Conquest! Medieval War Game
Conquest! Medieval War Game
Conquest! is a multiplayer medieval game of war originally created for Internet Relay Chat (IRC) in 1993. It's time to go mobile!
Conquest! is a multiplayer medieval game of war originally created for Internet Relay Chat (IRC) in 1993. It's time to go mobile! Read more
Current Game Features
- Play on 4 continents across 64 cities
- Level up one of 6 classes: Fighter, Barbarian, Mage, Cleric, Ranger, Vampire
- 50 magical items
- 30+ spells
- 50+ unique troops including Imperial Guards, Cataphracts, Golems, Zealots, Guardians, and Skeletal Knights
- Build a fleet of 8 ships from 9 designs to wage naval warfare
- Employ one of 20+ heroes
- Wield one of 15+ artifacts
- Earn 50 badges
The Conquest! game server with all the above mentioned features has already been developed. A new Unity based client, funded by this Kickstarter campaign, will extend the game to many platforms, including mobile.
To download the latest Android build click the logo below. Note: this should be considered an alpha release (only "Overview" and "Kingdom" have content at this time). Simply copy the APK file to your Android device and tap to run it.
To play Conquest! now with a reference Windows client visit http://www.conquestgamesite.com
To join the game:
- Enter your name and password
- Click "Create Player"
History of Conquest!
I have been an avid gamer since 1984 and have always enjoyed creating my own pen and paper games. One day a friend of mine, who also enjoyed gaming, introduced me to Internet Relay Chat (IRC). We started discussing the possibility of creating a game on IRC, but something completely different from the card and word games available. Once we discovered the scripting language used to build "bots" for IRC supported random number generation, Conquest! began to take shape.
After many long days over the course of several months, Conquest! 1.0 was officially released in 1993 on "efnet", an IRC network still running today.
And it was a hit! Players drove into work very early in the morning to access IRC (often because they had no Internet connection at home!). Others stayed online for many hours to make sure their kingdoms stayed safe. There were 4 Conquest! "Gatherings" (in Chicago, Orlando, Las Vegas, and Dallas) where players met face to face to share triumphs and defeats.
Over the years many features were added and players kept coming back for more. Additional character classes, continents, and battle formations are just a few notable examples.
The future of Conquest! is mobile and that is how you can help!
The World of Conquest!
Conquest! is a rich fantasy world based on medieval Europe around 1000 A.D. The world is persistent, where time passes, alliances are formed and broken, and windfalls or disasters affect your kingdom. You interact with this world in real time. City markets change prices based on supply and demand and quantities are limited. There are many different paths for you to choose, each offering unique strategies and pitfalls.
The game is divided into a series of Ages, each typically lasting 30-60 days. A winner is crowned when one player controls 30% of the land. If you survive to the end, your character is automatically created when a new Age begins. Legends, written by the players themselves, are added to the Conquest! canon (a sampling of these can be seen throughout this campaign) and shared by the Mystic. Your actions affect the world!
Phase 1: Unity Client (this Kickstarter campaign)
With your support, we will bring Conquest! to a mobile platform using Unity, a cross platform game engine. Unity allows us to easily create versions of the client for PC, Mac, iOS, Android, and many more platforms. More information about Unity can be found here.
Phase 2: Mass scaling (future)
Once the Unity client is released, the next phase will address scaling the platform to handle higher numbers of simultaneous players. This will include dedicated hosting and further enhancements to the Conquest! engine.
Phase 3: Gameplay enhancements (future)
Once the platform scales, we will begin enriching the game play to support new, exciting features. Proposed ideas include:
- Different variations of the game (relaxed, hardcore, etc.)
- Varying victory conditions by character class
- Animated land and naval battles
- Winners of an Age can customize the next
- And more!
Budget (Phase 1):
- Completion of Unity client: $9,450
- Graphical design: $1,000
- Kickstarter fees (5%, est): $550
- Unity Pro Licenses: $4,500
- Additional graphical design: $1,000
- Additional sounds/music: $1,000
- Incorporation: $1,000
- Dedicated hosting: $1,800
- Marketing: $10,000
Meet the Team
James Bennett. James has been programming since 1984 (BASIC on a Commodore 64) and gaming just as long. He has been passionate about Conquest! since it was first conceived and is looking forward to the next chapter. James lives in Texas and is a proud husband.
Steffon Scott. Steffon is an old-school player from the original days of Conquest!. He is a tenacious self-taught computer programmer that brings a variety of skill-sets to the project. Steffon lives in Ohio and is a husband and proud father of his 2 year old son.
QBurst. The Conquest! team has partnered with QBurst, a leading mobile development company, to assist in the completion of the client once this project is funded. Check out their exciting portfolio here.
Specials thanks to all the players who have made Conquest! great over the years: Pierre, Rommel, Gog_Magog, Cym, TazQ, Aethelred, FRobOS, Ravenfire, Belief, Kanyslupa, Prenex, Kioras, Netwalker, Xelindrya, Vhaeraun, Kyld, the Star clan, Archelf, STARBREEZ, LadySunF, Wolfsbane, Shaylan, Hitsnorth, lesla, Perrin, LordRemok, SeLTiC, Baggy, and many, many others.
Conquest! wouldn't exist without you.
Risks and challenges
The biggest risk is translating the amount of content in Conquest! to a new graphical format. Conquest! was originally developed as a text based game and catered to that environment.
We have worked hard to recreate the experience while preserving the spirit of the game which made it so popular.
Our commitment to you:
1) All funds will be used to support development of the Conquest! client.
2) James has invested over 15 years into development of the Conquest! engine and is committed to its success.
3) Conquest! has always been developed in partnership with the player community. Your feedback is welcomed and appreciated! (ex. several of the magical items in the game came from player suggestions)
4) Regular updates on the health of the project.
- (31 days)