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Tenderfoot Tactics News

Tenderfoot Tactics: The Fall

It's fall in the archipelago and the fog has come calling.

Experience a single endless combat with some early to mid-tier goblin mages from Tenderfoot Tactics.



Tenderfoot Tactics: The Fall will be playable during the Autumn Steam Game Festival, starting October 7th.

This demo showcases the terrain manipulation and dynamic natural systems that make Tenderfoot so unique. Since it skips past the first section of the game to show more advanced breeds, expect it to be a little overwhelming. Tactics fans, don't miss this one.

Fight as long as you want. The enemy only grows stronger.

Tenderfoot Tactics is coming out October 21st. Wishlist and follow!

https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

Dev! Stream! Dev! Stream!

A new prologue is on the horizon! Prepare yourselves!

Join us for a dev stream just TWO WEEKS from our release day!

5-6pm PST on Wednesday October 7th. Be there!

Also, wishlist our game.

https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

Exploration and the Overworld

Hi! This week I thought I'd talk a little about the overworld exploration half of Tenderfoot. Here's an unnarrated, unedited gameplay video showing a good little snippet of it:

[previewyoutube][/previewyoutube]

A rapidfire overview of some of the overworld systems, in the order they come up in the video:

[h3]The Boat[/h3]
Lets you move at high speeds for prolonged periods with minimal effort across the water. Your fastest form of travel.



[h3]Maps[/h3]
Found at towns and other discrete locations, these hand drawn artefacts can be used alongside points of interest and shoreline shapes, to suss out where the player finds themself, and where they might go to uncover new secrets.



[h3]The Bird[/h3]
'Zoom out' inputs (middle mouse wheel or left trigger) will let you take to the skies above your goblins as a bird. Useful for getting the lay of the land and planning your route forward, this also reveals distant markers that might not be visible from the ground.



[h3]Impulse Markers[/h3]
Your goblins have urges they want fulfilled! These impulses are marked as they occur, and will specify in a tooltip which goblin wants what, and how much experience they'll get when their impulse is satisfied. Maybe it's an urge to pick a nearby tansy, or to visit a distant town they've never seen, or even to seek out and confront a dangerous enemy.

[h3]Herbs[/h3]
Useful or desirable plants grow all across the archipelago, though some are much rarer than others, and most can only be found in specific climates. At low levels, herbs are useful as equipment, but they can also be traded for stronger gear, and many have properties that can be useful in the clothes-dyeing process. Gathering herbs is also an easy and pleasant way to gain experience.



[h3]Crouch Sliding[/h3]
Holding left-shift (or B/circle on gamepad) will let you crouch into a crunchy slide, which is driven by physics and, if used down a steep slope, can be very useful for making hasty escapes back to the water level, where you're safe in your boat. Also a real satisfying way to get down the other side of a tall hill you just slogged your way up.

[h3]Bird Nests[/h3]
The more of these you find, the more birds in your flock, the higher you can fly, and the further you can travel from your party as a bird.



[h3]Towns[/h3]
We visit Lixiviant in this clip, and don't do too much there: grab the map (each town has a detailed map of its surroundings), rest, and briefly poke around in the hoard (where reputation can be exchanged for trinkets). Towns also often have goblins with powerful items they'll trade for specific things they want, as well as dyers, where you can turn various mushrooms and berries and roots into fashionable new styles.



[h3]Resting Places[/h3]
Make sure to rest up after traveling to a new area! If your goblins are knocked unconscious or flee and so find themselves scattered after a fight, they'll regroup at your last resting place. But resting will also give the fog a chance to grow.



[h3]The Fog[/h3]
A living presence that grows unless fought back, the fog that covers the archipelago is the place to go if you're looking for danger. The fog will be pushed back by your presence in it, unless something nearby is holding it in place. The fog can turn herbs into 'fae weed' which hold its presence, and it can root itself firmly in buildings and caverns as well. Within the fog you'll encounter roaming fog creatures, looking for a fight. If you're careful or quick you should be able to avoid these, but they'll keep you on your toes.



[h2]A Brief Development Update[/h2]
  • added 10 new 'dungeons' where you'll be able to unlock the most powerful breeds
  • added 2 new enemy types, wind sylphs and shadowmancers
  • a lot of new spell vfx
  • the OST is done and we're hyped to start showing some previews on social media! I also did a no-mic dev stream over the OST the other day if you want to check out the VOD: twitch.tv/badru (I stream dev every thursday at 4pm pacific)
  • a lot of balance changes
  • a lot of bug fixing
  • a lot of optimization
  • some really exciting new abilities for even the early breeds
  • more extensive 'multi-classing': mage breeds can now unlock an 'affinity' slot that will let them remember a spell from another breed if it falls within their current breed's affinities (e.g. a lavamancer has an affinity for fire and earth spells)
  • some new special abilities on artefacts


Can you believe Tenderfoot is coming out in less than a month? October 21st!!! Mark it on your calendars, fellow nerds!

twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/

Introductions, Trinkets, and Other Tasty Morsels

[h2]Meet the Team[/h2]
Hi!!

[h3]Badru: code, art, writing, design[/h3]
I'm Badru, writing this. I'm an artist who's been making games since the hallowed Flash days of 2009 or so, though most of that work is bad and no you may not see it. I found a voice in games leading the team making Eidolon, a massive, exploratory hiking, survival, and archaeological narrative game we put out in late 2014. I actually started Tenderfoot right after that, if you can believe it! But I took quite a few diversions between then and now, including working on several other indie games (notably Viridi, which people On Here seem to really love!) as well as doing some short programming gigs for big tech, banks, and other vampires. Good Lord I'm glad to be back doing games! I do a lot of the work on Tenderfoot, including all of the code, all of the models and colors, much of the design, much of the team organization, and some of the writing. I love to read (lately obsessed with Ursula K Le Guin) and draw and paint, and also to smoke weed and watch dumb bullshit on youtube (ah, the duality of man). Lately my go-to games have been Battle Brothers (after work) and Fae Tactics (weekend mornings), with the occasional late night foray back into Overwatch.

