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WARSAW News

Get WARSAW at 65% off during Winter Sale

You can now get WARSAW at 65% off during Steam’s Winter Sale!

https://store.steampowered.com/app/1026420/WARSAW/

You can also get our previous game, a hand-drawn fantasy RPG Regalia: Of Men and Monarchs, at 75% off.

https://store.steampowered.com/app/464150/Regalia_Of_Men_and_Monarchs/

Save even more with our latest Pixelated Milk Bundle.

https://store.steampowered.com/bundle/24251/Pixelated_Milk_Bundle/

Looking for more? Be sure to check Project Warlock retro shooter from our friends at Buckshot Software as it’s available at 70% off during the Winter Sale.

https://store.steampowered.com/app/893680/Project_Warlock/

Get an extra 10% off with the Pixelated Milk Bundle

You can now get two tactical RPGs created by Pixelated Milk with an extra 10% off. The discount applies also during seasonal sales and when you already own one of the games.

https://store.steampowered.com/bundle/24251/Pixelated_Milk_Bundle/

Discover WARSAW and Regalia: Of Men and Monarchs before embarking on your next big RPG adventure with SacriFire.

https://store.steampowered.com/app/1661330/SacriFire/

Development Update: November 2021

Hello everyone!

Welcome to another Development Update on the changes we are implementing for Warsaw: Homecoming.

Before we begin, please consider joining our official Discord channel, which has a shiny brand-new section dedicated to Warsaw. If you feel an urge to discuss (or contest!) any of the following design choices directly with us devs, then you can do so there.

Now, today we're going to be taking an in-depth look at some of the changes planned for our battle system. As we have previously discussed last month the plan is to significantly up the tempo, remove the awkward pauses, increase lethality, and streamline some of the mechanics. Let's see how we're proposing to do that:

Changes TL:DR;
  • New lane system with a single, long lane
  • New cover system (with heavy and light variants)
  • New activation system with individual action points
  • New range system
  • Streamlined ammunition
  • Revamped UI


So, firstly, we are removing the two lane (4x2) system from the game. We anticipate that this decision might prove controversial for some of you, but we strongly believe that this is the correct way forward. When we started creating Warsaw we had two possible plans in mind: either a single lane, or a 3x3 grid. The 4x2 arrangement we ended up with was a bad compromise, and while it has some benefits, it also brings a lot of problems.

The new single lane will be 6 spots wide on each side, and it will not collapse in on itself when there is an empty spot available. This will allow us to retain tactical movement (such as that which we had in the original game) while also introducing big improvements. It will allow us to create a better combatant UI, more intuitive skill ranges, and generally a better visual arrangement of elements on the screen.

Cover will work in a different way in Homecoming. The barricades will now become a part of a cell (or a cell modifier, if you will), rather than taking up their own place. They will be split into two categories: heavy and light, each with distinct bonuses. In addition, the penalty of getting shot while out of cover will be much harsher, increasing the importance of keeping your head low.

Activation points are now individual instead of being shared. Each character will be able to store up to 3 AP, and will regenerate 2 AP each round. Actions mostly cost 1 AP, which means you'll be able to perform more than one action in an activation. However, some (usually destructive) skills or manoeuvres can cost more... leading to some interesting choices.

The range system has been completely revamped. Range will be relative to the position the character is standing in. For example, you may have a pistol skill with range 1, which can only be used from the first spot. Meanwhile, a weapon with range 2 can hit up to two spaces forward, so you can either shoot at the second enemy from the first spot, or shoot at the first enemy from the second spot (and so on). All of the usual features (like area of effect and minimal ranges) remain.



Ammunition is being streamlined into a single, unified resource. Ultimately, we decided that the split into three types didn't produce anything meaningful enough to justify its inclusion, and the same effect can be achieved by scaling the amount of ammo you have to use accordingly. The new system will be more readable and easier to understand. Less inventory mess too!

Finally, we will be completely reorganising the UI. Important character information such as health, AP, debuffs, etc, will be now displayed next to the character. This will allow for a little more breathing space at the sides of the screen, and the challenges will be integrated at the top instead of sitting awkwardly in the middle. We are also looking at improving the bottom section of the battle UI thanks to the new ammunition system, but we are not ready to share any of the visuals yet.

Well, that's it for this month, folks! We very much look forward to hearing your feedback on the proposed changes. Let us know what you think, either in the comments here, or on our Discord!

Development Update: October 2021

Hey guys,

As you are probably aware we have announced a new, refreshed version of Warsaw called Warsaw: Homecoming, which is currently in development. Starting today, we will be posting monthly Development Updates detailing project progress and giving you a peek behind the curtain.

