Myriads launches on 1st June

6 years after starting the development of our first turn-based strategy game, Myriads: Renaissance, we’re pleased to announce that the game will finally launch on steam on 1st June.

Please don’t forget to wishlist the game, so you’ll be notified when we release the game!

In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

Development update: G.Round playtest feedback

Between December 29th and January 25th, Myriads was on G.Round for a month-long playtest with a 120 turns extended demo. Thanks to the G.Round staff, the playtest was a success and we got more than 140 reviews from people across the world. This is much more than we expected given the genre of our game.

In general the players enjoyed playing the game and praised how unique the gameplay is. Many found the game mechanics to be well introduced. Many of them also found the game difficult on the first playthrough but easier on the second. We designed Myriads to be an “easy to learn-hard to master” kind of game, and it seems like we succeeded. 

If you’re interested in reading the reviews, most of them are public and available here: https://gameround.co/detail/327/review/reviews.

Many players also suggested things we could change to make Myriads even better. Most of them are already implemented and tested in our working build. Here is a non exhaustive list:

*adding a tooltip explaining why a technology can’t be unlocked

*update normal raider’s mesh so that it’s different from the one’s which are part of a wave

*add a button to clean all non important events

*add help panel, rewrite some

*add a tutorial page explaining the ships movement

*fix various minor GUI/Tutorial bugs.

Amongst the things suggested to us that we’ll add to the game soon:

*towers will boost the attack of all ships engaged in a battle around it

*in general we’ll add an attack bonus system which will depend on the island (biome, if there is a lighthouse or not, …)

*the tug will be able to build something on any island which will hinder any ship passing on it. This feature will work very well in combination with the towers.

As Myriads is our first game, we also decided to use this playtest as a “stress-test”, in order to see how stable the game is on a larger scale. Very few players actually experienced bugs and that comforted us that we’ll be ready to release the game in the coming months.

Finally we’d like to thank the G.Round staff and all the players who tested the game and provided such great feedback to us!

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Any feedback is welcome, feel free to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

If you enjoyed playing the game, please do not forget to wishlist the game, so you’ll be notified when we release the game!

In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

Development update: v0.7.3 Difficulty and balancing update.

We are ready to release a new version of the Myriads: Renaissance demo! This version focuses on balancing the difficulty of the game. It also adds a shield customisation which we’re quite proud of.

Major changes:

*Adds difficulty setting when creating the faction: easy, normal and hard. The setting changes the heat/turn, ie. how fast the enemies grow. Hence, once set, the difficulty can’t be changed for a given save.

*Balances enemies growth and tower damages.

*Removes tower gold upkeep and increases their construction cost.

*Uniformises mouse control in capital and map views.

*Tunes mouse at edge scrolling.

*Adds a way to close most events by right clicking on the icon.

*Adds shield customisation when creating the faction.

*Prepares the implementation of the game modes.

*Adds production overflow.

*Adds the Merchant guild which turns unused production into gold.

*Adds the Fortress which boosts all the towers’ damage.

*Removes size 5 archipelagos. We decided to remove them as they were too small and could be annoying for the player.

*Adds the Gunpowder depot which can be built in a defence colony. The depot boosts the damage of all the towers in the colony.

*Reorganises the tech tree.

*Adds Era 3 techs.

Note that previous save files will be lost.

Now that the end game is implemented and the game difficulty is balanced, we’ll focus on adding content to add diversity and a bit of replayability to the game. In particular we’re planning to add alternative game modes which will be unlocked once the player finishes the game for the first time. For instance, in the “builder” mode, the towers will cost less but the player will only be able to own a single galleon.

In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Any feedback is welcome, feel free to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

And if you liked the demo, please wishlist our game on steam!

Myriads: Renaissance Steam Next Fest demo!

We’re very proud to announce that Myriads: Renaissance is part of Steam Next Fest!

Myriads: Renaissance is a turn-based strategy game with city-building and 4X mechanics. Set in a fantasy world made up of thousands of floating islands, you must grow your capital and expand your kingdom. Resist waves of powerful corsairs and construct defence towers to survive their incursions.

If you’re curious give it a try! And don’t forget to wishlist!

And if you really enjoy our demo, we are currently running a kickstarter campaign, please consider backing us!

Myriads: Renaissance Kickstarter is now Live!

Myriads: Renaissance Kickstarter is finally live!

