Archive: Dev Blog

Community Maps Spotlight #7

Happy Friday everyone!

Before we get started, those of you in Japan may be pleased to hear that Wargroove will be at this year’s BitSummit in Kyoto on 1st – 2nd June. You’ll find Wargroove (and Stardew Valley!) at Nintendo’s Indie World stand, so do pop by and play if you’re going to the show.

While this Maps Spotlight had no theme requirements, next time we’d like to set another map design challenge! As many of you know, we’re soon to be launching Starbound’s 1.4 update, where players will be able to take on the role of an intergalactic bounty hunter. Since Wargroove’s Floran (as well as our quick-witted Commander Nuru) originally appeared as a playable race in Starbound, what better way to celebrate the upcoming 1.4 update than to create some luscious forest biome themed maps, with maybe even a bonus cutscene featuring the Floran Tribes or Nuru in particular!

To make sure we spot your map when we come to selecting the Community Maps Spotlight #8, make sure to post your creation to the Wargroove subreddit using the ‘maps’ flair, or drop them in the Custom Content channel on the Wargroove Discord before June 14th (you get an extra week this time while I’m away).

Now, on with the maps!

1. Legend of the Mirror Pool by Lyle – Code: X5TNNX22

We’ve been sharing a lot of competitive multiplayer maps lately, so here’s a cool single player campaign worth checking out! Lyle has created a fun, non-linear Commander collect-a-thon, which follows the story of Mercia and Emeric’s quest in search of the fabled mirror pool. Legend has it that the pool makes copies of whoever stands before it, so you guessed it, you’re in for a battle against your reflection! To help you on your quest you’ll need to get help from other ally Commanders, who you can recruit along the way to build the ultimate party. A lot of hard work has gone into each level, so give it a go!

2.  After the Flood by Fadedsun – Code: UPGQELWP

Fadedsun is on a bit of a roll. Last time we featured their Port Island Panic map, but we’re equally impressed with this well-executed 1v1 competitive skirmish. Having the terrain split up with swathes of water tiles, and the odd floating bridge adds an interesting dynamic to the battlefield, making you consider your unit movement and best route carefully, using amphibian and flying units to your advantage to move more freely.

3. Burning Sands v2 by Kodama – Code: AML3DSB2

If you have a few friends over (3 to be exact) and are looking for an awesome 4 player scenario map to challenge one another at, this one is absolutely delightful. Burning Sands splits you into 2 teams for a good ol’ fashioned desert brawl. Each day you’ll take damage from having units placed on the harsh desert sand, whereas finding shelter in the cool oasis water dotted around will heal you instead. The aim is to wipe out all enemy units, not just the opposing Commanders. There’s also a rather handy Commander-reviving mountain to the centre which you might need to scramble quickly for.

4. Groovehold – Team Defense by RibbonPen – Code: S69EU6UD

If destroying waves of enemies is your jam, grab 3 friends and team up to take on Groovehold, a great 4 player team defence scenario. Player 1 sets the number of waves (5x waves is a ‘short match’), and jump straight into the phases, looping between Recruitment, where players each have 1250 gold to spend to bolster ally ranks, and then the Battle phase, where you’ll take on hordes of AI outlaws. To win you and your allied Commanders will need to survive each wave, and keep your Stronghold safe and sound!

That’s about it for now. As always, we look forward to seeing what wonders you create for your forest biome / Floran themed maps, so be sure to share your map or campaign before June 14th. If you’re looking for even more community maps, or want to create and share your own strategic masterpieces, you can find them in-game in the Custom Content section, as well as a great selection on the Wargroove subreddit! Until next time.

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Community Maps Spotlight #6

Hey everyone!

Some of the eagle-eyed of you may have already spotted that we had two exciting Wargroove-flavoured tidbits since our last blog entry. On May 2nd we announced that Xbox players can now get access to Wargroove via Xbox Game Pass (Xbox Wire post here!) – we’ve been super pleased with the reaction so far, and are of course excited to welcome more players to the Wargroove community.

