STEAM STORE : WARLORDS
Hi all, I'm Jamie, a solo dev from the UK. By day I'm a data nerd at a big corporate, by night and most weekends for the last year or so I've been building Warlords. It's just gone up on Steam as "coming soon" for Q4, and I'm hoping to release it in early access as soon as Valve gives it the green light as it's currently with them for final review, so it should be out in the next couple of weeks!!
What it is: an RTS where you're not a camera in the sky. You're a giant warlord stood on the battlefield in first person, and the whole war plays out at your feet like a tabletop diorama. You can see the other players walking around the map too, which changes everything strategically. You know where they're looking. They know where you're looking. It ends up feeling more like chess or poker than a normal RTS, everyone stood around watching these fights play out between their boots, which was always hilarious in the gamemode it's based on, but it plays a lot like AoE4 just a bit more cartoony and less serious!
What's in it right now:
An actual tutorial! (Woohoo)
Build your base, send villagers out to chop, farm and hunt, raise walls and towers, train an army, siege the other castles
Up to 8 players a match, plus single player against AI on three difficulties and a tutorial
Diplomacy: truces, trading resources, alliances with army sharing (combat control) you can toggle on and off
Commander abilities (comets, healing, more coming), and dragons
A social lobby between matches with minigames (one where you are dinosaurs running away from TRex's and eating eggs, fighting other teams until you become APEX in size and then you can take on the TREX and do huge 1/3rd hp fatal bites to enemy players), leaderboards and a shop. No real-money purchases: units, abilities and the VIP area are all unlocked by playing and winning matches and minigames
There's a roadmap too. Abilities especially have a lot more coming as well as OP possessable units (perhaps the dragon itself?) whilst your allies help by commanding your army if you let them! Also more minigames - looking at traditional FPS / Search & Destroy / TDM / Flag Cap / Deathrun etc.
I'd love the feedback and would consider extra development help if it fits, I've delivered the core my vision to a degree and if it's received well then the community can help decide where it goes next whilst I also complete my own roadmap!
If you ever played Sassilization on Garry's Mod about 15 years ago, that's where this idea came from. I played it as a young teenager and never stopped thinking about it. The rest of the DNA is the stuff I grew up on: Command & Conquer, Halo Wars, Toy Soldiers, Age of Empires, StarCraft. I was never amazing at any of them, I just loved them.
I want to be upfront because it's on the Steam page anyway: I used AI to help build this. I'm not going to pretend otherwise. But I've put roughly 1,700 hours in myself working alongside it: tweaking animations, writing and rewriting code, building Unity tools, hand-crafting the lobby (special environment effects and a day/night cycle) and the maps, making and generating assets, and yes using some popular asset packs too. So it's a mix of asset packs, generated bits and a lot of my own hands and late nights. It's not an asset flip, even if it leans on some packs. It's a game I actually care about and it's been the most fun I've had making anything.
The technical bit, which I'm quietly proud of: every match runs on an official dedicated server on Google Cloud, with a SQL database behind the economy. The server simulates the whole battle and your PC just shows it and sends your orders, so there's no client-side cheating and everyone sees the same fight. The downside for me is that running lobby and match servers in every region (London, US East, US West, Hong Kong next) is expensive for one person, but it has to be done that way, both for cheating and for how the sim works. I've built the servers to scale up and down with the player count so I'm not paying for empty boxes, and I've also built a doomsday mode: if the game doesn't take off and I can't keep the official servers running, players can host their own lobbies and matches with their own economies and admins at the flick of a switch. The trade-off is it splits people out of the shared social space down to friends or local regions, so I'm hoping it never has to be the main way to play. Let's build a community instead!
Money-wise I'm like a lot of people: in a fair amount of debt due to a ton of misfortune, and I've been there my whole adult life. I'm not asking for anything, just explaining why there's no marketing budget and why the trailer is me in CapCut at midnight and I have invested about £2,500 into this game to date. The marketing materials don't do the game justice and I know it as the fun is in the gaming experience. I've had plenty of playtests with colleagues and friends, and the build is currently just waiting for the final stamp from Valve to go green as early access. I'm hoping to sell it at about $13.99 with a 10% launch discount for two weeks, so I hope people will pick it up!
If any of this sounds like your thing, or you have advice or questions, a wishlist would genuinely mean a lot, and I'd love feedback, good or bad. Come and say hi on the Discord too, especially if you're an old Sassilization player!
Cheers for reading, and I hope you enjoy!