Legends of Fire & Steel (Canceled)
Legends of Fire & Steel (Canceled)
Innovative turn-based single and multiplayer fantasy world conquest game for PC, Mac, and mobile tablets.
Innovative turn-based single and multiplayer fantasy world conquest game for PC, Mac, and mobile tablets. Read more
About this project
Welcome to our Kickstarter page! Legends of Fire & Steel is a turn-based multiplayer strategy game we’re currently developing for mobile tablets, PC and Mac OSX.
Legends of Fire & Steel is a strategy game designed from the ground up to be playable on a tablet or on a PC/Mac. The goal is to make a game that has the feel of a large, epic strategy game like Civilization, Crusader Kings 2, or Heroes of Might and Magic, but with the shorter playtime and simple controls of a game like Risk, Lux, or FTL. A game that is easy to learn, fast to play, but which offers enough choice to make it interesting to play over and over again.
- Classic fantasy world conquest strategy game with simple, intuitive controls that play well on PC, Mac, iOS and Android tablets
- Wide range of heroes to choose from, each with different tactical powers and abilities
- Single player campaigns: Follow the war of the races across the lands, unlock new maps and heroes, and discover new lands.
- Turn-based simultaneous multiplayer game with Ranked and Casual Play, friend finder, rankings, and leader boards.
- Collect Hero Cards: unlock new heroes and expand your hero selection.
Legends of Fire & Steel is a classic territory capture game with an element of team picking. In the game, players create armies which are led by heroes and used to capture territories in order to provide resources and build new units and heroes.
Control your heroes across the map and build forces with the racial units. Each unit and hero has particular strengths, weaknesses, and tactical powers. They can be upgraded to make them more powerful, and new heroes can be unlocked using your hard-won resources. The objective is to capture all of your opponent’s castles and it’s up to you to figure out how to spend each turn.
Each round provides a variety of actions for heroes to perform:
- Hire - hire, upgrade, or unlock units for your armies
- Organize - exchange units between heroes, cities and occupied lands
- Occupy - put a territory under player control
- Raze - collect a large sum of resources from owned territories, with the cost of making the land unable to produce for a number of turns
- Heal - restore knocked out units from skirmishes
- Defend - give a defense bonus for that turn
The multiplayer game uses a simultaneous plan and resolution cycle. It removes the tedium of hotseat style gameplay where players wait for each other to finish their turn. During battle resolution, each unit has an attack type namely missile, melee, or magic. These go one by one in an auto-resolve order. Mixing and matching these with the heroes’ different abilities allows players to create different strategies in every game.
What we're trying to achieve with Legends of Fire & Steel is to solve the age old problem of strategy games: That they tend to be too long for more casual players, or for enjoyable multiplayer games, or if they are shorter, tend to become RTS games that are won more by maximizing fast clicking skills than actual strategy and tactics.
While the game takes its roots from old-school strategy games like Heroes of Might and Magic, Civilization and Warcraft, it is designed differently from the ground up to be fun and enjoyable in hour-long play sessions either in single player or multiplayer mode. The controls are kept purposefully simple, and the player actions have been honed down to make every choice meaningful. This is a game about creating a strategy, and then executing it by making the correct tactical decisions quickly.
We have also looked to card games like Hearthstone and Magic the Gathering for inspiration - integrating the ability to choose armies and heroes to be mixed and matched like trading cards to create complex strategies. These abilities work with the terrain types and map layout to create opportunities for players to create different strategies against their opponents.
One of the most innovative aspects of the game is the way we are handling multiplayer battles. Most strategy games force the players to play in real time - which makes the game all about who clicks faster - or in a hotseat turn based mode, where most of your time is spent waiting for your opponents to finish their turns. Instead, we are taking a cue from the classic board game Diplomacy, and allowing players to plan their moves simultaneously, and then see them all resolved together. This not only eliminates the tedium of hotseat waiting, but also creates new gameplay possibilities, where players can make deals, form alliances, and plan moves together - but see them actually played out in real time.
Before the arrivals of the Humans from distant lands, the Fae ruled Callasia in relative peace. When the first Human settlers arrived, the Fae welcomed these oddities, opening their house and home to them, offering to share in the bounties of their land.
