we’ve made great progress on the game itself these past two weeks. We now have actual persistent campaigns and no longer just separate combat scenarios. Also, Greenskins!

Persistent Campaigns

Battle Brothers consists of two major parts, the tactical combat and the strategic worldmap. So far, both of those have been existing more or less on their own. The tactical combat was prototyped first and tested by many of you in our combat demo to get the fighting right. The strategic worldmap simulation has also had a life of its own over the past few months – villages trade, bandits raid and militia struggle to keep order, all without much player involvement. Now, finally, we’ve connected both of these parts.

We’re now able to play an actual campaign and take the same band of Battle Brothers from battle to battle as we roam the world. Whether we’re engaging our opponents in a forest, in a swamp or on a road leading over plains on the worldmap, the procedurally generated tactical combat maps reflect this. They also change their ambient lighting to match the time of day on the worldmap. Weather isn’t in yet, but it will soon follow!

Of course, we can also keep the equipment we loot between battles and the experience our Battle Brothers gather from battle now has actual meaning. The campaign can now also be saved and loaded at any time on the worldmap. So, milestone reached. The next step to a complete game.


While all of that was going on, we also finished the design on Orcs and Goblins. We’re very happy with how they turned out – they have a lot of unique mechanics, their own equipment and behavior. Orcs and Goblins fight very different from each other, and very different from the Undead. Also, just like Battle Brothers, they are subject to fatigue and morale. We’ll give a proper introduction to Orcs and Goblins in separate blog posts, including some of their lore, units, skills and equipment. For now, have a teaser of a goblin with and without heavy armor.

Saturday - October 04, 2014

Battle Brothers - Dev Blog #28: Music

by Couchpotato, 04:50

Overhype Studios latest update for Battle Brothers talks about the games music.

With our Steam Greenlight campaign still running and us busy working on the strategic worldmap, this week we’ll get some insight into how music is created for Battle Brothers and how it helps to shape the experience of playing the game.

We’ll give the floor to Dennis and Patrick, our talented musicians from Breakdown Epiphanies, who will give you a tour of the music in Battle Brothers in their own words and even reveal several brand new tracks for you to listen to. If you want to be always up to date regarding new tracks for Battle Brothers, you can also follow them on Soundcloud or Twitter. But for now, let’s listen in..

Friday - September 26, 2014

Battle Brothers - AI in Battle Brothers

by Couchpotato, 02:02

Overhype Studios latest update for Battle Brothers talks about how the AI works.

This week things get more technical as we shine a light on the Artifical Intelligence, or AI, that controls opponents in the game.

If you’ve played the later scenarios of the combat demo, you may have found the AI serviceable already. Once we have all the core mechanics of the game in place and things won’t change around all the time anymore, we’ll invest more work into the AI in order to have it actually stand out. Let’s find out how it works exactly.

Tuesday - September 16, 2014

Battle Brothers - Mercenarys & Greenlight

by Couchpotato, 04:42

Overhype Studios next update for Battle Brothers on Steam has more infomation on mercenary contracts, and talks about the game on Steam Greenlight.

It’s been one week now since we launched on Greenlight, and what a ride it’s been! We’re now at 63% on the way to the top 100. Not too shabby for one week, but still a long way to go before being greenlit.

Thank you all for your support so far! Only with your help can we get the game on Steam, which would allow us to work on it full-time and make progress much faster. If you know others who might be interested in Battle Brothers, please do share the link!

So, that’s that. For now, let us take a look at contracts, which in Battle Brothers work much like quests do in other RPGs, and how they shape the game.

Monday - September 15, 2014

Battle Brothers - Questions & Answers Update

by Couchpotato, 06:37

Overhype Studios has a new update on Steam with more Questions & Answers.

Frequently Asked Questions - and Answers

As time flies by a lot of interesting and important questions regarding Battle Brothers pop up. We want to take the time to answer some important ones. If you have any more questions just ask in the comments or start a discussion!

Q: Is the game a sandbox or does it have a linear progression with a beginning and end?

A. Battle Brothers will have a completely open world which doesn’t restrict the player to go anywhere based on story progress, but only on being able to survive. Concerning progression, the game will have a beginning and an end given by the general setting, loosely framed within a narrative related to one of several “greater evils”. There’ll also be several milestones along the way, though they don’t necessarily have to be completed in linear sequence or at all. We won’t have forced and repetitive story missions that conflict with our open world gameplay or get in the way of replayability. However, the ultimate goal of every campaign will be to destroy the source behind the “greater evil” and stop the invasion. At some point the player will have to face the enemy or see the land get swept away.

Friday - September 12, 2014

Battle Brothers - Strategic Worldmap

by Couchpotato, 05:11

Overhype Studios has a new update on Steam about the games strategic worldmap.

