Happy International Caesar Day!

It’s that time of the year again where we celebrate gaming’s best armoured good boy, Caesar. If we’re being honest, the reason this post exists is because we wanted to take trip down memory lane and wax lyrical about how much we love his cute, floofy face.

But before we kick off, we’d like to shout out to our merch partners The Yetee, who are helping us raise money for The Humane Society International by selling these brand-new cute ‘Doggo Allover’ tees. The Humane Society is one of the biggest animal protection organisations in the world, and do fantastic work including saving dogs from the dog meat trade. We’re waiving all profits which will go directly to charity, so check them out if you’re feeling generous and looking for something cool for yourself or as a gift! (They also come in black).

Without further ado, let’s dive into it!

At Chucklefish we are absolutely dog people. We often have 2 of them roaming around the office on any given day and if you’ve followed us on social media or watched our game credits, then you’ll know they’re an essential part of the development team. So, back in 2017 when we first started working on Wargroove, we knew immediately we wanted to have some kind of faction or unit that featured a dog. You can see below exactly how that went.

Early concept for Wargroove featuring ‘dogcopter’ and ‘scubakitty’ units.

We wanted dogs to have a meaningful part in Wargroove, which is how we came up with the individual dog units and how we eventually ended up with Caesar as you know him today.

However, the search for the perfect kind of dog was difficult. We looked at dozens of images of dogs in armour, spend 2 days straight spamming one another with pictures of dogs we wanted to cuddle and protect, but ultimately decided that Caesar was to be a Great Pyrenees. They’re strong, powerful, and they do the cute thing where they look like they’re smiling all the time.

We also had the absolute pleasure of seeing Caesar come to life in The Line’s Wargroove intro scene which can be viewed here. The goal was to show the deep-rooted bond between Mercia and Caesar, but demonstrate that he was a strong, independent good boy too.

Storyboard concept from The Line.

We also got to celebrate his adorableness in plushie-form when we partnered with The Yetee! They did such a wonderful job making him as cute and cuddly as possible, but you just know that Caesar would be ready to protec and attac when he needed to be.

For today only you can grab yourself an ADORABLE Caesar plush for only $5!!!
From Rivals to Buddies!

Caesar also took time out of his busy schedule of defending Cherrystone Queendom and getting belly rubs to join the cast in both TINY METAL: FULL METAL RUMBLE and Rivals of Aether! He’s gotten into all sorts of hijinks this year; you can pick up TM:FMR DLC ‘Caesar’s Rescue’ completely free, as well as a free Buddy option in RoA today!

TINY METAL: FULL METAL RUMBLE DLC ‘Caesar’s Rescue’. What a good boy!

It’s been over a year since Caesar hit your screens, and we hope to see his snoot again in the future 👀. Thanks for reading through and celebrating just how wonderful Caesar is with us!

Iorek, Professional Cosplayer and Chucklefish staff member ❤️
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Community Maps Spotlight #25

Spooky salutations to you all! I have emerged from my crypt to bring you more wonderful maps from the Wargroove community!

Before we dig into these fresh new entries, I wanted to let you guys know that some of our previous picks got updates since my last post!
* Xmo5’s map “Sidewinder” got updated to 1.5, which you can access with the code: XHMU23ZX
* Alx_kami’s “Thief Please” also got a snappy revision to version 1.5, which you can grab with: 9ZB4BZ9E
* Fadedsun’s “Safe Haven” has now hit version 1.3, which you can get with: H6642ZFZ

With those updates out of the way, let’s get to the newest highlights!

Bizarre Bazaar by Deminobody

1. Bizarre Bazaar by Deminobody – Code: NVZ6APEK
True to its name, this map centers on a grand bazaar that surround the players’ strongholds. Inaccessible to flying units and vehicles, you’ll need plenty of infantry or some well-positioned cavalry if you intend to win by taking them down.