Last week we also teased a preview of Wargroove’s modding support for PC, which Programmer Krakauer has been working on lately. The below image is an example test mod of our tiny office dog Tolstoy, flexing his might as a Commander – complete with his own totally-not-Caesar-based portrait.  With the upcoming PC mod support, he could even have his own Groove and new abilities too! We’ll be letting you know closer to the time when you can expect it.

Floran fans may also be interested to hear that our first in-house game, space sandbox Starbound, has a new update (v1.4) on the way. In v1.4 players will be able to take on the role of Bounty Hunters, chasing down wanted galactic criminal gangs and restoring law and order in the universe! There’s also lots of other content to discover including new dungeons, monster variants, new items, furniture pieces and more. If you want to test it out and provide feedback, we have released v1.4 on Starbound’s unstable Steam branch. Please be aware that the update is still in development, and the unstable branch isn’t necessarily representative of the final implementation. Expect some bugs and incomplete content, so back up your saves before playing. You can find more info about the v1.4 update and Starbound in general on our Dev Blog.

Now, on with the maps!

For this Spotlight we tasked you with showing off your best desert biome themed maps, to celebrate the recent release of fellow pixel art strategy game, Pathway, by our friends at Robotality. We’ll go back to random entries for the next Spotlight, but will return to more themed challenges in the future!

1.  Port Island Panic v2.2 by Fadedsun – Code: 8AUM5FQE

I’m a big fan of small PVP maps, which encourage players to get stuck into the heat of the battle as quick as possible. This little skirmish from Fadedsun is a nicely executed battleground, with some skirting deep sea tiles to encourage naval movement/combat around the island, with space for strategic action to kick off on the central island. You’ll need to quickly utilise the ports and barges on this one to recruit and distribute troops swiftly, in order to take control of the sandy mass in the centre.

2. Crossfire 1.2 by Val-Valdor – Code: 3QTZTTQN

Player Val-Valdor uploaded a few clever desert-themed maps recently (Mountain Throne – EP8KW55S &  Income War – ZKYGA4E7 to name a few), but Crossfire is probably our favourite to play. It’s a 2v2 skirmish map which takes place across a wide island connected by tiny bridges. Together with your teammate you’ll need to gradually build up your forces to assert dominance across the sandy plains. You’ll need to watch out for the sandstorms reducing ground unit range in particular though!

3. Turtle Island 2v2 by SGswift – Code: TY3JXHS8

Another 2v2 map, but this time designed for fog of war play. The central island is littered with various structures to capture, so you’ll have to carefully plan out your movement across the map in order to balance recruitment and aggression with income management, together with your allied faction. User SGswift has a number of very pretty map designs, so if you give Turtle Island a go, make sure to click on ‘More from Author’ too and check out their others.

4. Shipwreck Showdown by Pnoir – Code: QFEMX42S

This map by Pnoir has a fun theme around a shipwreck with sunken treasure at the centre, but has a lot of chokepoints and long bridges to contend with! As their first map submission, we thought this was a great initial attempt, and with some balancing tweaks to sort out areas which could be exploited by smart positioning of defensive ranged units, Shipwreck Showdown could be refined into a fun, small rectangular free-for-all!

That’s all for today’s Spotlight. Big thanks to everyone who shared their desert-themed maps. If you’d like to see more community maps, or create and share your own, feel free to peruse the in-game Custom Content section, as well as taking a look over at the Wargroove subreddit (there’s a ‘Map’ flair for easy searching too)!

Until next time.

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Community Maps Spotlight #3

Hello everyone!

We’ve got another Community Maps Spotlight to share some player created content.

Recently, NintendoLife held a custom map competition. We checked out some of the submissions and there were loads of really excellent entries – great job everyone who participated! Here’s a selection of a few interesting maps which were entries in their contest.

1.  Wagon Escape by Landmine752 – Code: DXNXA3DT
This unconventional map requires the player race in a Wagon to escape Sedge in persuit. Mercia has a variety of switches which can be triggered to enable the wagon’s escape. Every move counts in this fast paced wagon-ride of a map, which prioritizes movement strategy over combat!

2.  Wargroove: The RPG by Monkiikong – Code: PKPRHBKF
This map has Mercia explore the map to recruit a party to confront the Undead army. There’s lots of hidden items to find, objectives, and events, to build your party before confronting the final battle!

