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Battle Brothers - All News

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Saturday - December 03, 2016
Saturday - November 26, 2016
Wednesday - November 02, 2016
Wednesday - October 19, 2016
Saturday - October 01, 2016
Friday - September 23, 2016
Tuesday - September 06, 2016
Saturday - September 03, 2016
Monday - July 04, 2016
Tuesday - June 21, 2016
Sunday - May 15, 2016
Saturday - April 23, 2016
Saturday - April 02, 2016
Sunday - March 20, 2016
Wednesday - March 02, 2016
Tuesday - February 23, 2016
Sunday - January 10, 2016
Friday - December 11, 2015
Monday - September 07, 2015
Wednesday - July 29, 2015
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Monday - July 13, 2015
Saturday - July 04, 2015
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Wednesday - May 20, 2015
Monday - May 11, 2015
Wednesday - May 06, 2015
Wednesday - April 29, 2015
Wednesday - April 22, 2015
Wednesday - April 01, 2015
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
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Saturday - October 04, 2014
Friday - September 26, 2014
Tuesday - September 16, 2014
Monday - September 15, 2014
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Monday - September 08, 2014
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Thursday - August 21, 2014
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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
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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

Saturday - December 03, 2016

Battle Brothers - Retirement

by Hiddenx, 11:15

The devs of Battle Brothers are adding a new feature to the game - retirement:

Following up to last week’s dev blog about ambitions, this week we’re taking a look at the second upcoming feature that’s there to give your campaigns more purpose and in this case also closure: retirement. Let’s find out what that’s about!

Retirement

As mentioned last time, different players approach the game differently. For some, the journey is the reward, and the game doesn’t ever have to end. Others want to work towards a goal and then have definite closure to their game. We’re introducing the ability to retire from your company so that you can end your campaign, and have that closure, at any time of your choosing. The game won’t ever just end as you defeat an end game crisis, like the Greenskin Invasion, but it will only end when you choose to end it, or everyone is dead. Depending on the state you leave your company and the world in, and the ambitions you have or have not fulfilled, you’ll be presented with one of five different outcomes to your retirement. If you’ve already played Battle Brothers, you can probably imagine that not all of them are happy ends.

[...]

Saturday - November 26, 2016

Battle Brothers - Ambitions

by Hiddenx, 08:22

In dev-log #89 the  devs of Battle Brothers tell us about the campaign goals of the game:

Ambitions

This week we’re talking ‘ambitions’, a new feature and part of the overarching campaign goals as announced on our roadmap to the finish line. What are ambitions and how do they work? Read on!

Introduction

Battle Brothers is a game about leading a mercenary company. It’s also an open world game that relies heavily on replayability. When it comes to introducing overarching goals to the game, then, a linear story would quickly conflict with replayability, and any story straying from the mercenary narrative would quickly feel artificial and conflict with what the game is supposed to be about. Maybe you care about saving the world or the fate of some princess, maybe you don’t, but it’s for you alone to make that call, and we don’t want to force you into a story that may not align at all with how you want to play a game that should be about your mercenary company. Indeed, the one constant in every campaign, and the one constant for everyone enjoying the game, is building up your own mercenary company, and that’s why this is and will be the overarching goal of the game.

We’ll be introducing 3 different aspects to support this further and give you more sense of purpose, progression and challenge; ambitions, the ability to finish your campaign by retiring from your company, and late game crises. Each of these will be covered in detail in the weeks to come with their very own dev blogs, and we’re starting things off by taking a look at the first of these aspects today: ambitions.

Ambitions

Not surprisingly, players approach the game quite differently. While some easily motivate themselves to build up their company and pick up challenges on their own for dozens of hours, if not more, others crave for being provided with more direction and structure. We’re introducing ambitions as mid-term milestones for you to work towards on the path of forging a legendary company in a way that fits the game’s narrative and lets you earn unique rewards.

[...]

Wednesday - November 02, 2016

Battle Brothers - The Ancient Dead

by Hiddenx, 22:41

Battle Brothers gets a new faction: The Ancient Dead

Dev Blog #85: The Ancient Dead, Part I

We’ve put to rest the old skeletons only to resurrect them as the ‘ancient dead’. This week we’re taking a tour through their new lore, weapons and armor, fighting style and enemy types. Let’s delve in!

Introduction

The very first opponents in Battle Brothers were the undead. They were a good starting point for testing combat mechanics and developing the AI, but this early in development we didn’t yet put as much thought into their design as we’d do with later opponents. Moving on to develop orcs and goblins, we made sure that those had a certain level of cultural background reflected in their visuals, and in their choice of weapons and armor, and that they had a fighting style of their own, one that challenges players in unique ways and requires different tactics to beat reliably. In contrast, there isn’t really anything unique about how skeletons fight in the game, or about how they look. They’re just your generic fantasy skeletons – until now.

The world wasn’t always like it is now. Ruins dot the map, mass graves, sunken castles. But where did they come from?

Many hundred years ago, in a different era, an empire of man spanned much of the known world. What has fallen into ruin now, what was abandoned to nature and beast, what has long been forgotten, all this was that of man once. An empire, not of petty noble houses, but one of a dozen provinces, from the frozen tundra of the north to the blistering sands of the south, of a dozen peoples under one banner.

So many peoples, so many cultures and ideas under one roof, all vying to pull the empire into a direction of their own. Could those not be reconciled? Did they, in the end, just pull the empire apart? As remote lands became provinces of the empire, so could local cults become religions that swept across its entirety. Was the authority of the emperor lost to religion? Was it the gods that punished man for worshipping spirits that promised to give what they would not?

