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Super Roman Conquest is a side-scrolling strategy game that gives you full control of your troops within a multi-layered, 3D landscape. Developed by veterans of LucasArts, SRC blends the nostalgia of our formative PC-gaming past with modern RTS design elements and a meta-game progression reminiscent of our favorite indie strategy games like FTL.
It's being developed for Windows, Mac, Linux, and Ouya.
New Stretch Goals Announced!
Working at LucasArts, pitching a non-Star Wars game was difficult. While we love Star Wars and Star Wars games (I'd hope so after a combined 16 years working on them), we've always wanted to craft something original that encouraged the player to strategize, pause and think, manage their troops, and feel the panic of overwhelming odds.
Before the studio closure earlier this year we both worked as Designers, most recently on Star Wars: 1313 and Star Wars: First Assault. The seasoning we gained working in the Star Wars universe inspired us to capture the feel of another great Republic: ROME. Unlike other side-scrollers, we want you to do more than just send consecutive units left to right, down a linear track, in order to bash the enemy base on the other end.
After carving out the foundation of SRC, we began to layer more and more strategic depth into the game. We set out to blend the plate-spinning and progression elements from modern strategy games with nostalgia for classics like Worms and King Arthur's World. This is a new and exciting step for the side-scroller, and with your help we hope to make it a reality.
One feature that makes SRC unique is the complete control you will have over your legion. Each unit can be ordered individually, or you can select multiple units and issue squad orders. Give specific movement orders to your troops, send them to attack or fire arrows, and utilize special abilities -- Engineers can construct helpful tools, Doctors can heal, and more.
Units also have the ability to travel deeper into the battlefield, allowing you to utilize all three dimensions of the world. By using these unique battle lanes, we exponentially increase the depth and complexity of typical sidescroller strategy games.This allows you to use familiar RTS tactics -- set up ambushes, distract and flank enemies, or tactically retreat to fight another day. Find a leadership style that fits you; there is more than one way to achieve victory in SRC.
All the units are based on historical soldiers from the armies of ancient Rome and include centurions, auxilia, archers, cavalry, and engineers to name a few. Each unit has unique abilities that provide a benefit on the battlefield and can be upgraded as the units gain experience.
What troops make up your army is your choice. Bolster your archers with new equipment to rain down arrows over the enemy or create an unstoppable wall of shield carrying centurions. Access hidden paths in the map by having your engineers build bridges and ladders or construct massive siege engines capable of destroying enemy structures.
Strategy games such as SRC thrive on fulfilling encounters that reward cunning player tactics. Having up to three separate lanes of play with transition points between them opens up maps to provide more opportunities for outmaneuvering or flanking your enemies.
All maps are hand-crafted and unique depending on the region occupied, weather, and season the encounters take place in. This provides an enormous combination of features within a given map. Varying weather will affect the way maps are played and include both advantages and disadvantages for your legions.
But that’s just the start, we have a ton more units planned for the final campaign including but not limited to :
- Siege Weapons
- ...and many more!
We also want to hear from you, the fans of Super Roman Conquest. If you have a unit that you think would be awesome to see in the game, let us know. We’ll work with you to design the character and get that unit into the game!
Between battles with your enemies, you will find yourself in the meta game of the Campaign Map. This serves as your hub between encounters, allowing you to manage your army, plot your campaign, monitor the enemy, and make key decisions during regional events.
On the campaign map, you’ll be able to use gold and other resources acquired throughout your battles to purchase new units to help bolster your forces. Varying campaigns and encounters will require you to adapt your army to the challenge. If a particular enemy general is giving you trouble with pesky archers, you could recruit some centurions to block the arrows with their shields. Or you could stock up on engineers and construct a catapult to bombard the archers from a distance. The choice is yours, General!
Upgrading your troop's equipment and abilities is critical to a successful campaign. As your veteran legions continually risk life and limb for your glory, it’s important to increase their fighting stats and reward them with superior equipment. Be diligent, because if you don’t reward your most devoted troops often you may face mutiny or desertion.
While on the campaign map, you’ll be able to monitor and either avoid or intercept enemy armies. Enemy generals and their armies will react to your movements, decisions, and interactions so it’s important to always understand what the enemy general wants and how you could exploit that to your advantage.
Most actions and movements in Super Roman Conquest are accompanied by an in-game event that will test your ability to lead. Conquering an enemy settlement will carry choices with it. Do you annex the region as a Roman province and tax the inhabitants? Do you sell the population as slaves for some quick gold? Or do you burn the city to the ground and put the entire population to the sword? Each decision carries consequences that could ripple throughout your entire campaign. Can you handle the burdens of command?
The campaign map shows you the paths towards your current objective. As the General, it’s up to you to decide which path is right for you and your Army. Only you can decide, but choose wisely -- peril abounds as barbarian generals, jealous Senators, and even the Gods themselves may conspire against you!
Since the LucasArts studio closed down earlier this year, we started working on the concept of a 3D strategy side-scroller. After we realized we had something special with Super Roman Conquest, we completely committed ourselves to the project. We already have the foundation of the core gameplay in place and are currently working on the meta game elements, polish, and additional content like new units and maps.