The Humans, ambitious in nature, upon seeing the riches of these lands, weren’t content with just a portion of the harvests. Seeing the Fae’s gullibility, they seized the opportunity and waged war against the Fae. The lack of conflict and opposition in Fae society had made the Fae complacent and lazy. With little to no resistance, they were drove away from their homes and into wastelands.
For a while, the Humans reigned. Assured in their prowess, they expanded quickly. But their technology grew dark. The magic they had learned from the Fae took cruel and terrible turns, leading them to the darkest arts of necromancy. They raised the dead, creating the Revenants to serve them.
But creation is not control, and soon the Humans found themselves faced with rebellious and angry undead Revenant armies that thirsted for Human blood. The land turned dark with war again, as the Revenant fought Human. Seeing the Humans weakened, the Fae emerged again from the wilds to reclaim the world that once had been theirs, and a bloody three way battle was created, Human against Revenant against Fae.
Humans – The instigator of conflict in Callasia, they must now defend against the Revenants, a product of their own conceit. But while they fight the ranks of the undead, their scouts bring back disconcerting reports of Fae forces gathering in masses.
Fae – They were the original occupants of Callasia but were driven from their lands by the very guests that they had welcomed. Angry and bitter from their loss, they have vowed vengeance upon the invaders and sworn to reclaim their rights.
Revenants – Created by Human hubris, the Revenants were never meant to walk the earth, and resent being disturbed from their rest and enslaved by the Humans. They know nothing but fury, hunger, and violence - and seek to punish all before them.
The audio of Legends of Fire & Steel features original sound design and music compositions done in-house. The sound design is approached from a realism point of view, with some exaggerations where appropriate to enhance the impact of a certain event. We focus on the use of organic sounding “building blocks” to create both real-world and magical sounds that work well in the game’s fantasy setting.
The music in the game centers on the themes of heroism and conflict among the three major races. These themes incorporate elements of world music and tribal instrumentation with traditional orchestra to reflect the nature and mood of each race. Our aim is to produce narrative music that enhances the gameplay dynamics and supports the storyline well.
We've spent the last 10 years making great games, and we're proud of all of them. But we've always been limited to making the kinds of games that publishers support. For years, we've wanted to make the kind of games that we want to play ourselves: hardcore strategy multiplayer games that can be played in short play sessions and are NOT Free-to-Play. We've taken these kinds of designs to dozens of publishers, and the responses we get are usually the same: "That's great, but can you make it free to play? Can you make it more casual? Can you attach a license to it?" It's clear that if we're going to make this kind of game, it's not going to be supported by a publisher - and that means funding it ourselves.
We can afford to make a lot of this ourselves. In fact, the video you see is our in-progress build of the game, which already includes most of the features of the game working. But it's a long way from an Alpha to a Gold Master for these kinds of strategy games. We need time to make the kinds of adjustments that make a good game great. Time to get people playing the game, get feedback, and revise. And while Kickstarter does give us the funds we need to do this, it also allows us to reach out to you, our players, and involve you in this critical part of the process. We want you playing this game as soon as possible, providing notes and opinions, discussing in the forums, and helping us make this game something truly special.
If successfully funded, our goal is to finish development of this game and release it to the world on PC, Mac OSX, iPad, and Android tablets. We will create dozens of heroes and maps, and make sure that the game is great in both single player and multiplayer mode. Funding will allow us to build the best possible art, effects, sound and music to create a fully immersive and amazing experience. Most of all, Kickstarter funding will give us the money and beta testers we need to fully test and balance the game over the next few months, and ensure that the game is as fun as it can possibly be.
Boomzap is a game development studio with more than 70 developers working virtually from all over the world - predominantly Southeast Asia. Our founders Chris Natsuume and Allan Simonsen have more than 35 years of combined experience in the gaming industry. Since founding Boomzap in 2005, we have released a variety of games for several platforms including PC, Mac, Wii, iOS, and Android.
The Legends of Fire & Steel team includes some of our oldest and most experienced staff. Adrian, who leads the code development, is a 12 year veteran of the industry, and one of the most experienced game coders working in Malaysia. TG builds maps and designs the game from her home in Ipoh, supported by Mop and Nelson who are both working from Metro Manila. We also have Filipino artists Edwin, Uncle Jun, and Soc - who have over a dozen years of digital art experience between them. Animation and effects are being done by Nanas and Shiro in Indonesia, as well as Zarif in Malaysia. Music and sound is being made in Singapore by the Lee twins, led by Shaz in Malaysia, who has over 14 years of game audio experience.