It's time we give you guys some deeper info on the strategic worldmap part of the game. What is going on in the world, what is your role and what is the purpose of the strategic part?

When coming up with the basic gamedesign we took a lot of inspiration from classics games like X-Com and Jagged Alliance. Both of these games rely on two interlocking systems: A tactical and a strategic part.

While the tactical part takes place on a really small area where you control individual Battle Brothers and make decisions within a fast paced close combat, the strategic part shows the bigger picture where you have to make long term decisions like where to go, what battles to pick and how to make use of limited resources.

Monday - September 08, 2014

Battle Brothers - Now on Steam Greenlight

by Couchpotato, 05:36

Overhype Studios announced today that Battle Brothers is now on Steam Greenlight, and needs your vote to help get sold on Steam. They also released a new trailer.

Battle Brothers is a turn based strategy RPG mix wherein you lead a band of mercenaries in a medieval fantasy world on the hunt for coin, fame and legendary artifacts. The gameplay is inspired by such classics as X-Com: UFO Defense and Jagged Alliance.

Friday - September 05, 2014

Battle Brothers - FAQ Continued Update

by Couchpotato, 04:15

Overhype Studios has posted a continuation of the games FAQ for Battle Brothers.

As we were not able to cover all questions in our last FAQ posting we decided to do another one. You will definitely learn something new about the game when reading through them. If you have any questions not covered, have a look at the full FAQ here or feel free to head to our forums or to leave a comment! Also, you might want to try our tactical combat demo to see how the game plays! Get it from here: Download.

Monday - August 25, 2014

Battle Brothers - Progress Update #2

by Couchpotato, 05:28

Overhype Studios released a new video showing the progress of their SRPG game Battle Brothers, and shares some gameplay of the dead canyons.

This time we showcase all the new features in Battle Brothers like the new perk system, bravery and moral and the optimized character screen. Then we head out to find a patrol that has been lost in the dead canyons. We will find living creatures but they do not look like humans at all...

Thursday - August 21, 2014

Battle Brothers - Motivation & Inspiration

by Couchpotato, 05:56

The next update for Battle Brothers is about the developers Motivations & Inspirations.

This week we go into our personal inspiration and motivation so you may get a better understanding of why we are making this game and what keeps us going. Two of our team members talk about what inspired them to start Battle Brothers and why they think a game like this is due. A little disclaimer: These are highly personal and subjective  opinions by our team members and not the studio itself.

Wednesday - August 13, 2014

Battle Brothers - Dev Blog Update # 22

by Couchpotato, 01:39

Overhype Studios latest update for Battle Brothers is a new FAQ to answer some questions some of you have asked about the game.

General Questions

Q: How is the development of Battle Brothers funded and what are your future plans?

Right now we are funding the development out of our own pockets and most of us work on the game in our spare time. Here’s a quick overview of our future plans in chronological order:

1. Steam Greenlight campaign – we will start this step as soon as our trailer is finished, probably in September 2014.

2. Kickstarter campaign by October or November 2014. If Kickstarter decides to come to Germany, that would make the process a lot easier.

3. Early Access to fund further development by the end of 2014 or early 2015.

4. Full game release sometime at the middle of 2015 via digital distribution plattforms.

Q: Is the game a sandbox or does it have a linear progression with a beginning and end?

Battle Brothers will have a completely open world which doesn’t restrict the player to go anywhere based on story progress, but only on being able to survive. Concerning progression, the game will have a beginning and an end given by the general setting, loosely framed within a narrative related to one of several “greater evils”. There’ll also be several milestones along the way, though they don’t necessarily have to be completed in linear sequence or at all. We won’t have forced and repetitive story missions that conflict with our open world gameplay or get in the way of replayability. However, the ultimate goal of every campaign will be to destroy the source behind the “greater evil” and stop the invasion. At some point the player will have to face the enemy or see the land get swept away.

Sunday - August 03, 2014

Ghost N Ghouls - Dev Blog # 21

by Aries100, 11:55

The developers for this game has updated their blog with news about ghosts and ghouls.   Here's a quote about what makes the Lost Souls different:

Lost Souls are unique in that they exist in part in the physical world and in part in the world of ghosts. They constantly shift between the two, yet can find peace in neither. With their visuals we tried to capture their lore of being torn between two worlds; they constantly change in contour, one moment just a hazy mist, the other a grotesque face manifests.

A quote about the Ghouls:

Ghouls are despicable creatures that scavenge graveyards and burial sites for fresh graves where they dig out the recently deceased and feast on their corpses. This is why any band of undead is often accompanied by ghouls just like a fishing boat attracts hungry seagulls - even though ghouls are not technically undead, but living and breathing creatures that also feel pain and are susceptible to morale effects.

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.


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.


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.


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
· Homepage
· Platform: PC
· To be announced
· Publisher: Unknown