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A gritty turn-based RPG with a focus on tactics and the management of your guild within a dynamic world.
A gritty turn-based RPG with a focus on tactics and the management of your guild within a dynamic world.
3,835 backers pledged $94,524 to help bring this project to life.

February Update

Posted by Curious Panda (Creator)

Hello backers! This past month we've done a lot of work on various features surrounding guild management, and designing the UI that goes with each.  We're still using placeholder graphics for the UI elements so unfortunately we can't share what these screens look like quite yet, but we'll be finalizing some of them in the upcoming months. 

The functionality for managing your Guild Council is now implemented. You can hire people for these roles by visiting towns, meeting potential candidates during missions or by assigning a retired character into one of the roles if they are capable of it. The jobs of the 3 councillors have undergone some small changes from when we last talked about it during our Kickstarter campaign. Each position has some passive benefits and tasks they can perform, with success and speed depending on their skill level.

  • The Battlemaster can trains troops by teaching positive traits, or help your soldiers get rid of unwanted ones. Recruiting a Battlemaster provides increased Experience gains for your roster, a larger selection of potential recruits in hubs, and insight into which traits a potential recruit has. 
  • The Emissary is your liaison between you and the different factions within Caelum. They can help you boost your reputation with a specific House, Faction, or the citizens within a city. Recruiting an Emissary provides you with more lucrative contract rewards, and gains the attention of the noble class, allowing you to accept contracts from a ruling House. 
  • The Spymaster comes in handy for uncovering plots by your enemies, or for tearing down the relationship between any two Houses and potentially inciting open war. Recruiting a Spymaster allows you to discern when a quest giver or potential recruit is trying to deceive you, and unlocks the ability to follow up on various rumors that they hear of through their underground networks. 

We've also been working on the report that your adviser will present to you at the end of each month. This report details your current financial situation and contains a complete breakdown of your income and expenses, which can be beneficial for future planning. The report also contains suggestions from your Guild Council if there are any pressing matters they want to bring to your attention. For example, if you are short on certain types of troops, have too many injured personnel, or if they have a suggestion on which House you should gain favor with, they will mention it to you in the report. 

We've also been updating our ability tool-tips to be more informative and streamlined. Our first pass on them had extra flavor text and details that made the important information difficult to quickly discern. We'll have more details on that in next months update!

In the art department we're continuing to finish designs and animations for the various enemies, here is a recently completed animation-set for the House Commander, once again done by @rafaelborven

Animation by @rafaelborven
Animation by @rafaelborven

 Crowdfunding Shout-out 

If you're a fan of tactical card games, we encourage you to check out Mars Horizon: Blast Off, where you run your own space agency and compete to complete the first crewed mission to Mars. They have just under a week remaining on their Kickstarter campaign and are very close to their goal!


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    1. Missing avatar

      Shawn Heatherly on

      Love the expanded roles the councilors will have, sounds like a small but great change.

    2. Curious Panda 3-time creator on

      @Evil Midnight Lurker, they have lifespans but at the moment we don't have any system in place for training a successor. I sort of imagine there will be more turnover on the guild council than regular troops especially early on as you figure out who works best for your budget (which early game will be who is the cheapest) and then replace them later as you get more funds and can afford a better council.

    3. Evil Midnight Lurker

      Do the councillors have lifespans/retirement ages? Can they train successors?