Celestial Pioneer by Best Sakuya NA

2. Celestial Pioneer by Best Sakuya NA – Code: HWT5AMHZ
Back with another competitively-oriented skirmish map, Best Sakuya NA delivers on their usual quality here. Crossing the center can be fraught with peril, especially as with three barracks a side and a ban on vehicles, there likely won’t be many openings. Break through however, and victory is yours for the taking.

Triple Pass by DarkChieftain525

3. Triple Pass by DarkChieftain525 – Code: GF2W977N
I have something of a soft spot for smaller-scale skirmish maps that manage to give you meaningful decisions in your approach. Appropriately for a map this size, you won’t be bringing any trebuchets, ballista or riflemen to the fray, so I hope you’ve got confidence in your tactics with a smaller army!

Himilaya 1.2.1 by Wigkx

4. Himilaya 1.2.1 by Wigkx – Code: PA63GVWL
Air units can be very powerful on a map so mountainous, but if you can effectively control the center, you’ll have access to a wealth of targets with some very defensible positions to support you. That said, with trebuchets banned, controlling that central zone can be harder than it seems.

Portal Pressure by Armagon

Bonus Dev-made map: Portal Pressure by Armagon
Codes: 3LU3KKCG (Normal) ZECMKUEQ (No Commanders)
I wanted to take another stab at the multi-arena concept, but with a slightly different twist. With this map, there are only strongholds on the center battlefield, however all of the surrounding arenas have portals you can use to send units to this primary arena. You can only teleport a unit while your pedestal is unoccupied.

Aside from the resources the side arenas provide, some units are only available in these spaces. Want a dragon on the prime battlefield? You’d better be prepared to clear a path to one of the portals in the top-left arena. Wondering how to get those villages in the water behind your stronghold? I guess you’ll have to see if you can get an aquanaut through from the bottom-left! Could really use a trebuchet or ballista to fortify your back line? Only the barracks in the top-right arena can make those.

I’ve made a point of banning commanders whose grooves can impact the outer arenas, so your success in those crucial zones is going to be highly dependent on how well you manage your funds!

That’s it from me folks! I hope you all have an appropriately spooky Halloween and I’ll see you in the next spotlight!

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Community Maps Spotlight #24

G’day everybody, thanks for joining me for this month’s spotlight where I’ll be shining a light on the fantastic efforts of the Wargroove community who continue to whip up awesome maps and scenarios for everybody to play. I’m quite pleased with the selection this month, so let’s dive in!

Fortress of Pord by BadScra

1. Fortress of Pord by BadScra – Code: QHMXLUNL
I was really pleasantly surprised by just how polished and well-balanced this 2v2 map felt. With the gates and choke points around the center, sea units play a very important role in determining the victors.

Twitchy Tributaries 1.21 by Emo Tarquin

2. Twitchy Tributaries v1.21 by Emo Tarquin – Code: XBPUJKNC
This scenario pits two players in a head-to-head fight with a twist. There is a third player on a separate island who is both spectator and Lord over the game; with the ability to trigger game-changing events on their turn. They can summon free units, give players gold, modify health and groove levels, create smoke screens and so much more.

As the name suggests the mode is intended to create a dungeon-master-like experience – one potentially influenced by a livestream audience – where the Lord could choose to set goals for each player, dealing out rewards for their success, or doling out punishments for their failures

It’s an impressively robust scenario with far too many unique qualities for me to cover properly here. If you’ve got a few friends primed for a good time, this one’s worth a look!

Sidewinder 1.3 by Xmo5

3. Sidewinder 1.3 by Xmo5 – Code: VSWL2LWB
Sidewinder as a map has seen a few iterations, growing more polished each time. It’s been a popular staple with the competitive community, and with this most recent update it felt like it was high time I feature it here.

Simple Defense v3 by Sicilica

4. Simple Defense v3 by Sicilica – Code: WT75ZMQX (2P) PZ6CEND4 (3P)
This map pits players in a battle of AI-controlled wave defense. The main objective is to keep the enemy units from reaching the end zone at the bottom, with each unit that slips in taking off one of your five lives. Your ultimate goal is to outlast the other player.