Before we get started, allow me to introduce myself. My name is Bartek. I am one of the owners at Pixelated Milk, and the guy who oversees projects at the studio. You are likely familiar with me, since I am the person who usually writes these posts and answers on the forums (@barjed), but I'd like to introduce myself anyway. Fresh start and all that.

Now, let's dive in!

The Goal


There's no escaping the fact that Warsaw had issues at launch. Some of those issues were addressed in patches, but many still remain. Our goal with Homecoming is therefore to completely overhaul the game. We'll be adding new features, improving the old ones, and even including some new assets! Our hope is that the new product will satisfy the veterans of the game and also attract new fans. Please also remember that Warsaw: Homecoming will be free to the existing owners of Warsaw.

TL:DR;



[h2]Improvements: Battle System[/h2]

Three main issues we will be addressing in the Battle System are battle pacing, skill ranges and ammunition.

Right now the battles feel way too slow and you often end up with a single enemy who cannot easily be targeted, which is very frustrating. Damage and health calculations will be re-calibrated across the board. Lethality will also increase, and with it, the general pacing of the battles will also improve.

The character positioning system will be upgraded dramatically. We want to preserve the tactical nature of character placement, but also feel the current iteration is needlessly confusing (two lanes) and leads to un-intuitive situations.

Finally, the importance of ammunition will be increased. We want to streamline the management of individual bullets, while retaining the signature feel of being low on expensive ammunition. This will also result in expensive skills feeling more impactful and powerful.

[h2]Improvements: The Narrative[/h2]

A completely new storyline is coming to Warsaw, which will tie all of the existing content together in a neat and emotional narrative. Currently-limited stories and character arcs will be expanded, the events of the Uprising will be explained in greater detail, and the whole experience should be greatly improved.

The presentation of the story will also be refreshed with a brand new interface that will unify both the existing emergent events and the new critical path storyline.

[h2]Improvements: The Strategy Layer[/h2]

While clearly inspired by XCOM, the strategy layer fell short in Warsaw, and will be reworked. Following feedback, the current "calendar" will be dropped completely (it was clunky and not very intuitive). Instead, we will mesh this layer with the newly added narrative. Your decisions will be tied with the historically unfolding events of the Uprising, and should be much more hard-hitting this time around. They will lead to branching outcomes. For example, by electing to aid a particular section of the Uprising, you will unlock a new character... at the cost of losing someone else.

[h2]Improvements: The Exploration[/h2]

Without disrupting the general flow of the exploration sections of Warsaw, we feel we can improve them significantly to enhance gameplay.

Enemies will be much more threatening. They will gain the ability to move instead of just passively sitting there.

RNG will be dropped for Mission generation. Instead we will prepare a selection of handmade, high-quality missions with better placement for interesting objectives, secrets, and more.

New points of interest will be added to the maps.

[h2]Improvements: Theme[/h2]

There is a lot of historical accuracy in Warsaw already. Authentic weapon types (including some rare ones like Błyskawica), characters based on reality (such as the Berling's Soldier), events dealing with historic occurences (Pasta's destruction, etc). The theme grows weaker in some parts of the game however - such as in the gameplay itself.

For this reason, we want to align the theme of the game more closely with the gameplay. You will see an Uprising even more similar to that of reality, with insurgents getting pushed back to the Śródmieście, and missions less about attacking and more about defending against the superior German forces.

[h2]Improvements: Soundtrack[/h2]

One area we've focused on especially for improvement is the game's soundtrack. Our plan is to provide a new, immersive soundtrack for Homecoming of greater quality (and quantity). It will also be a great tool to illustrate the shifting tides and emotions of the new storyline of the game.

[h2]Improvements: A Shedload of Other New Stuff[/h2]

As you can see, Homecoming focuses mostly on the fundamentals of the game, and that's our priority. However, we do want to expand the rest of the game too. You can expect new enemy types and items in addition to everything listed before.

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So, that's all for today! Over the upcoming months we will discuss the individual sections outlined today in far greater detail. We are excited to see how we can improve the game, and we hope you will join us on this journey.

See you next month!



Deepest discounts yet on both Pixelated Milk games

Hey everyone,

We have recently wrapped up our Kickstarter campaign for SacriFire, which has been a huge success with over 135000 EUR collected.

To commemorate this occasion - and also the recent announcement of Warsaw: Homecoming - we are launching two week-long deals for both Regalia and Warsaw, with their biggest discounts yet.

https://store.steampowered.com/app/464150/Regalia_Of_Men_and_Monarchs/

https://store.steampowered.com/app/1026420/WARSAW/

If you haven't played our games yet, this is a perfect opportunity to dive in. We recommend starting with Regalia!