3. Labyrinth of Daedalus by EGYP7 – Code: 5LJQ3YPE
This map supports 1 to 4 players where you can play alone, against AI, or with up to three other friends to find treasure inside the labyrinth, and avoid the monster that roams the halls. If the monster sees you – run and hide! This maze also features moving gates, changing the layout as the match continues. The commander to find and collect the most gold and survive to escape wins.

4. Glory and Gold by Braeden – Code: FBFT47RY
Another gold collecting map. This battle is a two player skirmish to take the opponent’s commander or stronghold – but with the additional twist awarding a win to the first to reach 100,000 gold. Capture villages while defending your stronghold – but be as thrifty as possible!

5. A Foul-mouthed Standoff by TheOnly8Z – Code: HLA2GAYX
This was the winning map selected by NintendoLife! It puts Mercia between two enemy armies, and she’ll need to storm inside both their castles to win. She can hire ships and equipment to help her defend against overwhelming forces on both fronts! You can check out NintendoLife’s stream of this map if you want to see it in action!

In case you missed it there was a big update this week with a number of quality of life improvements! We hope you’re all continuing to enjoy Wargroove – and if you’d like to check out more custom maps you can find them all in the share section in game, and a great selection have been shared on the Wargroove subreddit!

Until next time!

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QOL 1.2.0 Patch Out Tomorrow

Hi all,

Shortly after launch Tiy mentioned in a blog post that we were working on a quality of life patch, combining some community feedback we received and adjustments we wanted to make. Well good news –Wargroove Patch 1.2.0 is out this Wednesday 6th March (tomorrow!) at 13.00 GMT / 14.00 CET / 05.00 PST / 08.00 EST across PC, Nintendo Switch and Xbox One.

A quick PSA, in-progress online matches will be incompatible at the time the patch goes live, so we’d recommend not starting any strategic showdowns around then! You may also find yourself needing to update to the latest version in order to access the game’s online features after the patch, so do make sure you’re up to date if you have any issues.

Following the patch going live, if you do by chance find any bugs please do report them to the support section in the Wargroove Forums. If you’d like to chat to the developers and share your thoughts, you can also find us lurking in the Wargroove Discord server!

Check below for the full patch notes:

Checkpoint system:

  • While playing in campaign mode, you can set a checkpoint in a mission
  • If you are defeated, you can retry from the checkpoint
  • You can set a checkpoint whenever you want, but you can only have one active at a time (the previous gets overwritten)

Difficulty system overhaul:

  • Five difficulty presets, Story, Easy, Medium, Hard (Default) and Custom
  • Hard difficulty is the default, and is the standard rules of the game. It’s the only mode where you can obtain S-ranks
  • Medium difficulty is a bit easier and still lets you obtain up to 3 stars
  • Easy limits you at 2 stars
  • Story limits you at 1 star, and is VERY easy

Multiplayer:

  • You can now add CPU players to online games
  • There’s now a message clarifying that you must join a match if you don’t have any in progress
  • A number of fixes to Quick Play timers
  • You can no longer suspend Quick Play matches and play other games in the meanwhile, since they’re supposed to be realtime
  • 9 maps designed specifically for co-op have been added
  • Fix issue where user’s couldn’t get into Online multiplayer
  • Fix issue were main menu could not be invoked during opponent’s/AI turn

General Quality of Life

  • The effectiveness chart on unit info and recruit screens has been reworked to be far more readable and informative
  • Skipping battles, captures and cutscenes is now much faster
  • Display the S rank requirements on the overview screen for a mission
  • “Exit” has been renamed to “Suspend” to avoid confusion
  • You can now see teams on the Overview screen
  • Fix international text input on Switch
  • Display the Controller Select Applet on Switch less often
  • Add Korean font
  • Resigning will now destroy all units simultaneously instead of one at a time

New options:

  • Add “Movement Speed” option that allow you to set all units to move faster
  • Add “Confirm End Turn” option to avoid accidental end of turn
  • Add “Damage Range” option to display minimum and maximum damage on previews, instead of average damage

Fog of War:

  • Allies now share vision
  • Eliminated players can still see their team vision; eliminated teams become spectators
  • Spectators can view the current team’s vision
  • Hide enemy income and funds
  • Don’t spawn effects or show building colours inside fog of war
  • Don’t show battle and capture animations unless at least one of the units is visible to the current player
  • Fog of War now updates faster
  • Fix “sonar” bug that allowed you to obtain extra information within fog of war
  • Fix allies being able to move units into each other and becoming stuck

Fixes and tweaks:

  • Fix Tenri’s groove charge rate to the intended value
  • Change Nuru’s groove so that unit costs double the Gold when summoned
  • Change Ryota’s groove to allow him to dash through his own units
  • Fix team options; all teams should display correctly in 2v2 matches
  • Fixes for Vines and Crystals acting as Units
  • Fix for 7-2; commanders no longer change team after suspending
  • Fix sound effects in Cutscene editor causing crash
  • Fix Cutscene Attack animations causing crash
  • Fix Empty dialogue event boxes causing crash
  • Layering of actors and props in Cutscene editor should now work as expected
  • Fix crash when entering non-numeric text into Counter events
  • Fix issue with Tutorial 1.3 where user could get stuck when asked to select a barrack  
  • Misc language fixes
  • Misc minor fixes

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Community Maps Spotlight #2!

Hello again everyone!

It’s time to see what you’ve all been up to with another Community Maps Spotlight! Let’s get straight to it…

1.  Advance Wars Mission 1: It’s War by Fabian – Code: DP8VZ9ZU
It was bound to happen, wasn’t it? Fabian’s map is a fantastic recreation of the first introductory mission from Advance Wars’ Campaign mode. A fair warning though – although this opening map may have been fairly easy in Advance Wars, this version of the map in Wargroove can certainly be a challenge! Make sure to make good and regular use of your Alchemist’s healing powers in order to cut your way through Felheim’s forces.

2.  In Love and War – A Valentine’s Day Campaign v2 by Jeff – Code: 5ZUZMR65
Here’s a fun romance-themed campaign to get stuck into – Jeff’s campaign consists of 7 consecutive maps, each with unique objectives, the first of which is fighting your way through to the kitchen to find Emeric making omelets! Mercia will also find herself in a difficult situation with different Commanders fighting for her affection. But who will she pick? The choice is yours!

3.  Dogs of War by Terrkas – Code:  J5PRQW35
If you’re looking for a dog-themed challenge Terrka’s puzzle map is definitely worth a look, featuring a cute cut-scene to set the stage too. Caesar and his troop of battlepups are engaged in a battle for bones and bellyrubs, so you’ll need to keep your wits about you and utilise Caesar’s charged Inspire groove to defeat the Floran troops in just one turn.

4.  Dustin’s Co-Op Tower Defense v5 by Dustin – D8JYWXJV
Now this is certainly one of the most complex and inventive 2 player co-op scenario maps we’ve come across. Dustin’s Co-Op Tower Defense sees you face off against 10 waves of enemies spawning at the top of the map, in order to defend your castle from imminent attack as they travel down the main road. Moving your Villagers will purchase units and cast spells, and you’ll also spot Mana Crystals starting to appear at the bottom of your castle keep – once you have 10 crystals you’ll be able to move your Villager to cast a spell.

5.  Arctic Pass by [LuBu]VooDooZulu – PVEF24KB
We’re a big fan of co-op map creations, and this Winter wonderland of a 2v2 map is really nicely done. It has a nice mix of land and naval combat options, and the map design itself looks especially pretty once the snow starts coming down. Grab a few friends, jump in a Wagon and prepare to race for the middle Barracks with this one.

6.  Triple Trouble by Of Monsters and Ken – WUJTWQ48
We’ll finish this Highlights post with a really interesting concept. Of Monsters and Ken (who we shouted out last time with their Capture the Flag scenario), has created a clever 2 player scenario map featuring 3 lanes, and 1 joint wallet. To win you’ll need to keep an eye on all lanes and aim for a Stronghold takedown. It’s also currently in our Featured section on the Content Browser, so make sure to give it a go!