There are a couple of key twists that make things really interesting. First, every enemy unit you kill is sent to your opponent’s board, making things more difficult for them. Secondly, every one of your own units that is killed will respawn under the control of the AI and come after you. Using units in a sacrificial way is very dangerous, so you need to take full advantage of the very slow health regeneration at the end zone to preserve your units as much as possible.

All in all, a great mode that’s really fun to play with a friend or two!

Thief Please 1.4 by Alx_kami

5. Thief Please 1.4 by Alx_kami – Code: 5BCMS7M7
This skirmish map places a heavy focus on using thieves to get the edge over your opponent. The central structure gives you room to take advantage of the thief’s ability to bypass gates, whether escaping with ill gotten gains, or taking position to hit your next mark.

The kicker is that the hideouts with red banners around this structure are perfectly positioned for a quick cash drop, but they can’t be used to recruit anything.

Fort Misery by Armagon

Bonus Dev-made map: Fort Misery by Armagon – Code: HXD77WQL
It’s been some time since I worked on anything for solo players, so I decided to build this small mission that sees Wulfar attempting to take over a fort currently occupied by the undead. It’s quite well-defended, so you’d best scout carefully before you go charging in!

That’s everything for today’s entry! Until next time, take care folks!

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The Best of Buddies

He protec, he attac, but most importantly, he best bud.

We have some fun news for you today. Everyone’s favourite canine Commander is making his second cross-over into another video game realm!

We’re incredibly excited to announce that Caesar will be buddying along in Rivals of Aether: Definitive Edition!

Rivals of Aether is an indie fighting game, with a fantastic competitive online community, based around the elemental powers of Fire, Water, Air and Earth. The game already features other wonderful indie champions you may have heard of, such as Ori, Sein and Shovel Knight!

Rivals of Aether: Definitive Edition launches on Steam and Nintendo Switch tomorrow, September 24th, so be sure to unlock him for free using Aether Coins, gained through in-game playtime, on either version!

Special thanks to Dan Fornace and the Rivals team for letting Caesar become a part of their amazing game universe – we’re sure he’ll keep the bravest of warriors company. You can find out more about Rivals and the team on twitter or their website.

Before we go, if you’ve for some reason been holding out on picking up Wargroove on Nintendo Switch for some on-the-go strategic play, you may want to keep your eyes peeled on the Nintendo Switch eShop next week…

Bye for now!

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Community Maps Spotlight #23

It’s that time again! Wargroove’s community keeps delivering excellent new maps so I’m here to shine a light on some of the best efforts!

Before delving into the entries, I wanted to give a shout out to Deminobody, whose unique scenario map ‘9 Levels of Luck’ was given an honorable mention in Community Maps Spotlight #22. Since then, the scenario has come out of beta, so if you missed it the first time, be sure to check it out: U6BY73Q9

Archipelago - v1.1 by G.Power9

1. Archipelago – v1.1 by G.Power9 – Code: QTAH4UQK
Controlling the sea is key to securing your victory on this group of islands. The ban on Warships ensures that you can build up a strong ground game, but still have to keep an eye out for your opponent’s Aquanauts.

Gernian Outskirts by n8

2. Gernian Outskirts by n8 – Code: JS2BEQHP
Split by a great river, this battlefield demands you be nimble with moving your units back and forth across the fronts. If you over-commit to one side, thieves can throw a real wrench in the works.

Safe Haven 1.2 by FadedSun

3. Safe Haven 1.2 by FadedSun – Code: EENHLXYA
Another fun, competitive-oriented map from this veteran of the Groove of War community. The battlefield is open enough to give you room to mobilise your armies en masse. With the central villages being fairly difficult to approach without making yourself vulnerable, and strongholds close to the center, you have to decide how far you’ll stretch your forces.

Riverside Woods by Minerscool

4. Riverside Woods by Minerscool – Code: KHRQ959B
This fog of war map has plenty of trees you can use to break line of sight, or to protect yourself from enemy riflemen. The ports can only be used to summon barges to transport units, but with the presence of the fog, this gives you the opportunity to make bold strikes on an unsuspecting opponent.

