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LucasArts veterans craft a retro side-scrolling RTS that takes place in a multi-layered, 3D world set in Ancient Rome.
Super Roman Conquest is a retro side-scrolling RTS that takes place in a multi-layered, 3D world set in Ancient Rome.
Super Roman Conquest is a retro side-scrolling RTS that takes place in a multi-layered, 3D world set in Ancient Rome.
1,473 backers pledged $41,909 to help bring this project to life.

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Closer to Rome

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Hey again folks! Apologies for the lack of updates. Development marches on at a staccato pace here on SRC. Good news is we addressed some fundamental issues with our engine that fixed up a couple beleaguered systems.  

I wish today we could present an early build to you guys. We're close, but hit some last minute showstopper bugs that require a couple more work sessions. We don't get to work on it as much as we'd like, but we assure you a build is on the horizon.  

It's an understatement to say we appreciate your patience and understand your frustration. We'll be in touch with updates on our build progress.

Lack of Recent Updates

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Hey all,

Some of you have noticed and messaged us your concerns about a lack of recent updates and the status of SRC. We first wanted to assure you that the game is assuredly NOT canceled and we are still doing all we can to get the game done and in the hands of our backers.

What’s with no updates? 

As we mentioned in an earlier update, Tim and myself have been working day jobs to ensure that the money you pledged is used solely in the development of the game. Unfortunately in the last year these jobs, mixed with some large life changes, has taken up much more time than we anticipated. This delicate balance of life and work has creeped into time that was previously used to work on SRC which has affected how much we’re able to get done. This sucks, both for you and for us, since you want your game and we want to finish it. All we can say is that we’re devoting all the time we possibly can to get it done.

Status of Playable Build Our last update mentioned the playable build which we are still working on getting up on Steam Early Access. Some final particularly tricky bugs have prevented us from putting it up to play but Tim and myself are meeting up in January and will have a playable Backers only build ready to distribute towards the end of that month. 

Website 

Somehow the website seems to have broken. We’re looking into this.

Going Forward 

We’re still going to be working on releasing SRC and honoring the backer rewards. We know the road has been much longer and more treacherous than we initially planned but still look forward to letting you all play the game you made possible. We apologize to those frustrated by the lack of visibility into what’s been going on and thank you all for your incredible support and patience.

Happy 2016! Early Access Coming Soon!

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Hey everyone,

Happy 2016! Hope everyone had a fun and relaxing holiday season. As for myself, I spend the holidays doing what I love most...developing an epic side-scrolling strategy game! 

I actually just got back from a trip up to Seattle where Tim and myself did a epic work session to push SRC ever closer to the finish line. It felt like an around-the-clock game jam where we did a whole lot of development mixed with a whole little sleep. For more details scroll below the battle picture below. 

Early Access

Oh man, we are so close to getting a Steam build ready we can practically taste it. Tim and I made a list of short list of must fix issues that once completed means you'll finally get your hands on an actual build of SRC! We are super excited to get all of your feedback and see some of our gameplay tested out in the world.

so close...
so close...

Tuscan Set

Our Tuscan grasslands set is in game and looking amazing. We're really glad we got this set because it's really helping keep the maps diverse and helps the biome look correct for the region in which the battle takes place. 

Escape Encounters

An aspect of the game we found when testing out our Early Access build was that we needed player instigated battles to feel different from battles started by the enemy. The tactical advantage / objective presented at the beginning of each map simply didn't make sense in both cases so we added a new Escape type encounter that kicks in when your army bumps into an enemy force on the world map.

If this doesn't quite make sense rest assured everything will be clearer once you play the build. Which will be soon, we promise. 

behind the scenes look at encounter creation
behind the scenes look at encounter creation

Alright, well that about does it for this update. Tim and myself are super excited to turn all those reds on that spread sheet above into greens and get a build up on Steam for everyone to try out. We expect that to happen within the next couple of weeks so please, stay tuned. 

As always we cannot thank you all enough for all your support, comments, and (most of all) patience. You guys are honestly the best backers and community Tim and myself could ever hope for and making this game for you all has been such an epic experience. Look for the big Early Access announcement coming soon.

-matt

More Updates!

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Hey all, 

Matt here. Just wanted to give you a quick update on what Tim and I have been working on recently. 

Steam Build

As it has been for the last couple of updates, getting a build up on Steam Early Access that all of you can play is Tim and my's top priority. In classic development fashion, the closer we get to publishing it the more issues seem to be popping up so we're working full time to get it polished, playable, and, most of all, FUN.

This includes balancing and stress testing the maps so that they are able to be completed by any size legion. This has proved more time consuming than we initially thought but I think the work will pay off once everyone checks out the game. 

Admittedly, this entire Steam Early Access build, and entire game development for that matter, has taken longer than we thought to get it where it needs to be but it's getting close and we're getting excited about sharing it with you.

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We just want to thank everyone for your messages of support and reminders about posting new updates. In the frenzy of game development it can be all too easy to go heads down and neglect these crucial updates in favor of more "in-engine" work. Your friendly messages help break us out of that habit and inspires us to keep you better informed.

Just know that all your effort will be well rewarded when you finally get to play Super Roman Conquest. You'll soon be able to see firsthand how SRC has become a great and unique title that you'll be proud you helped make possible.

P.S. Sorry for no pictures in this update, next time!

Steam Early Access! More Encounters! Screenshots!

6 likes

Hey everyone, 

Just wanted to fill everyone in on what Tim and I have been working on in the last month or so. 

Steam Early Access

We're still working towards getting a build onto Steam Early Access sometime this summer. We're polishing up features and balancing enemies to make sure we can get the best feedback possible from you, the backers. 

Overall we're super excited to see your thoughts on the game you all helped make possible so stayed tuned for more news as we roll it out.

Insula Encounters

The biggest thing we've been working on is creating varied encounters to test the strength of player's customized legions. A big push has been made developing maps within the, "Insula" set. 

We've spoken of this set before but mainly the Insula set encompasses smaller Roman towns that you'll interact with through your campaigns. Insula encounters should be more challenging than the typical "open terrain" map sets due to stiffer resistance from the local residents. 

Some Insula maps will be used as what we're calling, "bottleneck" encounters that test a legion's strength before leaving a specific region.

These bottleneck encounters are meant to quiz players on the skills they've learned throughout a specific region and provide a bit more custom gameplay elements that don't appear on the average map. 

We've said it time and again but a big shout out to our artist, Cannonbreed, who put so much love and detail into the art used to make these maps. 

 That's about it for now. As always stay tuned for more info and thanks for the support. We truly appreciate it!