Community Maps Spotlight #14

Hello everyone!

The seasons are changing, we thought we’d try to grab onto some of that summer sunshine and heat with custom Desert maps! We’ve asked the community to create, submit, and vote on their favorites.

Let’s check them out!

1. Battle for the Ruined Oasis by Nathan – Code: APRBYEGW

This wasn’t actually submitted, but a community map we found browsing the map editor! It’s a simple symmetrical map, with a center section which splits the map. Fog of war adds another layer of strategy to this 2 player tussle.

2. Income War V2.0 by VALAZ45 – Code: ZKYGA4E7

An older community map with a unique control style! Each player has a villager on the right side of the map. They take turns and move their villager to an arrow tile to spend money and purchase units. Then the player bought units have a turn on the battle field where they’re controlled by the AI. This map makes what units you purchase extra important, since the actual field movement is being done by the game not the player.

3. Urban Development V1.1 by TheHauntedLibrary – Code: 2JETJHEQ

The community choice winner for this theme is TheHauntedLibrary with their map titled ‘Urban Development’. In this balanced 2 player map severe weather limits ranged ground units effectiveness. The twist is that each village captured becomes a stronghold, so as each player expands they’ll add increasing points of vulnerability.

That’s it for this spotlight.

We’ve also got some very exciting news we’ll be sharing soon, for now we’ll leave you wondering…who could this be?

Till next time!

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Community Maps Spotlight #13

Hello everyone!

We had some really cool entries for this theme from players participating in the public Modding Beta. Some have codes (if the mods are vanilla compatible) but others don’t – we’ve included links to all the mods used if you see something you’d like to try out yourself!

For details on how to join and test the modding beta check out the blog post.

Let’s get into it – here are the maps!

1. Vulcanic Lair by DasIrrlicht – Code: VZWZN4HQ

Mods used : Expanded Terrain (nexusmods)
In this map you’ll need use a Heavensong commander and forces to take the wall and castle and kill the necromancer. Winning requires fighting past the enemies at the choke-points, securing the area and then pressing into the castle itself. If you come too close to the walls, the gates will open in the enemy camp, so be careful where your troops stand…

2. Fractured Isle 1.42 by Unicarn54 – Code: GXPCBAZM

Mods used : Expanded Terrain (nexusmods), Unlock Hidden Map Editor Contents (nexusmods)
This is a rotational 1v1 map that integrates land and naval. The Expanded Terrain allows beach bridges and makes flagstone more visible by placing the flagstone underneath roads and by using tricks with flagstone underneath plains tiles. Using Ophelia’s “Unlock Hidden Map Editor Contents” mod allowed the creator to place a vine in this skirmish map.

This map can be played with a vanilla client because all assets are vanilla.

3. Med Station Forest by VALAZ45

Mods used : Med Station (nexusmods)
This 4 player map is setup for 2v2 play. The mod used, “Med Station”, adds a new building which heals any units placed nearby it. Because this mod includes new custom assets it’s only available to play in the modding beta branch right now.

4. Gold Rush by Ekudeht

Mods used : Age of Wargroove (nexusmods)
The community choice winner for this theme is Ekudeht with their map titled ‘Gold Rush’. It features a mod called ‘Age of Wargroove’ which adjusts gameplay to more closely mirror Age of Empires or Warcraft. It features modified rules, commander equipment, villagers who can mine gold, and shops which restock every 5 turns.

That’s it for this spotlight. If you’re making desert maps this week, make sure to submit your designs on this thread via the Wargroove subreddit for the chance to be crowned the Community Choice Award winner next time! Don’t forget to upvote your favorite!

Till next time!

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Let’s Get Physical!

Hi everyone!

We know a lot of you have been requesting it, so we have some awesome news for you today… Wargroove will be getting it’s very own physical release on October 29, 2019! That’s right, you’ll be able to walk into a shop, and hold Wargroove in your very own hands! (You could even buy it and play it at home if you want).

We’ve teamed up with the folks at Sold Out to release a retail version of Wargroove on both Nintendo Switch and PlayStation 4, called the ‘Wargroove Deluxe Edition‘. What makes it so deluxe I hear you ask? This physical ‘Deluxe Edition’ will include:

  • Physical disc/cartridge copy of the game
  • Downloadable version of the Wargroove Soundtrack by Phonetic Hero and Boss Battle Records
  • Commander sprite sticker sheet
  • Poster map of Aurania
  • Mini Strategy Manual with stats & tips on all units (available in English, French, Italian, German & Spanish)
  • Reversible coversheet – it’s a clean version of the key art without all those messy logos, but complete with standard spine so that it still looks normal on your shelf!