The art you see here is placeholder and will be replaced by gorgeous sprites and backgrounds that build upon the 16-bit style we've established. We are already in the process of replacing all of our stiff, placeholder animations with fluid, high-frame count sprite sheets. Using Kickstarter funds, we will commission some of the talented artists from the former LucasArts studio to help finalize the look.
Super Roman Conquest is currently slated for a SUMMER 2014 release date with closed BETA access becoming available around the HOLIDAY 2013 season.
In order to launch Super Roman Conquest, we need help from you. Since May, we have been funding the game out of pocket, but we don’t have enough funds to continue development through the end of the year. Releasing this game will require more money than we have available and we want to make sure the final product is as fun and polished as what we have planned
Here’s how your generous donations will be used:
Business Costs - Getting the game done and done right.
Sound Designers - Right now our game is really quiet. To fix that we’ve teamed up with our favorite LucasArts music composer Jesse Harlin and want to pay him what he deserves. We also want to properly pay our sound designer who makes the fighting, screaming, and dying of the SRC world come to life.
Tools and Licenses - We want to get some better tools to help speed up the development of SRC. The faster we develop, the more stuff we can get into the game. That’s science.
- Hire an Artist - All the art seen in the game was done by two systems designers. Fortunately we worked with a bunch of talented artists at LucasArts, and we will use your donations to enlist their help and beautify our retro pixel look.
Also thanks to our participation in Ouya’s Free the Games Fund, we’re able to guarantee that your KickStarter backing will go farther than ever before! If we reach our funding goal, Ouya will match any funding you gave, dollar for dollar. That means if you gave $5.00, it’ll be like you gave $10.00.
Myth II : Soulblighter - We've always loved the wide variety of units, and the deliberate yet frenetic way the action ramps makes Myth 2 a staple of RTS combat.
King Arthur's World - This classic SNES title was a heavy-hitter on the playlists of our youth even if it was a bit rough around the edges. We look to take this old-school gameplay and evolve it using modern day design and usability techniques.
FTL : Faster Than Light - Our two biggest takeaways from FTL are the awesome sense of progression and the way choice is introduced to the player. We look to create a similar feeling of growing stronger and developing a narrative built off the choices you make.
Mount and Blade - We always loved that in Mount and Blade the player could decide how much risk/reward they were willing to wager. Balancing the strengths and weaknesses of your current troops against your opponents is a highlight of M&B and something we're bringing to the combat of SRC.
FEZ - This well-known title takes the established pixel art style and turns it on it's side. Literally. We hope to make a similar evolution to the pixel look of SRC to make something familiar yet fresh and original. Plus, we want Phil Fish to come back to making games. BRING BACK FISH! How will this plug help that, we don't know. What we do know is that we want him back. BRING BACK FISH!
Deep Dungeons of Doom - This is no joke, one of the best looking pixel games out there. The animations look awesome and show the loving hand of a passionate creator.
Gladiator - How could you make a game set in Rome and not list this as an influence? We listen to the soundtrack from Ridley Scott's epic regularly around here at SeaCliff Interactive and cite the opening battle scene as reference for the sense of scale we look to bring to SRC.
Rome (HBO show) - The attention to detail the creators of this show brought to the sets of Rome brought the end of republican Rome to life and still inspires the team working on SRC to this day. If you want to see a great TV show that was Game of Thrones before there was Game of Thrones (on TV at least) go watch the two seasons of Rome.
Below is a list of modular features, or Decrees, that we intend to implement on top of the foundation of SRC. It will be up to the players to decide which Decrees are added first, which are cut, and which are replaced by new Decrees that we add to the list.
While the overall scope and design of the game are determined by us developers, the voting Republic (that's you players) will have an opportunity to influence features as they are added and propose entirely new ones for consideration. Here's how voting works:
Double Our Fun(ds)! We're participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar up to the funding goal amount, so help us get there and make a great game for everyone! To be eligible for this match, we commit that this game will be an OUYA console exclusive for a period of time (note: exclusivity does NOT apply to PC, Mac, & Linux). To learn more about OUYA, go to www.OUYA.tv.
We're also part of Kicking It Forward! If successful we will use 5% of all profits from SRC to help fund new Kickstarters.
Risks and challenges
- Developing video games is a serious undertaking. As we've learned from the ups and downs creating games at LucasArts, things always come up. Fortunately, we are two dedicated, experienced dudes who have an appetite for solving problems, jumping over hurdles, fighting fires, and other business synonyms.
- Our experience working in AAA helps us understand the cycle of video game production so we better understand its challenges.
- We worked on teams of all sizes at Lucas, not just the massive 100 person ones that come to mind when you think AAA. We understand the advantages and disadvantages of both small and large teams and plan to leverage that knowledge to ship SRC with all the gameplay promises made on this KickStarter Page.
- We want to see SRC completed more than any other two people on the planet. We know how to ship games and guarantee this is NOT Vaporware.
- We are confident in the prototype build we've created. The major challenges left are to flesh out additional content on top of the solid foundation, continue defining the art style for the game with the help of our talented friends, and build the epic soundtrack this game deserves. All completely doable if we are able to meet our KS goal.Learn about accountability on Kickstarter
- (30 days)