The 9 Arena Rumble by Armagon

Bonus Dev-made map: The 9 Arena Rumble by Armagon – Code: QJCYMYVK (Normal) AG8UBW5S (Fog)
I’ve seen a few people try the concept of multiple battlefields in one map before, so I thought I’d take my own shot at it. There are 9 small battlefields that you have to manage simultaneously. Victory goes to the first player to destroy 5 of their opponents strongholds. The balancing act becomes deciding where you want to commit your resources. Even if you don’t intend to win every battlefield, letting your opponent take control too quickly could swing the resources heavily in their favour, so carefully choosing where to spend your funds is key to your success.

You may have noticed there’s no community choice featured this month. We’re in the process of shifting the community map spotlight to our discord, where the majority of our active players like to hang out! This will make it easier for more people to participate in the process, whether by submitting content or by voting for others. We’ll be sure to let you know when this change happens!

Thanks so much for joining me, and have a great weekend!

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Community Maps Spotlight #22

G’day folks, thanks for stopping by!

It’s been nice to finally bring Wargroove: Double Trouble and crossplay to our players on PS4. If you’d told my younger self that one day we’d be able to have games with players from every major platform playing together, I’m not sure I’d have believed you.

But what’s a community of players without fun new maps to play? Today I’ve got some more standouts for you guys to check out!

Before delving into the entries, I wanted to give a shout out to ‘X Naut Elite’ whose party-game-style map ‘RAGNA’S ROULETTE!’ was featured in Community Maps Spotlight #20. Since then, the scenario has received an update, so if you missed it the first time, be sure to check it out: U62RDK8C

Sapphire Shores 1.1 by Xmo5

1. Sapphire Shores 1.1 by Xmo5 – Code: NT9AJ3VD

Control of the central lake and nearby rivers is really important in this skirmish map. The starting barges make it much easier to move your troops from one front to another, so if you lose them, you just might lose everything else too!

Basilisk by Best Sakuya NA

2. Basilisk by Best Sakuya NA – Code: 2FMZBLBZ

This map is defined by the road that snakes its way across the center. The flagstone placement ensures you won’t be bringing any ground artillery to the fight and dramatically impacts the paths available to flying units. The strength of your ground game will determine your fate here.

9 Levels of Luck by Nate

Honorable Mention: 9 Levels of Luck – Beta3 by Deminobody – Code: TYQV5YGG

In this custom game mode, you are pitted against waves of randomly selected enemies, with a steady escalation in difficulty with each new wave. The hook is that after beating a wave, one of the non-commander enemies you just took down will be chosen at random to respawn and fight for you instead. Once you lose a unit however, it’s gone for good! You’re going to need both luck and skill to successfully beat all the waves.

I must admit I was a little uncertain whether or not to share this entry, as it may still be actively in development by the author, and could swiftly be rendered out-of-date, but I thought the concept was too cool and well-executed to not at least give it a mention. Give it a spin if it sounds like your kind of thing!

Hounding The Outlaws by Emo Tarquin

Community Choice Award: Hounding The Outlaws by Emo Tarquin – Code: QQ56DE39

This month’s community pick presents one of the most formidable puzzle maps I’ve played since Wargroove launched. If you want a challenge that’ll test your comprehension of the game’s mechanics, this is the level for you!

Frostfinger Fields by Armagon

Bonus Dev-made map: Frostfinger Fields by Armagon – Code: BRYQ2Q6L

This map sees players fighting for control over the river, while trying to keep your vulnerable Stronghold guarded. With multiple choke points along the length of the river, I find playing this level with fog of war is particularly scary. Just what is waiting for you on the other side?

That’s it for today! If you’re making Wargroove content, be sure to submit your efforts on this thread via the Wargroove subreddit for the chance to be crowned the next Community Choice Award winner! Please be sure to share the love by upvoting your favourite on the thread. With our introductory video guides there’s really never been a better time to get into making your own levels!