Does it matter now what brought it down? The ancient dead are rising again, not living and yet not dead. Long lost legions heed the call of their emperor. They march once more, tirelessly and without emotion, to claim again what was once theirs. What brought down the empire in the end, and what is bringing it back to unlife, is for you to piece together based on clues hidden within the world, if you want to learn more.

The Ancient Legions

The bulk of the ancient dead is made up of the ancient legions. They are what conquered most of the known world once, and they may well do so again. Legions that never tire, legionnaires that know no fear, a cold machine that ever marches forward. What could stop them?

The legions fight like they did hundreds of years ago – in tight formation two ranks deep, with shields in front and polearms in the back. They rely quite heavily on the front row providing protection with their shields and locking down the enemy, while the second row uses polearms to inflict heavy damage on their opponents. A formation like this doesn’t charge like undisciplined rabble, but advances slowly and makes heavy use of shields to protect against arrow fire. They don’t possess any ranged weaponry and don’t do flanking maneuvers, preferring to simply walk through any enemy. Because much of their strength is in their formation, they’re at a disadvantage when fighting in difficult terrain, such as forests. They are also the missing piece of the puzzle that makes resolve an important attribute, as fighting them continually puts a test to the morale of the men.

The ancient legions come with a whole lot of unique armor, helmets and weapons. It’s old, it’s brittle and sometimes broken, but it can still be deadly. All of it, except for some cloth rags, is lootable and can be equipped by your Battle Brothers.

Ancient Auxiliary

Recruited from local vassals was the light infantry, the ancient auxiliaries. Because Battle Brothers, at least for now, focuses on a pseudo-germanic region of the world, the equipment of these auxiliary troops is based on the look of ancient germanic and celtic warriors.

An auxiliary is armed with spear, short sword or falx – a new weapon unique to them. They’re lightly armored, often just with the remains of cloaks sporting the pattern of their ancient clans, and sometimes helmets passed down through the family. Time has taken a toll on both weapons and armor, and so you may find them attacking with broken swords seemingly unaware of it

Ancient Legionary

Ancient legionnaires make up the medium infantry. Once professional soldiers, legionnaires enlisted for several years to be trained and used in the empire’s campaigns in exchange for land they could settle at and call their own. Legionnaires are well-armed with metal armor, sword and shield, or pike.

Legions from all the different eras of the empire answer its call, so you’ll find legionnaires that died a hundred years apart, all with different armor, helmet and shield design, to march together.

Ancient Honor Guard

Recruited from the ranks of veteran legionnaires are the ancient honor guard, once used as personal bodyguards and as heavy infantry to tip the scales of battle. The highest honor a common legionary could hope to achieve, joining the honor guard involved a symbolic death to shed the weakness and frailty of man, and being transformed into a tool of the emperor. No longer a man, but the manifestation of the emperor’s will, the honor guard was encased entirely in armor that did not show any flesh, becoming essentially a living, moving and fighting statue.

Honor guards make use of heavy weaponry from all corners of the ancient empire, such as the warscythe, the rhomphaia and a two-handed cleaver. They were once among the finest and most dedicated warriors of their time, and although now but bones in rusty armor, their skill still echoes through their every swing of the sword.

But wait, there’s more!

We’ll conclude our presentation of the ancient dead in next week’s dev blog with the overhauled vampire, as well as the introduction of an entirely new enemy to fight against. How exciting!

Thanks screeg!

Wednesday - October 19, 2016

Battle Brothers - New Writer: Scott Hamm

by Hiddenx, 23:21

Overhype Studios gets help from an old Watcher for the tactical RPG Battle Brothers:

Just managed to get Scott Hamm to do some writing for us! He already worked on awesome Age of Decadence by @IronTowerStudio #indiegame

Have fun as a writer, screeg!

Saturday - October 01, 2016

Battle Brothers - Update 0.7.0.11

by Hiddenx, 10:29

Henriquejr spotted the changelog for the Battlebrothers update 0.7.0.11:

A new contract variant, overhauled Necromancers and Fallen Heroes, balancing changes and bugfixes - all this and more in this week's update!

Please note that this is likely going to be the last update to the game for a while. As explained in last week's roadmap, we'll now start working on the last big update to the game. Because most of the upcoming changes are interconnected, we'll have to do this as one big package to be released when everything is done. Of course, we'll always keep you up-to-date with what we're working on in our dev blog posts right here!

Changelog

  • Added 'Defend Settlement' contract against greenskins.
  • Added overhauled Necromancer with new visuals and additional skill.
  • Added new Fallen Hero Wiedergänger and potential bodyguard for necromancers together with a few new lootable armors and helmets. The classic skeleton variant will eventually be replaced as part of the upcoming undead overhaul, but remains in the game for now.
  • Added hint to injury tooltip reminding the player that injuries will only heal if the company has medicinal supplies on stock.
  • Changed introductory contract to no longer show the 'Hire at least 3 more men' objective once the player has done so but not yet completed the other objectives.
  • Changed introductory contract to have one less opponent in the final battle on lower difficulty levels.
  • Changed bonus effect of 'Spear Mastery' perk to having the 'Spearwall' skill no longer be disabled once an opponent manages to enter the Zone of Control, and continue to work on any further opponents attempting to close in.
  • Changed attribute gain per levelup to be slightly higher for initiative.
  • Changed position of fatigue and morale bars in panel for selected character of tactical UI.
  • Fixed amount of provisions/ammo/medicine not being properly displayed in red when at zero on the worldmap.
  • Fixed raiders stopping their attack on a settlement when the player cancels an ongoing 'Defend Settlement' contract.
  • Fixed issue with 'Defend Settlement' contract getting confused about kidnappings that didn't happen because the player already killed all attackers before they could act.
  • Fixed player being able to fast travel by ship to hostile settlements and get contracts there.
  • Fixed morale flags not getting removed in after-combat-report for suvivors with permanent injuries.
  • Fixed inventory filters resetting on actions such as equipping an item.
  • Fixed 'Bruised Leg' injury not reducing initiative like it should.
  • Fixed 'Footwork' skill being usable when rooted.
  • Fixed various minor issues.