Myriads: Renaissance is a turn-based strategy game with city-building and 4X mechanics. Set in a fantasy world made up of thousands of floating islands, you must grow your capital and expand your kingdom. Resist waves of powerful corsairs and construct defence towers to survive their incursions.

Please help us out by spreading the word! It means a lot!

Back us Now!

https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Our Kickstarter campaign is coming September 14th

We finally have a launch date for our Kickstarter! The Campaign will officially go live on Wednesday, September 14th.

If you are interested, please make sure to follow us on Kickstarter. It will greatly help the project and let you know when the campaign goes live.

Follow us Now! Spread the word!

In the meantime, feel free to try ou demo:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Development update: v0.7.2 Waves update.

We are ready to release a new version of the Myriads: Renaissance demo! This version focuses on the mid-game content and especially on the implementation of the waves of enemies. This new mechanic increases the overall difficulty of the game.

Here is a short gif explaining this new game mechanic:

Major changes:

*Update threat and heat mechanic

*Add waves of enemy ship aiming at the capital island every 2 threat

*Add strongholds

*Add Chain archipelago

*Print corsairs and waves path on the map

*Reposition selection menu and end turn to make the UI slimer

*Move Population and Production List panels

*Remove List Of Archipelagos panel

*Add Era2 technologies

*Add Goods production: add foundry and factory buildings on CI

*Update Worldmap to show points of interest

*Add Defence Colony

*Add Science Academy ruins

*Add Military Academy ruins

*Add Trading Colony

*Add Village building

*Corsairs now deal damage to buildings

*Adds a way to heal colonies and buildings using the hospital

*Change way to dock/undock ships to the capital island

*Change attack, upkeep and production cost of all troops

*Simplify army regiments recruitment menu

*Simplify army exchange menu

*Add introduction cut-scene to the game

Note that previous save files will be lost.

Now that the mid-game is mostly ready, we’ll focus on implementing the end-game and the balancing of the game. More particularly we’re now working on the difficulty of the game and the playing time.

In the meantime, you can follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

And if you liked the demo, please wishlist our game on steam!

Development update: what’s next?

For those who are interested in what will come next, here is our updated roadmap. We won’t go into detail but we will still try to explain what each item refers to.

Architecture (100%): all the game architecture is done, and the save and load system is working fine.

User interface (100%): everything is ready, we might add some element related with the new enemy and such but we consider this part done.

Sound design (100%): as we already mentioned in a previous post we added music to the game using a procedurally generated music asset developed by marma music (check out his work at https://www.marmamusic.com/) and completed the sound design (mostly using the sound assets of cafofo: https://cafofomusic.com).

Capital Island building (100%): we might tweak some parameters (production cost, etc…) but we also consider this part done.

Resources (75%): there are currently 4 resources in Myriads (production, food, gold, research points). Another one will be added later: the goods. It will be a mid-game resource which will aim at replacing the gold mine with a more effective way of producing gold by trading. It will come with a bunch of new capital island buildings and a new colony (trading post). 

Worldmap (100%): the world map is done. We will add more colonies and buildings related to the mid-game and end-game but the foundation is ready and (we hope) sturdy.

Colonies (50%): we will add two more types of colonies: the trading post (as explained above) and the defense colony. The defense colony is strategically very important as it will allow the player to recruit troops outside of his capital island. We might add some other roles to it but we are not sure of that yet.

Research tree (50%): the research tree will be divided into at least 3 eras. For now only the first era and a large part of the second are done, the first one being the only one available in the demo.

Threat (50%): the base mechanic of the threat is implemented. As time passes the threat increases (some player actions also increase the threat). For now, each time it reaches 100, the threat level will increase and the Chain’s corsairs and lairs get more powerful. In the future, every n levels (n to be determined) a big wave of enemies will aim at the player’s capital island. Each wave will be very powerful and will have to be dealt with a strategic combination of “suicide armies” and defense towers.

New enemy (0%): the end-game mechanic. After n waves (n to be determined), “Chain”, the corsair’s capital island will pop on the map. The waves will be continuous from this point. The game will end when the player destroys “Chain”.

Tutorial (75%): only the parts of the tutorial related with mechanics which are not implemented yet, such as the waves or the defense colony, are missing.

Two weeks ago we released a new version of the demo which introduced a new step by step tutorial and improved a lot the tempo of the early game. With this version we consider that the foundation of the game is solid and that the early game is now done. Hence we started the development of the mid-game (the waves and the goods/trading), but it’s too early to announce when it will be ready and available (and how…).