I hope you guys have a lovely weekend and continue to look after yourselves and each other. See you next time!

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Hi everyone,

We’ve got some exciting news to share – our *free* content update Wargroove Double Trouble, is now available on PlayStation 4! All you’ll have to do is hit the download button on the main menu and it’s all yours! Free!

This also means that crossplay with PlayStation 4 is coming to Wargroove! PlayStation players will be able to join their friends on Nintendo Switch, Xbox, and PC and as well as share their maps and campaigns. Including DLC maps!

We’re extremely excited to be able to bring all our players together! With this update anyone with the game can play with their friends – regardless of system.

Don’t forget that the Wargroove Deluxe Edition physical is available now for PS4 and Nintendo Switch. The Deluxe Edition includes a physical cart/disc copy of the game, a downloadable version of the Wargroove soundtrack by Phonetic Hero and Boss Battle Records, a Commander sprite sticker sheet, a poster map of Aurania (Outlaw version!), a mini Strategy Manual with stats and tips on all units (available in English, French, Italian, German & Spanish) as well as a reversible coversheet!

That’s it for now folks. Keep following for news about Wargroove in general on Twitter, Discord, and the Wargroove subreddit!

Till next time!

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Community Maps Spotlight #21

Hey guys! I hope you’re all doing well!

We’re already halfway through 2020, and while this year has certainly had its challenges, we’re so grateful to see players continuing to create awesome content for our little game, and I’ve got some more fantastic efforts that I wanted to highlight!

Before delving into today’s entries, I wanted to give a shout out to WhiteOrbison, whose custom campaign ‘Mercenary Chronicles: Wonder Oak’ was featured in Community Maps Spotlight #17. Since then, that campaign has received an update, so if you missed it the first time, be sure to check it out: AAPZRMD9

Ecros Midlands by n8

1. Ecros Midlands by n8 – Code: NJRLL2V6

The resource-laden side routes on this battlefield serve as crucial targets, so one’s ability to fight in constricted conditions may well determine the victor here. Just be careful not to lose control of the midfield along the way, otherwise retaining your resources in those areas may become rather difficult.

Enclosed - v1.1 by G.Power9

2. Enclosed – v1.1 by G.Power9 – Code: XSNA3ZCY

The density of forest and mountains around the forward barracks on each side gave this map some really interesting dynamics; especially as to cover both fronts a player may need to move vital units across the incredibly vulnerable river position in the center. I had a lot of fun with this one!

After Dark by Fadedsun

Community Choice Award: After Dark by Fadedsun – Code: DAUP8SNH 

In the wake of the big changes made to Wargroove’s fog of war, we’ve seen a considerable upturn in the number of levels being designed specifically for the fog. Fadedsun’s effort here incorporates a mix of wide open spaces, forests to hide in, and mountains to grant vision for scouts. Awareness of where your opponent is focusing their efforts is crucial to securing victory.

Kingsview Archipelago

Bonus Dev-made map: Kingsview Archipelago by Armagon – Code: LZLSW7AZ

This was my attempt at designing a map specifically for 2v2 using some of the lessons I learned while building the Double Trouble campaign. Players will need to carefully consider their options as a team, with victory going to the pair that best support each other at the most crucial moments.

That’s it for today! If you’re making Wargroove content, be sure to submit your efforts on this thread via the Wargroove subreddit for the chance to be crowned the next Community Choice Award winner! Please be sure to share the love by upvoting your favourite on the thread. With our introductory video guides there’s really never been a better time to get into making your own levels!

I hope you guys have a lovely weekend and continue to look after yourselves and each other. See you next time!

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Community Maps Spotlight #20

G’day folks! Thanks for stopping by!