Friday - September 23, 2016

Battle Brothers - Release: Early 2017

by Hiddenx, 14:13

Here's the roadmap for the Strategy/RPG Mix Battle Brothers:

Dev Blog #82: Roadmap to the Finish Line

Battle Brothers has come a long way since it entered Early Access over a year ago, in April of 2015. Every update has brought it a step closer towards being a finished game – and there’s still a few more steps to take. Read on to learn what changes and additions are yet to come!

What’s still to come?

With the perk & injury update live and stable, we’ll now start working on the last big update to the game before it leaves Early Access. This is going to be the second-biggest update after the big worldmap update earlier this year and will take us several months to complete.

Here’s the list of major points we’ll be working on:

  • Three different ‘Greater Evil’ end game crises for you to get involved in – a war between noble houses, a greenskin invasion and an undead invasion. Each will come with its own set of contracts, events and changes to the world.
  • An overarching goal to work towards throughout your campaign, and the ability to retire at any point to receive an illustrated ending screen telling of your accomplishments.
  • A more lively and dynamic world, with more opportunities for you to shape it, and more relation between what is going on in the world and contracts on offer.
  • A memorial wall screen where your fallen Battle Brothers are listed with their deeds.
  • An overhaul of the mood and desertion mechanics on the worldmap.
  • An overhaul of the undead faction with new visuals and lore, unique lootable weapons and armor, and the introduction of new enemy types with their own fighting style.
  • An overhaul of ghouls as independent beasts that are more interesting and challenging to fight.
  • More contracts and events to change things up.
  • Various improvements to usability in both combat and on the worldmap.
  • Steam achievements.

Not included in that list are the countless smaller additions and improvements we’ll be doing along the way. As usual, all the major points and most of the minor ones will be explained in detail in future dev blogs as we go along, so you’ll always know what we’re working on and why.

This big update, once published, will then be followed by a couple of smaller updates for balancing, bug fixing and further improvements based on your feedback until the game is ready to be released.

So does that mean…?

It means that Battle Brothers will not be released in 2016. We’re looking at a release in early 2017 and you’ll be the first to know once we have a set date – most likely to happen when the last big update is live. It’s important to us that the finished game feels complete, polished and well worth its price, so we’ll take the time necessary to ensure just that and won’t rush anything.

It also means that some features that were considered at one point in development or another have been cut and will not make it into the game for now. While some concepts simply won’t fit anymore with how the game has evolved, others would still be cool to have but also require a lot of time to do right. Time that we then couldn’t spend working on other things. Game development is often about hard choices and setting priorities – what feature best to spend our limited time on? What feature will benefit the game the most? Our choices on what’s most important are reflected in the list above. If ever there is an expansion to Battle Brothers, we may revisit some of the concepts that didn’t make it into the game at first.

Also, the game has been updated

That’s right. The game has just been updated to version 0.7.0.10 with a new contract, balancing changes, a multitude of AI improvements and a couple of bug fixes. Find the changelog below.

[...]

Tuesday - September 06, 2016

Battle Brothers - Let's Play Episode 4

by Hiddenx, 10:54

Another Battle Brothers Let's Play:

loading...

In episode 4 we take on a well armed group of raiders. Will this be the end for our mercenary band?

This is the current beta build of Battle Brothers including the perk rework and injury system.

Saturday - September 03, 2016

Battle Brothers - Let's Play Episode 3

by Hiddenx, 11:05

Episode 3 of the Battle Brothers Let's Play shows the new beta version with the perk rework and injury system included:

loading...

Monday - July 04, 2016

Battle Brothers - New UI Launched

by Myrthos, 12:54

The new UI for Battle Brothers has been released last week Thursday in update 0.6.1.6.

After tinkering with it over the last week in the beta branch, the new UI has just launched to propel Battle Brothers further towards being a finished game. Thanks to everyone who participated and helped us ironing out any issues!

new_inventory

We’ve talked a lot about the why of the new UI in blog posts over the recent weeks, so instead of doing it again, here’s the short list of changes for this update.

  • A more responsive UI with a hand-crafted look that fits the game’s setting.
  • A new reserve roster for a total of 18 Battle Brothers to keep with your company.
  • The formation in battle is now customizable via drag & drop.
  • Battles can now be ended once all your enemies are in retreat.
  • Four new events on the worldmap.
  • A new music track on the worldmap.
  • Movement sounds in combat specific to each type of terrain.
  • Numerous bugfixes.

This update does not break savegames.

The next major milestone for us is the introduction of a more complex injury system to take full advantage of the reserve roster, as well as the long-awaited perk overhaul.

Tuesday - June 21, 2016

Battle Brothers - New UI This Week

by Myrthos, 12:39

According to an announcement for Battle Brothers last Friday, we will be seeing the updated UI for the game this week.