Wargroove ‘Deluxe Edition’ will be hitting good ol’ brick and mortar stores October 29! It will SRP for £19.99 / $29.99 / €29.99 on PS4 and £29.99 / $39.99 / €39.99 on Nintendo Switch. You can pre-order at select locations and online (eg Amazon).

We’re incredibly excited to be working with Sold Out on a full retail release. This will be the very first time an in-house Chucklefish game will receive a physical version, so it truly feels like hitting a new milestone in our journey as an indie developer.

We hope you’ll support the physical launch on release, and will keep you posted once an official release date for both versions has been fixed.

Bye for now!

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Community Maps Spotlight #12

Happy Friday everyone!

Another exciting week for Wargroove! Players were finally able to start testing the much-awaited Modding Beta. We’ll be testing it for a bit in the beta branch to ensure there are no issues, so feel free to opt in if you’re curious and want to make some custom content!

For all the details be sure to check out the recent modding beta blog post.

Onto the maps!! We’ve got some good ones this week!

1. Tenri the Dog Catcher by Xer – Code: JKSUW373

In this unconventional battle players use Tenri’s groove to move a wagon and pickup stray dogs. After rounding dogs up they must be placed in a safe tower. This map uses some really creative groove mechanics and unit positioning – and who doesn’t love more dogs!!

2. The Island 1.4 by Val-Vador – Code: UZZTZ9B4

The Island is a map designed for 2v2 team play. It has a mix of air, land, and naval resources – so players must work together to coordinate against their opponents team!

3. Alpine Assault by bengui – Code: L9NE4XKS

Another symmetrical map – this one is called Alpine Assault and designed for 1v1. It requires a players recruit a variety of units in order to effectively take control of the map.

Finally, our Community Choice Award winner, as voted by players on the Wargroove subreddit:

Community Choice Award: TinyGroove Campaign v7 by ‘Derek’ – Code: ASJMUHB7

TinyGroove is an entire campaign, where the maps get increasingly larger as you progress as Dark Mercia in an alternate version of Aurania. Initially maps start off quite small! The campaign developer has published seven updates so far, and maintains a wiki to outline all the details and changes made to it! There are dozens of super detailed maps to play, side quests, unit upgrades, 15 commanders to recruit, and 30 unique achievements – this one can really take up some play time!

We’d featured this campaign a few months ago in Community Spotlight #8, but there’s been some big improvements since then! If you enjoyed it before you might want to give the newest version a look!

That’s it for today. If you’re making maps this weekend, make sure to submit your designs on this thread via the Wargroove subreddit for the chance to be crowned the Community Choice Award winner next time! For the next spotlight we’re asking for community made maps which have been modded using the creation tools in the new beta. Even if you’re not playing the beta, it’ll be a great way to see some new content players have created and injected into the game – don’t forget to upvote your favorite!

Have a great weekend!

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PC Modding Beta now live!

Hello everyone!

Today we’re doing a public beta of a long awaited PC feature, modding! We’ve been testing it ourselves, but as you are all much more creative than us, we’d really like your help to break it as much as possible while creating cool mods!

How do I access the beta?

Good question! First of all – back up your save files

Next, you’ll find the beta is available on Steam by using a beta branch. In your Steam library, right-click on the Wargroove entry and select “Properties”. In the “Betas” tab, you should see a drop down and a textbox. In the textbox, enter the password ‘caesarisagoodboy’ and click “Check Code”.

If the code has worked, you should be able to select the ‘public-beta’ option from the drop down box. Once you’ve done that, Steam should install the beta and you’re ready to go!

How do I make a mod?

I’ve written a document to help you get started, which you can find on the Wargroove wiki! (Is this document just a thinly veiled attempt to get my dog more Instagram followers? Answer: yes). In addition, we’ve created a few little examples that you can find by following the file path C:\Program Files (x86)\Steam\steamapps\common\Wargroove\modpacker_bin

How do I share a mod?

Once you’ve created your mod, it should have put itself in your Wargroove appdata folder. You can probably find this at %appdata%/Chucklefish/Wargroove/mods. Copy the folder with your mod name on it and send it to a friend! They just put the folder in the same spot in their appdata folder.

How do I use a mod?

  • Custom Maps

If you want to create a modded map, go into a custom map and open the main menu. Hit the branch new “Mods” button, and you should see a list of your installed mods.