Actually, much of the rest of the team worked on Eidolon and Viridi too! Isa, Zoe, Michael. Madison first worked with us as far back as the Viridi Steam trailer!

[h3]Michael Bell: sound and music[/h3]
Michael Bell, our musician and all around sound magician, is an attic-dwelling professor from the misty coastal town of Bellingham. Once advisor and now good friend and collaborator, Michael has worked with me since Eidolon. While his affinity is strongest for the chaotic noise of analog synths and distortion pedals, his range shows itself in soothing sounds the beloved Viridi OST. There's room for both sorts on Tenderfoot, and the amount, and quality, of music he's produced for this game is truly incredible. Plus, he knows just which poems to send me when I'm in a deep despair and need a wise word to pull me out.

[h3]Isa Hutchinson: writing and design[/h3]
Isa Hutchinson is an old friend of mine, and truly one of the best. He introduced me to Catan and then a whole world of modern board games back in the early aughts, and continues to be a great game design influence. Isa is my link to the world of soulslikes, multi-hour spreadsheet eurogames, and other cruel and decadent playthings. Isa does much of the writing and a significant amount of game design on Tenderfoot.

[h3]Taylor Thomas: ux design[/h3]
Taylor Thomas is a new collaborator for me (what a thrill!!) and hails from the world of product design, where she's worked on Real, Physical Objects for many years. She brings to Tenderfoot her extensive experience with designing for human interaction, and was crucial to the huge UI/UX redesign we did after the Foreverlands prologue. She's also possibly the most gamer of us all (big respect), plays CoD, watches twitch, and frequently informs me of major gaming trends I should really have heard of already.

[h3]Zoe Vartanian: graphic design, voice[/h3]
Zoe Vartanian, (Borat voice) My Wife, has worked with me on probably everything? But most importantly was the creative lead on Viridi. On Tenderfoot she's done a lot of editing and feedback and uhhh emotional support incidental to living with me, but more importantly and officially, she's done all of the UI work (to Taylor's specs) post-Foreverlands. By day Zoe's the graphic designer for the University of Washington's College of the Environment. By night she's a painter and a cook and a dog enthusiast. She's beautiful from afar but smelly up close. Just kidding she smells nice too. Also, she voices the goblins in the game, mostly!

[h3]Madison Pathe: video editor[/h3]
Madison Pathe, who I've known as far back as elementary school, has made a career as an editor for television, and is applying those skills to help us with our various video needs for Tenderfoot. You'd be surprised how much work it is making trailers and other videos for a game! We're so lucky and grateful to have someone who actually knows what she's doing there. She's a lover of modern board games, and moody videogames, and has a long history with Nintendo games especially, I think, though lately she's been trying to get me into the Witcher III (maybe when this videogame is out I will have time to play a videogame).

[h3]Player Two PR[/h3]
And lately, we're so grateful to have some PR help from Charlene Lebrun and her amazing team at Player Two PR (🙏 Chris Patrick and Adolfo Aguirre 🙏). PR is not a thing I ever wanted to do, but it's so important if you want to survive out here. I can't say how glad I am to have these excellent people fighting for us.



[h2]A Brief Development Update[/h2]
Okay okay, so that's us! Now then - a little update on where we are with development:

We just had our first couple beta testers finish the game (well, reach the ending scene), with each having played 40+ hours! (And they're both still playing!) I believe that's having restarted to try out different builds and playstyles, and a very focused critical path run could probably be more like 10-15 hours, but it's hard to say, and I'm very pleased that the game is holding people's attention so long.

The classes breeds all have solid builds, though we're continuing to shift skills around and hone things in. All of the planned dungeons and towns and artefacts are implemented. Still got some bugs and some vfx to work through, and I'll certainly be refining the systems, but the game is coming together fast!

This is always one of the most exciting times of game development, but especially so for this one, given it's been such a long trek, and has really defined my young adult life. I'm turning 30 next year! Feels like the end of an era, a major accomplishment of my 20s. I barely knew what I was doing when I started this game. Nowadays I'm so powerful I'm practically a God!

[h2]Trinkets and Other Things[/h2]
In the realm of delicious new Tenderfoot media for you to consume, here's a freshly minted deep dive where Isa talks you through some of the interesting special modifiers on trinkets, showing how they let you customize and complicate even the simple abilities of early breeds in the game.

[previewyoutube][/previewyoutube]

And another new and exciting thing: weekly dev streams! Every Thursday from 4pm-6pm PST, I'll be streaming some live dev work, mostly VFX work for high tier classes, I think, with Isa hanging out with me in chat. The first couple weeks have VODs up on my twitch, where you should most certainly navigate and smash that follow button: twitch.tv/badru

If you somehow missed it, here's our announcement trailer! The game's releasing October 21st! Mark it in your calendars!

[previewyoutube][/previewyoutube]

Also, we've been posting some breed previews, among other things, to our various social channels. Check it out:

twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv

Okay that's all for now! Remember to call all your estranged friends and family and tell them to wishlist our game! Ok bye!

https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/

Release Date Anouncement!

Big hype!!

New trailer on the store page with a bunch of previously not seen stuff in it!

Tenderfoot Tactics is coming out on Steam on October 21st!

- Badru

https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/