Good news, everyone! The reworked UI is almost ready to go. It sports a new look of wood and iron, and comes with two long-awaited additions: A larger roster with reserves and a customizable formation for battle.

new battle brothers roster

Because some underlying parts of the game have been changed quite extensively, new issues are bound to arise, and we’d like to iron them out with your help. As previously announced, we’ll thus first launch the reworked UI in a separate beta branch, and once everything works smoothly, merge it with the main branch of the game. The beta branch will launch early next week so that we’re in office and can immediately address any potential problems.

To learn more about the new UI and coming additions, read our last dev blog here.

Sunday - May 15, 2016

Battle Brothers - Reworked User Interface

by Hiddenx, 10:09

The Battle Brother devs replace the current UI with a better one:

Dev Blog #74: Progress Update – Reworked UI

Here we go again. After being delayed a bit while we waited for some technical issues to be resolved, as well as some of us taking a small vacation to recharge our batteries, we’re now back to working full steam on the UI rework. What does it entail? Let’s find out!

What are we doing?

Several things.

First, we’re replacing the third-party UI library we used for Battle Brothers until now. There are a couple of issues we want to solve; there’s a tendency for mouse clicks to be lost, and the UI can feel very sluggish at times. Because this library ceased to be developed and we’re now stuck with all these problems, we can either ignore them or replace the library altogether. We’ve opted to go with the second option, and the result should be a much more responsive UI experience overall, as well as increased performance of the game.

Second, we’re taking the opportunity to make some usability improvements to the UI. We’ll be resizing some dialogs to have you scroll less, and we’ll be adding additional UI functionality.

Third, we’re skinning the UI. The current look, grey and orange, was always intended as a placeholder and not something for the finished game. We’re switching it out for lots of wood and metal in order to have the UI contribute to the game’s atmosphere rather than detract from it, and to give Battle Brothers a more professional look as it nears completion. See below for an idea of how the new UI will look, but keep in mind that we’re still working on it and will be adjusting colors and adding details.

Why do it now?

There’s two gameplay features yet to be added that require quite a bit of UI work: extended roster management and customizable formations. While we’re itching to get these into the game as soon as possible, doing these before the UI rework would potentially mean having to redo their UI again later, thereby wasting development time. We’re doing the UI rework now so that we can then move on to implement both of these features next.

When will it be done?

We’re progressing at a good pace and should have a new build with an updated UI available within the next couple of weeks. The idea is to make it available first as an optional branch of the game – this way we won’t break anything for you and can iron out any potential issues based on your feedback. Once we’re sure that everything works fine, we’ll merge the branches.

Nordic Game 2016

On the 19th of May we’ll head out to Malmö, Sweden, to attend the Nordic Game Conference held there from the 18th to the 20th. The last day of the conference will focus on indie games, making it the perfect place to get in touch with fellow developers, enthusiasts and all sorts of business contacts.

If you want to know more about the event you can get all the details here: http://conf.nordicgame.com/. If some of you should be there as well feel free to drop us a mail so we can meet up and have a quick chat!

 

Saturday - April 23, 2016

Battle Brothers - Update 0.6.0.21

by Hiddenx, 08:53

The Battle Brothers Strategy RPG is getting better and better:

Update 0.6.0.21

This week’s update adds the last batch of natural combat environments. With all terrain on the worldmap accounted for in combat, we can cross another item off of our list towards a finished game!

Swamps received a major overhaul for a much sleeker look, as you can see below. Picking a fight on hilly terrain on the worldmap now actually results in hills in combat, so there is now a benefit to retreating to hills or luring enemies there to make a stand. Finally, snowy forests now look appropriately, and mountains come with their very own new combat environment full of crags and ravines.

With all this done, we move on to work on adding more contracts, having locations like bandit camps being present on combat maps, and doing lots of UI work necessary before implementing certain new features. Because some of those items require longer periods of development and testing, we’ll transition again to have larger but less frequent updates to the game for a while. Depending on what we’re working on, it could be several weeks between those more meaty updates. We’ll keep you updated as we go along.

Changelog

  • Added new swamp combat environment.
  • Added new mountainous combat environment.
  • Added new snowy forest combat environment.
  • Added new hilly combat environments for grassland, tundra, steppe and snow.
  • Changed ‘Swipe’ scenario to use the new forest environment.
  • Changed ‘Early Game’ scenario to use the new swamp environment.
  • Fixed mountains, snowy forests and shores on the worldmap not being linked correctly to their combat environments. Requires starting a new campaign to take effect.

Saturday - April 02, 2016

Battle Brothers - The Tundra

by Hiddenx, 12:23

Check out the Tundra combat environment for Battle Brothers:

This week’s update adds a new combat environment: the tundra. Flat and stony plains, sparse vegetation and a unique look make it stand out among the growing collection of different environments to do battle in. Here’s how it looks in the game.

[...]

Sunday - March 20, 2016

Battle Brothers - New World Map Update

by Hiddenx, 21:21

Here's the changelog for the new Battle Brothers update:

Worldmap Update 0.6.0.16

This update adds a reimagined version of the ‘Escort Caravan’ contract to the game. You’re now part of the actual caravan and don’t have to manually travel alongside it anymore. While the caravan travels, controls are locked from you, but time will pass faster until the destination is reached. The contract doubles as a way to fast-travel around the world and may also give you added safety with the caravan hands and guards in the beginning of the game. Be sure to take ample provisions before you start your journey!

The contract system has seen a general change. Contracts now vary in difficulty and payment as indicated by a rating of between one to three skulls. If you’ve taken some losses and need to rebuild your company, taking on easier contracts with a one-skull-rating might be a wise decision. On the other hand, if you don’t feel challenged enough, take on a contract with a three-skull-rating and get paid handsomely. Note that the skull ratings are rough estimates and don’t necessarily mean that a contract has to always be easy or hard for you. In an open world you can always run into roaming enemies, and how you fare against certain opponents will depend heavily on your equipment, leveling and tactics.