Before we leave you to get downloading ready for the weekend, a quick heads up that we recently summarised on the Wargroove subreddit our plans for an upcoming quality-of-life / community feedback patch for Wargroove. While the release date for this is currently TBC, we wanted to give you all a heads-up on what we’d be addressing and the features we’re adding to the game.

Until next time!

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The AI of War

Hey folks, Tom here! Today I’m going to share my experience of working on the AI with you.

I came to the Wargroove team fairly late, switching over from Stardew Valley once work on the multiplayer update came to a conclusion. When I first joined the team, Wargroove already had AI, albeit AI that would commonly throw away a win, or miss an opportunity to escape defeat. My first major task was finding ways to make the AI smarter… a daunting introduction for someone who (at the time) couldn’t even beat the AI!

Luckily, I had help from Tiy (game design) and Armagon (level design), experts at handing the AI its ass. Together, they sent me dozens of situations where the AI was acting dumb. My job in each case was to step through the AI’s decision making using the debug output available in dev builds, and figure out why it thought a dumb order was a good idea.

This heatmap is one such debug tool. It visualises ‘threat’: the damage that the AI’s opponent could deal against a unit on any tile of the map. Also factored in is the potential threat against each tile on future turns, albeit reduced by a decay factor. The AI bases decisions on a collection of heatmaps like this.

The gradient of the objective map biases movement of the AI’s units towards areas of strategic value: capturable structures, and opposing commanders and strongholds, for instance.

The support map provides a generalised approximation of the AI player’s combat ability. The AI uses this to keep its units from straying into enemy territory without backup, and to decide where to retreat to.

The AI uses values from these heatmaps to score every possible valid order it could give next, and then chooses the highest-scoring order to execute. When you see the AI do something dumb, such as sending its commander into certain doom, it’s almost always caused by a problem with the scoring method. Some specific examples I fixed were the threat map not factoring in crits, and the AI not considering the effect of the next turn’s change of weather on the opponent’s range.

The best possible way to score orders would be to model hypothetical future states of the match, e.g. by simulating the order on a copy of the match, or by trying to predict the opponent’s next move. However, for Wargroove, we need the AI to be snappy even on low-end devices, which limits the amount of looking ahead the AI can do.

One of the fun things about working on AI is that it can do really unexpected things. Even though Wargroove is a perfect-information game, the AI has to constantly deal with the uncertainty of not knowing what its opponent will do. One example is if the AI’s opponent is able to spawn a unit on their next turn that allows them to land a crit on the same turn.

Recruiting a pikeman here would mean Nuru can be defeated this turn, even though the outcome relies on a unit that didn’t exist in Nuru’s turn.

Without the ability to actually simulate hypotheticals like these, the AI has to use cautious assumptions, such as assuming that certain crits always apply. However, in a situation where the AI is nearly defeated, overestimating the threat on a perfectly valid escape route can prevent the AI from being able to take it. The AI may just sit there, ignoring a way out of its defeat. So making the AI more cautious can counter-intuitively make it act less cautious!

A lot of issues with the current AI can be traced back to the sacrifices we made to keep the AI snappy. I could write several giant blog posts about its limitations, and the weird side-effects of the trade-offs we made… But to provide a balanced perspective for a moment, having smarter AI doesn’t necessarily make a game better: a good game provides a challenge that scales with the player’s skill level. That means relative beginners need a fair shot at beating AI opponents. For more advanced players, there are always optional extra rules (beating a match within a certain number of turns to achieve a rank, for example), and multiplayer.

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Soundtrack now available on all major streaming platforms!

Hello everybody!

It’s been great to see how much people have been enjoying Wargroove and its music. If you can’t get enough of those catchy tunes, I’m pleased to announce that the soundtrack is now available for streaming on Spotify, Amazon Music, Deezer, Bandcamp, Google Play and iTunes / Apple Music respectively.

To celebrate the occasion we’re adding all of the remaining songs to our playlist on YouTube. In all, there are 25 fantastic tracks available to groove to right now!

Our time working with Phonetic Hero on Wargroove has been an absolute pleasure, and we’re happy that so many people are finally getting to hear the full breadth of his work. While I’m a little sad that there won’t be any more Music Spotlights for the foreseeable future, it has been a privilege to shine a light on the compositions of this most-talented musician, and I’m personally looking forward to seeing what else he makes in the future!