Just flip the switch for the ones you want to use and change the ordering if you need to. Hit “Save and Reload Map”. This should reload your map with the mods on. The “Add to Mod” button is for packaging maps within a mod, and you can read about it in the document linked in the “How do I make a mod?” section.

  • Local Multiplayer

If you want to use a mod in a map that already exists, go to local multiplayer and select the map. In the “Match Settings” window, hit the “Mods” button, and you should see a list of your installed mods. Flip the switches for the mods you want to use and change the ordering if you need to.

Hit close when you’re done and you should be using your mods!

Online Multiplayer

The only modded maps that can be used in online multiplayer are maps that have been packaged within a mod. All players must have the same version of the mod installed. If you do, when you go to host a game you should see the modded map available. Anyone with the same version of the mod installed can join the game like normal.

Will console versions receive modding tools?

Unfortunately not – this is a platform restriction we don’t have control over, so modding tools are a PC only feature. Console players will not be able to access any custom content or join any online matches which use PC mods, and instead will see an error message. 

I have more questions!

I’ll be on the Wargroove discord today to answer questions, and I’ll be available as long as I’m near my computer!

Something is broken! How can I report it?

First of all, thank you! We’ve set up a forum post to collect feedback HERE. You can also post on discord, but please post on the forum as well so that it doesn’t get lost!

Happy modding!

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v1.3.0/1 Out Today! (Korean, new features & bugfixes)


Today we’re launching patch v1.3.0/v1.3.1 across all platforms (PC, Nintendo Switch, Xbox One and PS4) which will primarily introduce Korean as a playable language. Thanks to our friends at Shloc for working on the Korean localisation!

This patch also contains a few new features and lays the foundation for PC mod support. Also included are some bugfixes, which you can find details of in the Version History section of the wiki – warning, version history includes some spoilers. Here’s the full breakdown of the new features added in the latest patch:

Added Features:

  • Add ‘delete progress’ option to the campaign menu for downloaded Campaigns
  • Add hotkey to change Players in Map Editor; users can now use Spacebar to toggle between players when placing units. [PC Only]
  • Add ‘Duplicate’ to Triggers, Flags, Counters, Conditions and Actions in Event Editor
  • Removed Weather from Quick Play
  • Added Korean support

PC players will also be excited to know that we’re planning to start the PC mod beta next week. We’ll let you know more information and how you can gain access the beta once we have a specific date set, so keep those eyes peeled!

We’ll be doing an AMA on r/PS4 today at 6pm UK time (that’s 10am PT / 1pm ET) so do join us and ask away!

Lastly, don’t forget to submit your map designs on this thread via the Wargroove subreddit for the chance to claim the next Community Choice Award winner! If mapmaking isn’t your thing, you can also show your support to fellow community members by voting for your favourite by upvoting their post on the thread.

감사드리며 재미있게 즐기시길 바랍니다! Chucklefish 개발진 올림.

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Community Maps Spotlight #11

Happy Friday all!

What an exciting week it’s been. We had the launch of the PlayStation 4 version on Tuesday, and also discussed a bit more about what you can expect from future updates of Wargroove, including a sneak peak of the new map editor tool ‘gizmos’ in action!

There’s still plenty more to reveal this year, including the brand new content we currently have in development, as well as something else… But more on that soon!

Before we start, our congratulations goes out to Red-Jams, the winner of the community-run Groove of War tournament! The Grand Finals took place on Thursday night, with Red-James vs Vitto, streamed on Twitch by host GimbleB. A big thanks goes to the Groove of War tournament organiser team who did a fantastic job of running the sessions. If you’d like to find out more about competitive play or get involved ready for the next tournament, feel free to join the Groove of War Discord.

Alright, on with the maps!

1. Forgotten Island by MeowMeow – Code: R7FVVNXQ

This nicely arranged island archipelago map is designed for 1v1 play, connected by numerous bridges and book-ended by two Towers to support both ground and air unit play. We liked its simplistic design, based around a smaller map size to encourage fast play. The creator recommends trying out recruiting a few Balloons for easier movement around across the stretches of water.

2. Obstacle One by Bust Baby – Code: XTV6NV47

This puzzle map by Bust Baby is a great brain-teaser, with some false leads to try and coax you to down the wrong road.  Having some units (the Knight, Wagon and Spearman) locked behind gates poses an extra challenge that you’ll need to resolve in order to take out Emeric in just one turn! Remember to use those crits and your Groove to your advantage…

3. Hyper Arcade – Outlaws by Eevee – Code: HZ6672C9

We love playing through quirky custom campaigns – especially those with a sprinkling of humour! The story of Hyper Arcade introduces a rather unique Commander, Steve the Outlaw, an Archer who has gone up in the world, netting himself his very own Groove called ‘Revolution’, which allows him to take control of adjacent enemy structures and puts all friendly structures back to 100% health. Each level plays out Arcade style, where you fight against a different main story Commander, using Steve’s Groove to steer you to victory. A lot of love and effort has gone into making this one, so be sure to check it out!