Finally, this update also adds our first all-new combat environment: the dry and flat steppe. Here’s how it looks in the game.

Changelog

  • Added new 'Escort Caravan' contract.
  • Added two new events.
  • Added steppe combat environment.
  • Added more debug output to logfile in order to help track down some remaining issues.
  • Changed contracts to vary in difficulty (and payment) as indicated by a rating of between one to three skulls.
  • Changed larger settlement factions to potentially offer more than one contract at a time.
  • Changed Orc Line Battle scenario to take place in the steppe.
  • Changed Riposte appearing as a negative factor in the hitchance breakdown only when the opponent is actually in range to execute a counter-attack.
  • Changed game to no longer pause when out of focus. Remember to hit Spacebar or Escape to pause on the worldmap before alt-tabbing out!
  • Fixed potential crash on worldgen.
  • Fixed destinations for 'Armed Courier' contract not being uncovered on the map in some cases.
  • Fixed issue with AI of Withered Vampires that prevented them from using the Darkflight skill in some cases.
  • Fixed issue with AI of Orc Warriors that had them use the Line Breaker skill when they shouldn't.
  • Fixed armor for helmets displayed as floating point value in some cases.
  • Fixed wrong effectiveness vs. armor of pitchfork.
  • Fixed various text errors.

Wednesday - March 02, 2016

Battle Brothers - World Map Update

by Silver, 10:21

Over at the Battle Brothers site there has been an update on the state of the World Map.

Worldmap Update 0.6.0.9

Whew.

It's crazy how many issues can all of a sudden pop up once 700 people start playing the game. After yesterday's hotfixes, here is a larger bugfixing and balance update that contains all of today's work.

We'll continue to focus our efforts on fixing any bugs and glaring balance issues until the game is as stable and playable again as it was before.

Have a nice evening!
Changelog

  • Changed roaming enemy parties to start out weaker in the early game.
  • Changed contract rewards to be slightly higher.
  • Changed contracts to appear sooner after starting a new campaign.
  • Changed contracts to appear slightly more often.
  • Changed employers to be slightly less enraged when the player cancels contracts despite receiving advance payment.
  • Changed second tutorial battle to have one less opponent on Even difficulty.
  • Changed hotkey to show/hide tracking to ‘Tab', hotkey for camping to ‘T' and opening the character screen back to ‘C'.
  • Changed the way sounds and music are loaded in order to eliminate some potential crashes for people. This may introduce minor lag as music changes, but with the crashes gone we now can take the time to look for the best solution.

  • Fixed potential crash when loading an autosave right before combat.
  • Fixed game not saving correctly in rare cases when destroying a location that has a party roaming around it.
  • Fixed tutorial battle not triggering correctly because of Hoggart's hair.
  • Fixed bug potentially having the player start out with large amounts of money.
  • Fixed battles starting with the player being ambushed when they shouldn't.
  • Fixed issue with contract payment not scaling properly to contract difficulty.
  • Fixed ‘Tab' key making the UI glitch and not accept keyboard input correctly sometimes.
  • Fixed the player starting on tiny islands in rare cases with no way to get off.
  • Fixed bandits having a leader hostile to them in a twist of the ‘Drive away bandits' contract.
  • Fixed player choice in twist of the ‘Investigate Cemetery' contract not being registered correctly.
  • Fixed player choice in twist of the ‘Armed Courier' contract not being registered correctly.
  • Fixed issue with ‘Investigate Cemetery' contracts being issued on small islands with no space to spawn the cemetery.
  • Fixed issue with player's wardogs not properly attacking militia and noble house troops.
  • Fixed people joining the player via events even when the roster is already at full capacity.
  • Fixed several text errors.

Tuesday - February 23, 2016

Battle Brothers - Taverns & Tracking

by Myrthos, 12:36

The development blog for Battle Brothers has been updated with information on taverns and tracking.

Taverns with the capacity to serve a mercenary company can be found in larger settlements, cities and castles, and the odd small village along trade routes. Laughter can be heard coming from it pretty much around the clock, as it’s one of the few buildings that can be entered both day and night. It’s also the first instance that we’re using small atmospheric images in the UI, as you’ll see below, and the idea is to have a whole bunch of them complement the events in the game as we skin the UI later down the road.

tavern_folks

Although taverns aren’t the most critical of buildings, they nevertheless fill with the services they offer what was previously a vacant spot in the world of Battle Brothers. These services revolve heavily around beverages, and they’re talking to the patrons for news and rumors while sharing a beer, and paying a round for your own men in order to get their spirits up. We’ll look at each of them in detail.

As you enter the tavern, you’ll immediately pick up some talk amongst the patrons. What they talk about comes in different categories, and

Thanks Eye

Sunday - January 10, 2016

Battle Brothers - Putting the Pieces together

by Hiddenx, 02:22

Jaysen posted a new progress update for Battle Brothers:

Dev Blog #66: Progress Update – Putting the Pieces together

The holidays are over and it’s back to work! This week we started putting all the pieces we have been creating over the past months together so that we can start playtesting and balancing all the new additions for the update in February.

Populating the World

Reworking the worldmap feels a bit like taking a machine apart and putting it back together. We started again at the beginning, improving the layout and terrain of the world, adding more interesting and unique settlements, and creating a more complex web of different factions. Now is the time to populate the world again and let the inhabitants roam the world.