Don’t forget, if you want to own the complete soundtrack for yourself, it’s available for download on both Bandcamp and Steam! If you are more partial to having something physical, there are still some of the limited edition vinyls available for pre-order thanks to our good friends at The Yetee.

Wargroove Vinyl Soundtrack

Bye for now!

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Community Maps Spotlight #1!

Hello everyone! Can you believe it was just 1 week ago that Wargroove launched? Since then we’ve been completely blown away by the positive reaction and amazing custom content that you’ve all been coming up with. So today we’re going to highlight some of our favourite community-made creations, some of which feature epic cut-scenes and branching campaigns, others strategically sound with clever use of rules and some just plain old silly fun.

Before we start, don’t forget that you can enter your awesome maps into a competition to win a Nintendo Switch, 2x tickets to EGX Rezzed and a bundle of Wargroove merchandise (incl. a signed vinyl), which is currently being held by Nintendo Life. The competition is open globally, and closes midnight GMT on Thursday February 14th, so get in there quick!

Right, on it with the list!

1. Patsgroove by Caesar – Code: H48BVDRY

Patsgroove is an adorable branching campaign created by user Caesar in just one night. The story sees you following Caesar in his quest for pets from various other Commanders. It uses a clever question and answer mechanic to a very cute effect, and also features a shocking scene exposing the truth behind Tenri’s broken vase…

2. Twisting Rift by Siv – Code: Q85FCS86

If you’re looking for a fun free-for-all 2 player map to get stuck into, this one that was made by Twitch streamer SivHD and his chat is worth checking out. It features an awesome swirling island design, and just one lone Tower in the centre which is sure to cause some chaos. You should also download another of Siv’s creations, Oasis Ruins (Code: LH5CRDVH), which is a rather pretty desert 1v1 map.

3. World’s Tiniest Wargroove Map by Valdyr – Code: HGY22KA3

They say the best things come in small packages, and this skirmish map certainly fits the bill! You might think that Player 1 would generally have the advantage on this one, but from what we’ve played the second Player can also reign victorious depending on what moves are made. Perfect for short tactical bouts!

4. Simple Defense v2 by Sicilica – Code: 9GFKQJ9H

If you’re looking to take down waves of enemies in a horde attack mode, look no further than this fun little competitive scenario. Your objective is to outlive your opponent, but it won’t be easy – each time you kill a unit, it will respawn on your opponent’s lane. However, if you go too aggressive and let your own unit die, it will come back to haunt you! If you push your units to the top of your lane, you’ll be able to hurl them directly at your opponent. Different types of enemy units will become available as you progress through each wave, so make sure to keep an eye at the bottom for what unit is coming up next!

5. Puppy Bowl LIII 1 v AI by Jed – Code: EMRFN3K3

As a Brit I have a pretty limited understanding of American Football, but one thing I now know for certain is that every Super Bowl should feature dogs as the players on the field. Jed’s map sees you leading Caesar and his dog squad to victory against the AI, challenging you to get across the endzone to win. My personal favourite touch of this map is the adorable group of puppy spectators on the side.

6. Capture The Flag by Of Monsters and Ken – Code: FCC6ZECY

Another clever scenario map here, this one using custom rules to create a ‘capture the flag’ mechanic. By sending a non-Commander unit to the highlighted enemy flag zone, your unit will be changed into a villager in order to capture your opponent’s flag. You’ll then need to bring your villager back to your base to win. However, skirmish rules still apply, so you’ll need to watch out for any attacks on your Commander or Stronghold too.

There’s plenty more excellent examples of creative custom content on Wargroove’s servers for you to browse through, including some awesome recreations of classic Advance Wars and Fire Emblem maps, and even a few Pokemon and Stardew Valley designs! If you’re looking for somewhere to share your map online, feel free to post it on our Wargroove subreddit using the Maps flair – we can’t wait to see what else you come up with this month.

See ya next time.

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Story time!

Oh wow. Hi, internet.