Last but not least, our first Community Choice Award winner, as voted by players on the Wargroove subreddit:

Community Choice Award: Life in 19×19 v1.5 by Fadedsun – Code: DY6YWXV2

Life in 19×19 is a straight-forward skirmash map designed for 1v1 competitive play. Creator Fadedsun created the map with the intention of designing a battlefield where Wargroove players new to the competitive scene could learn more about PvP. User Red-Halo from the Groove of War tournament community also recommended Life in 19×19, describing it as “really popular map in competitive play” and that the design allows reasonably quick play to boot!

That’s all we have for today. If you’re making maps this weekend, do submit your wonderful designs on this thread via the Wargroove subreddit for the chance to be crowned the Community Choice Award winner next time! And if you’re just in it for the map fodder, don’t forget to vote for your favourite.

Have a lovely weekend everyone.

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Future Tactics!

Hi everyone!

Happy Wargroove PS4 launch day! Wargroove is now officially available on the PlayStation Store across European and North American regions, so we hope PS4 fans will enjoy delving into the game today – thanks again for all your patience while the PS4 version was finalised.

But that’s not all we have for you today.

The Wargroove Discord members among you may have seen that last week Chucklefish CEO Tiy divulged some information on what the development team are currently working on, and details on what you can expect in upcoming minor and major patches across all versions. Today we wanted to go into a little more detail!

An official caveat though, the below isn’t a finalised list of content, nor can we 100% confirm that all of these features will make it into the upcoming updates, as some are still in development / testing stages, so keep that in mind! Updates also still need to go through various approval processes, so we can’t estimate exact release dates just yet.

So what’s next for Wargroove?

While we’ve been keeping our heads-down in development since the last major QoL patch, we’re constantly reading and listening to feedback from all around the player-base – be that from the online competitive scene, map-making fans as well as casual players who are keen to see more content to get stuck into. As such we have 3 updates in the works:

v1.3.0 ‘Minor’ Patch

  • Korean Language will be added! 이제 워그루브를 한국어로 만나보실 수 있습니다!
  • Bug fixes
  • Some technical stuff laying the foundation for PC Mod support

PC Mod Support Patch – PC Only

  • Adds mod support via Steam Workshop – check out this Commander mod preview where we recruited one of our office dogs!
    This patch will follow closely behind v1.3.0 and will be in open beta to get player feedback

v2.0 ‘Major’ Update

  • BIG brand new content – full details to be revealed at a later date…
  • Lobby listings, so that players can find publicly hosted games
  • Unit balance adjustments to a number of units and Commanders
  • Quickplay map rotation – New maps will be chosen and weather will also be turned off in Quickplay mode.

This update will also include new Map Editor options – there’s quite a lot of ideas we’re testing at the moment, so here we go…

  • Gizmos – New place-able entities with an on and off state such as levers and chests. Using gizmos you can override terrain (e.g. draw bridges) and will also be able to enter new actions to set and toggle the gizmo state, as well as new conditions to check it.
  • Counters – We’re adding new actions to perform arithmetic between counters as well as setting the counter to random value, and load/storing counter values to some other variables (HP, Groove etc.). There’s also a new condition to compare counters.
  • Actions can now play sounds
  • Metalocations – We’re adding support for ‘metalocations’ which indicate where things last happened on the map, for example the last attacker, last defender, last recruit, last unit used, last movement path, last death etc. There will also be new actions for locations, such as copying a location area, moving location by (x,y) and boolean operations between locations.
  • Unit Modifiers – We’re also enabling players to modify the damage that any unit/structure receives as a percentage, including making them invulnerable. We’re also looking into a teleport unit action for the editor.
  • Map upload slots will also be increased so users can upload more maps at once.

As we mentioned earlier, we want to keep you updated on what we’re working on, but be aware that not all of the above may make it into the final update list as we continue implementing and testing new features, so do wait for the final patch notes which will be revealed when each patch is ready to deploy!

There’s still even more announcements on the way for Wargroove, so plenty still to look forward to in 2019! For now, come join us on the Wargroove Discord where we’ll be chatting about some of the changes we’re making, and don’t forget to submit your maps ahead of the next Community Maps Spotlight this Friday. You can also vote for your favourite map to receive the Community Choice Award in the Wargroove subreddit.
Bye for now!