Speaking of population, the world now has more clearly defined regions than before. There's the densely populated areas between settlements that belong to noble houses - you'll find bandits there every now and then, and the odd beast may find its way there, but it's a lot safer than the regions bordering on the wild. The wild is largely covered in fog at the beginning of the game and for you to explore. It's home to Orcs, Goblins and worse, and not somewhere you should venture out to before you got some experience under your belt.

[...]

Couch thanks for the weblink as well.

Friday - December 11, 2015

Battle Brothers - Progress Update

by Hiddenx, 19:12

Jaysen posted a progress update here on the Watch.

This week we have Ocean and Sea Travel for you so even small islands can be reached now [...]

Monday - September 07, 2015

Battle Brothers - Goblin Let's Play sessions

by Myrthos, 12:41

The Battle Brothers devs have made three Let's Play sessions available in which:

Developer Jaysen is taking you on a ride with the new Goblin patch on challenging difficulty handing out advice to newer players as he goes along.

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In the second episode an encounter is shown with the notorious Goblins.

And in episode three the woods with various bandit encampments is cleared.

Wednesday - July 29, 2015

Battle Brothers - Wardogs, Armor and Visual Makeover

by Myrthos, 12:37

In a new development blog for Battle Brothers we are informed that wardogs are being added to the game and the armor mechanics changed. In addition a makeover of many of the older assets in the game are being worked on.

That’s right, wardogs have made their way into the game and you can soon have them in your mercenary company. These dogs are of a large and aggressive breed and they come with their own name and one of several different looks. But what is their purpose?

Goblins will rely heavily on ranged combat and kiting their opponents, so Battle Brothers need a new trick up their sleeves as well. And while the recently introduced feature of retreating enemies does alleviate the issue of having to catch the last remaining enemies, we want to go further. Wardogs are a tool for the player to chase down any enemy and hold them in place until Battle Brothers arrive, as well as to find any enemies hidden in the fog of war. It’s a tool that makes a lot of sense in a medieval fantasy world, and at the same time is something to have fun with and get invested in. Afterall, who doesn’t like dogs?

Wardogs are not individual characters in your party but are treated like an item – at least outside of combat. They can be bought in settlements and then assigned to a character before combat. Ever noticed that empty slot in the top left of your characters’ paper doll? That’s the accessory slot, and that’s where wardogs go, among other things.

wardog battle brothers turn based strategy

In combat the character handling a dog has a unique skill called ‘Unleash Wardog’. The unleashed dog will spawn on an adjacent free tile and will act immediately after the handler has finished his turn. The dog is not controlled by the player but by the AI following a distinct behavior – it will straight up charge for the next free opponent and engage him in melee all while doing a lot of barking. Wardogs don’t actually do that much damage, at least not against armored opponents, but they are very useful in pinning down archers or other elusive targets in the opponent’s backline for your Battle Brothers to follow up. What’s more, they can track down hidden enemies. If you don’t know where the last few enemies are hiding on the map, unleash a dog and he will find them for you.

Monday - July 20, 2015

Battle Brothers - Armor and Goblins

by Myrthos, 12:23

The development blog for Battle Brothers has been updated with information on worn armor and Goblins.

So far, everyone was wearing well-crafted armor and helmets in mint condition. This always felt a bit out of place especially with the bandits who looked pretty much like regular soldiers or militia forces with their equipment. After all, they are supposed to be outlaws living in the woods and they can have a hard time getting materials to repair their gear.

To address this, we’ve made a variety of new armor and helmets with a worn-out look, gear that has been patched up many times, lost some parts or has become rusted. This gives the bandit faction a unique look and makes them stand out from other human factions. What is more, all these items have their own values for armor and fatigue penalties. In general, the worn-out and patched armors are a bit lighter, giving less fatigue penalties but also having less armor points.

 

Goblins are of course the major coming new feature for Battle Brothers. We’ll do a proper reveal in time and talk about their place in the world, their culture, their equipment and their individual troop types in detail. Until then, we didn’t want to leave you without a small teaser of what is to come. So here it is, an image of the Goblin Wolfrider!

wolfriders

Monday - July 13, 2015

Battle Brothers - Named Items

by Myrthos, 12:50

The most recent update for Battle Brothers adds named items with unique looks and randomized stats as rare loot for the most powerful opponents. In addition some bugs are fixed and balancing issues solved.

As we see it, there are two problems with the item progression currently. Firstly, the player very quickly skips the lower tiers of weapons after just the first few battles because higher tier weapons generally drop as loot and are widely available for reasonable prices. And because mid to high tier equipment is available so soon, there is also little to buy or save for later in the game. This will be addressed with the next big update. Secondly, although the selection of weapons, shields and armor is ever-increasing, there is a distinct lack of reward when prevailing against the strongest of opponents, and little excitement in the looting phase after battle. This update aims to address this.

more_named_gear

The strongest opponents now have a small chance to both use and drop as loot named weapons and shields that offer some advantages over their nameless counterparts and come with looks of their own. Their stats are slightly randomized to excel in different areas and some of them are plain better than others. To be clear, named items are not the legendary items we plan on adding eventually – they’re just very well crafted weapons and shields and should make looting in the game a bit more interesting for now, as well as allow you to customize your brothers better with their unique look.

They are also loking for a sound designer:

Going forward we’re looking for a dedicated hobbyist or professional sound designer to join us in making the game come alive. Your responsibilities would include designing the sound effects for various fantasy creatures, general battle sounds, footsteps, ambient noise and user interface sounds. If you’re a fan of Battle Brothers and would love to work on the game yourself, read our full job posting and apply at contact@overhypestudios.com!