Abi here, Artist and Writer at Chucklefish. I’ve come out of my hermit cave to give you guys a window into the writing of Wargroove! Let’s get right to it, as it’s bright out here and I want to get back to those sweet, mossy shadows…
Just like the art, design and code, the game’s writing was a team effort. From the outset we wanted Wargroove to be a character-centric game, so that’s where we started. We had meetings about the commanders’ personalities, their histories, their relationships and their goals. Eventually, out of the squishy clay of discussion and debate, more than a dozen characters were formed: colourful, complex golems brought to life.

Once they had life they needed something to do with it, which is where the campaign came in. We needed to figure out what order we wanted to introduce the characters, which characters needed to be added to the party, and exactly who was fighting who. From this intricate road map the story grew. It goes something like this:

A young queen, new to the throne, is plunged into war. To save her kingdom and vanquish her foes she must traverse a vast continent and seek the aid of her allies. While she is beset by trials along the way, nothing can dissuade her from her mission: to save her people and bring peace to the nations of Aurania.

Now we had the plot, drafting began. Oh, the drafting

There’s something close to 60,000 words in Wargroove, and all of those were written at least seven different times before we found the words we actually wanted. We had to get these characters right, otherwise what was the gosh darn point? The word wrangling wasn’t just confined to the main campaign either – the arcade campaigns also needed this care and attention, as did the Codex entries.

Moreover, in and around all that writing, we were building the script into the game. The cutscenes were staged and directed like a hundred tiny plays, and the in-mission dialogue was carefully woven through each individual battle. Then, once that was all done, everything needed proofreading. It was our spectacular localisation partners, Shloc, who proofread the entire game text (and then proceeded to localise that text into 9 additional languages, those magnificent pixies). For this, we are forever grateful.

So I’d like to say we sat down one day and wrote a single, perfect draft of Wargroove and then we were done, but as you can see that would be a terrible lie. If I’d thought of it earlier maybe you would have fallen for it, but it’s just too late now. Hindsight is 20/20.

In any case, we had a lot of fun doing all this and really I hope it shows. I also hope you enjoy playing Wargroove as much as we enjoyed writing it.

I’m going to go back to my cave now, the shadows are calling me. Until next time!

Wargroove is OUT NOW and available on Steam, Humble, Nintendo Switch eShop and Xbox One store. It’s coming soon to PlayStation 4, GOG and the Japanese Nintendo eShop!

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What’s next for Wargroove?

First of all, I want to say how humbled and thankful we all are here at Chucklefish for the incredible launch weekend. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.

So what’s next for Wargroove?

 

Really Short Term

We already have the first post-launch patch submitted and going through approval, this patch brings with it a number of bug fixes and other small improvements that we weren’t able to fix in time for release.

  • Fix bug that caused online multiplayer maps against AI to sometimes go into a broken state.
  • Fix bug that caused spectating online on Fog of War maps to not work correctly.
  • Fix bug that caused issues around resigning on matches.
  • Fix the display of some Japanese and Chinese characters.

 

Short Term 

We’re working on a number of quality of life fixes and hope to get them to you asap. It takes a little while to submit a patch on console, but we’ll try to get things done as quickly as possible.

Some of those quality of life improvements will include:

  • The ability to skip battle scenes more quickly. With various options on how this will work.
  • The ability to force fast map movement to ‘always on’.
  • Tooltips and more info for the effective/vulnerable charts.
  • In multiplayer, the host will be able to fill open spots with CPU players.
  • Display S rank requirements. (Tip for now, it’s always based on number of turns.)
  • Make it more difficult to accidentally end a turn.
  • Multiplayer Lobby improvements
  • Various bug fixes

Along side this, the Japanese e-shop version of the game is not far away!

Modding is also coming soon and of course a PS4 version of the game is in the works.

Long Term 

As we continue to update the game and address user feedback, we’re also looking into a larger content update, DLC and more. More info on this at a later date. But I think you’ll be pleasantly surprised.

 

One more thing 

We love feedback and we’re constantly checking Reddit, Discord, the Community Forums, Twitter etc. So keep it coming.

We’d like to know how you feel about the difficulty of the game, and should you be able to earn 3 stars at lower difficulty settings?

Let us know what you think!

 

Thanks again for the amazing launch support and we hope you enjoy the game!

 

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