Choosing the player creations to shout out in these spotlights isn’t getting any easier. Narrowing the selection down to just a handful is always tricky, but at the end of the day, these were the entries that stood out most this month!
1. RAGNA’S ROULETTE! V1.6 by X Naut Elite – Code: X6X5KNMN

This free-for-all scenario is all about Ragna causing random events to each player at the start of their turn that can help or hinder them. This can include things like: being forced to give gold to an opponent, receiving free units of various types, having your groove meter charged or drained, having your commander’s ability to take action blocked, damaging or repairing your units and structures, converting a random unit type to belong to one of your opponents, the list goes on. Ragna herself may even come to your aid for one turn with a fully charged groove. There’s a lot of variety and I suspect I’ve yet to see all the possibilities myself. It seems like great fun so long as you don’t take the match too seriously, since everyone is equally at the mercy of the roulette spin.

2. Hollow’s Land by xxparisite08 – Code: G75EX7B7

The density of forests and mountains on this skirmish map made it super interesting with our recently revised fog of war. With multiple avenues of approach for both sides, what route will you take?

Community Choice Award: GOW4 Puzzles by Caparo – Code: YG89S4E6

This campaign houses a fantastic set of challenging puzzles based off situations that arose during the Groove of War community’s fourth tournament. Each puzzle represents a real match where the opportunity existed to snatch victory in one crazy turn. In some matches these victories were actually achieved, and in others these opportunities were missed. Completing these puzzles can require some pretty outside-the-box thinking that will force you to carefully consider all possible options and the order which you use them. I have personally verified that all of these are 100% beatable and had a great time figuring them out.

Bonus Dev-made map: The Ebon Peaks by Armagon – Code: A9WU49MJ
I still find myself dabbling with multiplayer maps in my downtime. I wanted to make a more competitively-oriented skirmish with the volcano biome and ended up arriving at this. I hope you guys like it!

That’s it for today! If you’re making Wargroove content, be sure to submit your efforts on this thread via the Wargroove subreddit for the chance to be crowned the next Community Choice Award winner! Please be sure to share the love by upvoting your favourite on the thread. With our introductory video guides there’s really never been a better time to get into making your own levels!

I hope you guys have a lovely weekend and continue to look after yourselves and each other. See you next time!

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Community Maps Spotlight #19

Hey y’all, it’s great to see you! I hope the day finds you well.

We’ve been happy to see the recent fog of war changes going over well with players, and the mapping community is still going strong with lots of new custom content being shared every day. If you’re in need of distraction, I’ve got some quality picks from the community for you, right here!
1. Cytosis 1.6 by Xmo5 – Code: QHT5JSC7

This map sees players racing for resources, which quickly gives way to heated conflicts as the players’ armies grow. Ignoring any front may spell defeat!

2. Blunder Water v0 by Daehphone – Code: 6FWDGTBX

This is a versus scenario with a fun twist! Owning a riverside village will lower the adjacent drawbridges, allowing units to cross, but neutralising them will cause the drawbridges to be raised. This adds an interesting element of risk, as any ground units standing on these drawbridges when they’re raised will fall into the water and be eliminated! You’d better watch your step!
Community Choice Award: The 41 Alliance + Mega Squad by ShadowMarioXLI – Code: JWZJ9LPK

This fully featured campaign revolves around a Discord community, and is filled with all the in-jokes, memes and references that such a thing entails. I was impressed by how well it was put together and the variety in the mission design. I might not have been able to fully appreciate the community dynamics it was referencing, but I had a good time playing this campaign and I think you will too!

Bonus Dev-made map: Yorthendon Citadel 2.0 by Armagon – Code: XEAJEZQT

Back when Wargroove first launched, I had shared a version of this map that at the time that I was pretty proud of, but there were things I felt I could have done better, and I’d always meant to come back and improve it, so I’ve done just that! As I set to work, my efforts were turning into much more than a quick revision, with large swathes of it being redesigned from the ground up. I think the result makes for a much more compelling battlefield; hopefully you will too!

That’s it for now! If you’re making Wargroove content, be sure to submit your efforts on this thread via the Wargroove subreddit for the chance to be crowned the next Community Choice Award winner! Please be sure to share the love by upvoting your favourite on the thread. With our introductory video guides there’s really never been a better time to get into making your own levels!

Until next time!

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