Saturday - July 04, 2015

Battle Brothers - Development Updates

by Hiddenx, 09:27

Jaysen informed RPGWatch about some new interesting game features for the Early Access game Battle Brothers:

Introducing the Event System

Time sure flies by fast! It’s been a full month now since we announced that we’d go full time and needed some weeks to get everything sorted out. While we took care of business and set up our new workspaces, we were also featured on the Steam Summer Sale for a day. Yay!

We’re happy to let you know that we’re now back in the saddle again. Both Christof (the programmer) and Jan (the manager) have moved to work full time on Battle Brothers. The last of the bunch, Paul (the artist), will join us mid-July. Development pace should now pick up again.

As previously announced, the first item on our roadmap is the introduction of an event system for the game. Today’s update to the game adds just that, so let’s take a closer look…

The Event System

Managing a mercenary company is not an easy thing. Not only do you need to command your men in battle, now your leadership skills are tested outside of combat as well. It’s easy to forget at times that the little guys you control are supposed to be humans. As humans, they sometimes have their own agenda, they have strengths and weaknesses in character, they may change with time, they may quarrel or bond with each other, and they’ll come to you with requests. While traveling on the worldmap, a lot can happen, much of which we can now convey to you with events.
To kick things off, we’ve added 47 events to the game. These include things that you can just stumble upon while traveling the world, some things that require you to be at certain places, as well as things that require characters of certain backgrounds or traits in your party. Some backgrounds may not play well together, and some may have advantages or disadvantages also outside of combat. What choices you have available at events may depend on what characters you have, and the outcome of your choices may differ as well.
(...)

Retreating Enemies

Chasing that last surviving bandit marksman on a forest map isn’t always that fun, so non-undead enemies now have the ability to retreat from the battlefield should they perceive there to be no chance of winning the encounter. Just like the player, the AI has to reach the map border in order to retreat safely, giving you the chance to intercept them if you want to let noone escape, or get all the loot.

Whether an AI combatant retreats or not depends on a few factors, such as how many of his allies are still with him, how many have already fallen, and how many men the player still has. For the time being, the AI will not attempt to flee a battle from the beginning, even if they’re outnumbered. The option of retreat is meant for the last few scattered survivors. The actual thresholds for when individual combatants make use of it may still need some numbers tweaking.

We know that this doesn’t solve the issue of chasing enemy archers across the map in its entirety, but it is a good step in the right direction that makes sense in the context of the game world. We’ll eventually introduce a few more tools that will enable the player to better handle such situations. (...)

Sunday - May 24, 2015

Battle Brothers - Progress Update

by Hiddenx, 12:00

Overhype Studios reveals some great news in their Dev Blog #42:

Progress Update – Going Full Time and A Small Roadmap

Time for some good news!

It’s been more than three weeks now since Battle Brothers released into Early Access and so far it has been pretty successful. The game was well received and we got a lot of helpful feedback from all of you, much of which we’ll incorporate into the game over the course of the next year. There is a lot still left to do, of course, but things are looking bright.

The game has also been a financial success for us. As you may be aware, Battle Brothers was developed by a core team of just 3 people over the course of nearly 2 years in their spare time while also working day jobs. The recent success now allows us to quit our day jobs and start working fulltime on Battle Brothers. That’s right, we’re about to have a lot more time we can put into the game and should be able to make progress much faster than before!

The downside for now is that quitting our day jobs and going full time is not something we can do over night. As you may know from experience yourselves, changing jobs always comes with a lot of organizational hurdles. Getting legal stuff out of the way, setting up new workplaces, doing a clean handover for you former job, existing contractual obligations, and so on. We are looking at a transitional period  that will keep us pretty busy over the next couple of weeks.

During these next weeks we won’t be able to make much progress on the game itself and provide you with updates as frequently as before. It’s all worth it, however, because once things are settled, the game should progress at a much faster pace than in the 2 years before, and we’re already looking forward to really get going!

A big thank you to all of you who made this, our dream of working on our very own game, possible! And an extra big thank you to those of you who supported us even more by getting the Supporter Edition!

A Small Roadmap

To give you a better idea of our immediate plans, once we have settled into working full time on Battle Brothers, we also want to share a small roadmap with you.

1) Event System
As explained in our last blog post, our next immediate goal is the addition of the event system to add interesting encounters and tough decisions outside of combat, as well as laying the foundations for dialog and a future rework of the contract system. Because a lot of events will change depending on what backgrounds or traits your Battle Brothers have, it’ll also add a layer of complexity to character backgrounds beyond just their different stats.

2) Goblins
Next up are Goblins. Those are the green skinned cousins of the orcs that have an entirely different fighting style. While orcs rely on physical prowess and brute-forcing their way through your ranks, goblins lack the physical power to do so. In fact, they’re quite fragile individually, more so than your average Battle Brother. In battle they rely on their wits and dirty tricks instead, preferring to fight at range. Goblins come with their own arsenal of unique weaponry and skills – throwing nets to incapacitate their enemies, arrows with terrible poison and long jagged pikes. Goblins should add an entirely new challenge to combat in Battle Brothers and are also meant to be a missing piece of the puzzle that is game balance by making ranged combat more important. No longer is the nimble swordmaster safe from all danger!

Goblin Concept

3) Rework of the Worldmap
The third and by far largest step on our immediate roadmap is a rework of the worldmap as a whole. It’s quite clear that the world simulation, as it is now, is not satisfactory. With the resources available to us now and the lessons learned so far, we’re going to design new gameplay around commandeering a mercenary company in a low-fantasy medieval world. We already have a solid concept for this, and we’ll update you once things are further along. Yes, there will be multiple human factions working against each other. And yes, we’ll make contracts a lot more interesting and dynamic.