Risks and challenges
This is an ambitious design, both in its scope and originality. This is exactly why we waited until we had gotten pretty far in the development process before we came to Kickstarter - we wanted to make sure we truly believed in the game before we asked people to back it. We now have a playable prototype that's already a great deal of fun, and have done enough work to be able to pretty accurately judge how much work is left, and what that work will look like.
The biggest risks remaining are:
- Balancing all of the data and tuning the gameplay
- Ensuring that the game runs smoothly on all platforms
- Making sure the multiplayer works correctly
- Protecting the gameplay from cheating and griefing
- Marketing and advertising the game to build a solid audience
These are big challenges, but they are the sorts of challenges we have faced before on other titles. We have a solid team, with experience in all of these areas, and are confident that with the time that funding can buy us, we can overcome all of these issues.
It's also worth mentioning that this is the first Kickstarter we have ever done, so there are some risks involved in how much time and energy maintaining this campaign will take - but our hope is that this will be offset by the great feedback and energy the Kickstarter audience will bring us.Learn about accountability on Kickstarter
The retail price to unlock the full game will be $19.99 USD. That means that the Initiate level of Kickstarter pledge is an almost 25% cost savings from waiting and buying the game when it releases.
Why does Boomzap need Kickstarter? Why not just fund it yourselves with some of that filthy lucre you have from all of those games I see on your website?
Boomzap is not a rich company. We've been working with publishers for years, and while our games have been successful, we have always funded our projects with development money from publishers. Since that's not an option, we're looking to the audience to fund the project - using Kickstarter largely as a way for people to buy prepaid copies of the game, so we can use that money to finish development.
Additionally, we need to do something else publishers usually do: marketing. Kickstarter offers us a great way to develop a core group of gamers that are interested in the game, and can help us not only develop and refine the title, but spread the word and develop the kind of real grass roots marketing we need to be an independent success.
To be very honest, publishers these days have less and less to offer developers of real, independent creative content. They are largely focused on more casual titles and free-to-play designs at the smaller end of the development budget spectrum, and huge AAA franchise based titles at the other end of the spectrum. There are very few publishers willing to invest in a mid-range, niche strategy title like this one. This is the reason Kickstarter and other websites like Patreon are thriving, especially in funding smaller, niche titles like this. It’s an exciting angle to work directly with the people we plan to entertain: the players.
We've actually been developing this game for about a year now, and have plowed a lot of time, money, and love into it. While we're excited about Kickstarter, and think it could be a huge boost to what we are doing, it's unlikely that we'll just "take our ball and go home" if we don't reach our goal. But the final product will suffer. We'll have to extend out the schedule to make sure that we have enough work-for-hire work to fund the rest of the development, we'll lose much of the benefit of having the Kickstarter audience playtesting our game, and we'll miss out on the kind of real focus that having the cash to not worry about how everyone gets paid will bring us.
Yes, we will certainly try. We cannot promise to be on any specific platform - we have to be accepted by various greenlight processes, etc. - but we have every intention of putting this game up on Steam, Gabe willing.
Will the game really not be Free to Play? Will there be a bunch of in game purchases? Are you gonna annoy me by constantly asking me for more money while I play?
It will NOT be Free to Play. There will be no in-game purchases and we won't constantly ask you for money. The game will be available for premium purchase - you pay once and you get the whole damn game. We hope to offer expansions to the game further down the road. These expansions will be sets that include new maps and hero units - content that really expands and builds on the world of the game
How will the payment for the game work? You're going be playable on PC, Mac, etc - and all in one account? Who do I pay? And how?
The game will be a free download on all distribution channels, with one playable map. Anyone can grab a copy and play that map with a limited selection of armies and heroes, and determine if they want to unlock the full version. Paying to unlock the full version will require making an account. This account is then available on any device we support at no extra charge. So, if you bought the content on your iPad, it will be available for free on your PC, as long as you use the same account. Additional content will be treated the same way.
We've always made sure our games are available in multiple languages, and we expect to deliver the game, at minimum, in English, German, French, and Spanish. At the moment, we don't think we'll have actual voice-overs in the game, but if we do, they will be English only, with subtitles where appropriate. Should we get funded at higher levels, doing VO with multiple languages may be a possibility, as well as adding additional languages, such as Korean, Japanese, Italian, and some of the Southeast Asian languages.
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