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Wargroove PS4 launches July 23rd!

The wait is nearly over!

Wargroove’s PS4 edition will be available digitally on the PlayStation Store on Tuesday July 23rd!

As we mentioned in the last PS4 Progress blog post, our main priority for this release was to ensure as much parity as possible between each platform version of Wargroove. The PS4 version will have all the content you know and love (aside from cross-platform multiplayer);

  • A 20hr+ story campaign told through dynamic cut-scenes
  • An Arcade mode where you’ll take on a series of opponents in quick succession
  • Puzzle mode challenges you’ll need to solve in just one turn
  • A robust map, cut-scene and campaign editor, where you can even change the rules of the game without any mods or external tools
  • Both local and online play with competitive and co-op play, as well as complete rule customisation
  • Secrets and unlockables, including a fact-filled Codex, Jukebox and Gallery

Rest assured – PS4 players can also download any of the many community-made map designs on the in-game Share tab, as well as uploading their own maps and campaigns to share between platforms.

Big thanks to Blitworks who worked on both the PS4 port, as well as the Xbox One version. The team here at Chucklefish can’t wait to see what new PS4 players will make of the game, and we’re looking forward to checking out what creative maps, cut-scenes and campaigns you come up with! Do join us for a chat in the Wargroove Discord server, or you can find us on Twitter or Facebook too.

P.S. Don’t forget to submit your maps ahead of the next Community Maps Spotlight on July 26th. Even if you’re not a mapmaker you can take part too by voting for the Community Choice Award in the Wargroove subreddit!

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Community Maps Spotlight #10

Hey everyone!

The PS4 launch is inching ever closer (release date to be revealed soon!), and we’ve got plenty of other Wargroove news on the way too, including a date for PC mod support, future content plans for all platforms and some other exciting surprises… In the meanwhile, the community-run Groove of War tournament is also still ongoing, and you can get involved and watch matches via GimbleB who has kindly been streaming battles live on Twitch!

Since we’re now on our 10th edition of this series, and with more community members on the way alongside the PS4 release, we want to shake things up a bit and involve you more, by giving you the power to decide which maps should be featured. Next spotlight we’ll be adding a special ‘Community Choice Award‘, where you’ll have the chance to vote and celebrate one map you think deserves some attention each Spotlight. To submit a map, just head over to the Wargroove subreddit and post on a comment on this thread with your map code, a short description and ideally a link to a screenshot. To vote, playtest the maps submitted and upvote your favourite!

Now, on with the maps!

1. Madea & the Six Guardians by Jev – Code: 2MBTDTXF

Jev has put a huge amount of work (and 200 hours according to their Reddit post!) into this full-length, 18 stage campaign, which sees you using forest spirits to vanquish your foes and eventually take on 6 guardian boss fights. The forest spirits you’ll fight alongside have an interesting gameplay quirk, where once killed they’ll return to the shrine of the villages you’ve captured – but you’ll need to watch out as your undead enemies will do the same. If you’re smart about it, you can block enemies from respawning by standing in the way of their shrine!

2. Mind of Caterina by Rule 34 – Code: C3ECNBS6

Take on this symmetrical sandy fortress and pit yourself against 3 friends, with a rush to the centre to take control of the Tower. Once you’ve claimed the central Tower you can start your path to total destruction by spawning air units to pick off your foes one by one. While Player 1 of course has the first move advantage, the extra units provided to Players 2-4 at the start of the battle to balance things out give you the opportunity to overpower and take back control of the Tower.

3. Pincer Lane 2.0 by Sikey – Code: GCW9576Z

If you’re looking for a 4 player free-for-all map that really turns up the heat and requires your full attention, then walk this way towards Sikey’s new and improved Pincer Lane. Scattered across a very long and thin stretching grassy plains, players situated in the middle of the map will need to protect their structures and units from enemy attack on both sides, and weigh up the pros and cons of sending your units forth to engage in battle. We love how this map really makes you think about where you spend your resources and plan your strategy accordingly.

4. Double Event by Best Sakuya NA – Code: CR8S783D

We do love seeing our pixel art decorations go to good use, and Sakuya’s maps definitely deliver on that! This symmetrical 2 player map is a fun bout in the desert sands, split by small sections of water tiles which you’ll need to plan some short ferry rides for accordingly. Grab a friend and give this map a go!

That’s all for this time. Remember that mapmakers can submit their creations here for the chance to be bestowed a Community Choice Award by your fellow Wargroove players.

Until next time!

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