Wednesday - May 20, 2015

Battle Brothers - Early Access Impressions @ AttackoftheFanboy

by Hiddenx, 19:25

Emily Speight from AttackoftheFanboy.com gives you some Early Access impressions on the game Battle Brothers:

A word of warning: Battle Brothers is NOT for casual players - like Emily said:

Battle Brothers rewards careful planning. Its AI adapts effectively to changes in battle — even skirmishes that outwardly appear to be easy can result in the loss of life without careful planning. Sometimes, even that is not enough to save your men.

Monday - May 11, 2015

Battle Brothers - One Week of Early Access

by Myrthos, 12:47

The Battle Brothers website summarizes one week of Early Access on Steam and share their views on the next steps.

We’ll soon start working on our first new feature: The event system.

While traveling the world a lot of unforeseen things can happen and surprise you. These events can occur anytime and anyplace and will force you to make tough decisions outside combat. Just to give you random example of what might be; if there is a Battle Brother with a criminal background in your mercenary company, a passing guard patrol might recognize that character and demand you hand him over as a prisoner or face the consequences. Similarly, individual characters in your group might interact depending on their backgrounds and traits – will the adventurous noble get along with the lazy sluggard beggar?

Events like this will not be entirely random but depend on what happens in the world and which characters are in your company. Their outcomes will be partially randomized for the sake of replayability. The possibilities for creating interesting, challenging and morally ambiguous events are limitless.

Wednesday - May 06, 2015

Battle Brothers - First Look @ RPS

by Myrthos, 12:38

Rock Paper Shotgun looked into the early access version of Battle Brothers and come back with positive stuff like this:

The stuff that’s already there is great, though. Each class of weapon has a unique attack rather than simply changing stats and combat is brutally tense, as a perfect blow can kill even the mightiest mercenary. You’ll spend a lot of time replacing fallen brothers, as well as gear that deteriorates over time, and even though you’ll see the same text cropping up again and again, the backgrounds and traits of your soldiers are just detailed enough to hang stories on. You’ll miss them when they’re gone.

All of this is to say that even in its current state, Battle Brothers is well worth a look and certainly one to keep an eye on as development continues. Hurrah!

Wednesday - April 29, 2015

Battle Brothers - Early Access Release

by Couchpotato, 06:57

Overhype Studios next update announces that Battle Brothers is ready for Early Access on Steam, and the developer prefers you buy the game off their website.

Battle Brothers released to Early Access

Finally! After all that waiting you can now experience for yourself how it feels to get your men slaughtered and, in some rare cases, even emerge victorious in a game of Battle Brothers. We hope you enjoy playing the game as much as we enjoyed designing it!

Please keep in mind that this game was just released into Early Access and is far from finished. We consider it a solid foundation upon which we can now build a truly great game over the course of the next year.

Where to get it

The best place for buying the game is at our very own website. You’ll receive a Steam key with which you can start playing right away. In addition, you may leave a tip to further support us if you want.

Wednesday - April 22, 2015

Battle Brothers - Early Access Launch on April 27th

by Couchpotato, 05:25

Overhype Studios next update for Battle Brothers has info on the Early Access Launch.

Battle Brothers will launch to Early Access on April 27th

Finally! We’re all giggly and excited to get the game out there and see what you guys come up with, how you’ll play it, what you’ll think about it and which ideas and feedback you’ll have! Battle Brothers will launch on Steam and will also be available on the Humble Store and our very own website. We’ll look into other platforms for selling the game as well.

What’s in the Early Access?

The game is very much playable and stable with all core mechanics in place. It features several scenarios and an open world campaign mode with 20+ different enemies, 80+ items, 42 character perks and thousands of procedurally generated mercenaries for hire. Campaign gameplay is more sandboxy than the final game will be as the overarching story and endgame, along with more content and other features adding to the depth of the game, will be added as the Early Access progresses. The UI is not skinned yet, there will be bugs and the game balance may need some tweaking based on your feedback.

Here are the key features:

  • Procedurally generated worldmap, tactical combat maps and mercenaries.
  • Open and dynamic world simulation that is not scripted – your actions can actually alter the balance of the world.
  • All characters come with their own background stories and traits. Want a stuttering ratcatcher, a greedy witchhunter or a drunkard disowned noble?
  • Permadeath. All characters that die in combat will stay dead – unless they return as the undead.
  • Field up to 12 Battle Brothers on large and varied tactical combat maps with different terrain and multiple height levels.
  • Character development without a restrictive class-system. Each Battle Brother gains experience through combat, can level up and acquire powerful perks.
  • Equipment that matters. Different weapons grant unique skills – split shields with axes, stun enemies with maces, form a spearwall with spears or crush armor with a warhammer.
  • Diverse enemy roster. All enemies have unique equipment, skills and AI behavior.
  • One full hour of orchestral soundtrack with more on the way.

Wednesday - April 01, 2015

Battle Brothers - Early Access Preview Video

by Couchpotato, 05:06

Overhype Studios released a new fourty minute preview video this week based on the early Access version of Battle Brothers on the games official YouTube channel.

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This is a preview of the Early Access version of Battle Brothers! There won't be any major changes until the EA release so if you are wondering whether to buy the game and support us once the EA starts just watch this series and then decide.

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.

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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.

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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.

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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.

Greenskins!

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.

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: 40-60 hours
Voice-acting: None

Regions & platforms
Internet
· Homepage
· Platform: PC
· Expected at 2017-02-01
· Publisher: Overhype Studios