In the meantime, you can still follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

And if you liked the demo, please wishlist our game on steam!

Development update: v0.7.1 Tutorial update.

We are finally ready to release a new version of the Myriads: Renaissance demo! This version focuses on the onboarding and, in general, on the way to teach the game mechanics to the player.

New tutorial:

After we released our demo in September, we received a lot of feedback saying that it’s hard to understand the game mechanics including the shard addition or the colonisation. Hence, in the last months we worked hard remaking the tutorial from scratch. As we have already announced we decided to add a new quest system to help the player going through the game. However while adding the new quests, we realized that we needed to guide the player more, at least during the first few turns. We took the Civ6 tutorial as a reference and we made a step by step tutorial (build a farm, end your first turn, change the game view, …). As an example, here is a short video focusing on the fight which will take place during the second turn.

We really hope that this brand new tutorial will help the players understand what Myriads: Renaissance is about: the lack of space on the capital island and the various ways to deal with it (adding shards or the exploitation colonies for instance).

However, for this update, we did not only work on the tutorial. Here is a list of all the important changes we’ve made to the game, from new GUI features to the way we deal with the raiders and the game over.

Other major changes:

*The player will now get 2 citizens at start instead of one. As suggested by some of your feedback, this will help the player settle faster, especially in the event that he does not build a farm early enough.

*Ships now have 3 movement points instead of 2 making lighthouses more effective, even when the player built only one. 

*The starting capital island size has been decreased from 15 tiles to 12 tiles (3 wetlands, 3 forests and 7 mountains). The starting maximum island size remains 15. In addition, we’ve added a “Add shard” quest which, on acceptance, gives a free Tug and starts a short tutorial (if enabled). That way the player is able to (and feel the need to) extend his capital island much earlier in the game.

*Towers now deal 60 damage to enemies’ health and cost 50 gold per turn.

*Raids no longer increase the threat (ie. the level of the enemies) but instead deal damage to the colony they are raiding. When the colony life reaches 0, the colony is destroyed and the player loses control over the full archipelago. In the case of the capital island, if its life reaches 0, the player will face a game over. As a consequence, even if the player ends up being heavily raided, it does not mean the enemy will get stronger and stronger, effectively reaching a game over without the game telling it so (as we observed during some playthrough). Instead, the colony will be simply destroyed, which is a simple step back telling the player “it was too soon, try again when you are more prepared”.

*We now print the path the corsairs will use to raid the colonies. It will help the player decide where to place his defense towers.

*Going under 0 Gold no longer causes a game over. Instead random regiments are disbanded until the Gold balance is restored. If no regiment can be found, random galleons are destroyed. If no galleon can be found, random towers are destroyed.

New features for the understanding of game mechanics

*New GUI elements to help the player manage his capital island’s population showing occupied and available house spots.

*New GUI elements to help the player understand why he can’t add a shard to his capital island.

*Tooltip explaining why the player can’t place a building on a tile. This was one of your requests.

*Most buttons now have a tooltip to explain what the button is about.

And also:

*Production cost tweaking.

*Reverse camera rotation option

*Help button for most game panels opening a dedicated help panel.

*New help panels

*The camera now focuses on interesting events during the enemy’s turn

*New world-map background. Circles were added around the wind rose to help the player get his bearing on the map.

*New controls, another of your requests. Controls are now based on the Total War games. Left click to select, Left click on an empty space to close the current window/selection, Right click when an army is selected to move/attack/exchange troops. Construction mode on Capital island remains the same and is based on city-builders: Right click to build, Left click to unselect the building/exit the construction mode.

Note that previous save files will be lost.

We really hope that all the changes we’ve made will help the players to better understand what our game is about. Now that the tutorial update is finally pushed, we will start working again on the mid and late game. We’ve actually prepared another news article explaining more in detail where we are and what we plan for the future. We will post it in a few days.

In the meantime, you can still follow us on twitter for more frequent news: @MyriadsRGame. We oftenly tweet about the progress we make in development.

If you did not try the demo yet and are interested in, it is available on:

Steam: https://store.steampowered.com/app/1737220/Myriads_Renaissance/

Itchio: https://sleepingeightstudio.itch.io/myriads-renaissance

Any feedback is welcome, don’t hesitate to leave a comment on our steam community hub https://steamcommunity.com/app/1737220/discussions/.

And if you liked the demo, please wishlist our game on steam!