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Alliance of the Sacred Suns News

Our Kickstarter Preview Page is now live!

Good news! Our Kickstarter Preview page is now live! We'll be making a final launch announcement shortly, but in the meantime you can set a notification for when it goes live and tell others about it!

https://www.kickstarter.com/projects/aotss/alliance-of-the-sacred-suns

Thank you!

-Steve

Announcing A Kickstarter Campaign for Alliance of the Sacred Suns!

As many of you know, I/we have been working on Alliance of the Sacred Suns in some capacity for more than 6 years now. At this point, the game is essentially feature complete, and is now in the polishing phase, meaning a UX/UI second pass, bug fixing, balancing, and adding additional content (events, bills, ship art, etc). After we ran an extensive public technical alpha, and obtaining some excellent feedback to improve the game, we estimate the amount of work needed to bring the game up to a high quality Early Access product to be an additional 6-7 months, which is more than what was initially budgeted for the game when we were financially backed last year.

So we were faced with a choice: bring the game to Early Access now, with the risk that the additional work it needs could cause poor initial reviews, leading to a negative long-term horizon for the game sales, or secure additional funding to bring the game to a standard we are proud of and happy with prior to Early Access, with full disclosure about the status of the game. Thus, we have decided to attempt to secure additional funding through a Kickstarter campaign, set to launch early December.

This was not an easy decision - AotSS in its current state is certainly a full product, and many indie developers use Early Access as a development funding source. It would be safer in some respects to simply release the game in Early Access, gradually improve the game over the next several months, and hope that we sell enough copies to get the game to the quality level it deserves. But that’s always a risk with a small indie company: many games don’t get finished because they can’t get the funding needed, so they either get dumped on Steam Early Access to try to recoup some losses or they simply never get released, which is a loss for us all.

So we’ve asked very little of our community up to this point, but in just a few days, we will need your help. Thousands of you are part of our community, whether through Twitter, Facebook, Steam, Discord, or YouTube, and you’ve been a great support for us as we near the finish line. And now we need you more than ever.

If you can pledge to the campaign, please do so. If you can’t, please tell others who might be interested. If you are interested but can’t contribute, and haven’t wishlisted AotSS, that would really help us. And if you’re a streamer or influencer/reviewer and believe in our project and the potential of the game, please reach out to us. We need people to know about AotSS, because we believe it will change 4X and Grand Strategy in a positive way and influence future games in these genres for years to come.

Hear our call. Help us finish this labor of love. And thank you for anything you can do for us. May the Suns of the Celestial Alliance shine brightly next year!

October Update: What Did Our First Alpha Test Teach Us?

[h2]Update Blog: What did Our First Alpha Test Teach Us?[/h2]

Well, it’s been a while since I’ve written a blog, and that’s because we’ve been very busy with our first alpha test. Overall, we got a ton of information that I believe will really help AotSS become the game it was designed to be. So, getting straight to the point, there are 4 things that we really took away from players, of which we'll dive into the first 2 points in more detail today.

1) The game needs to give more information to the player. Again and again, players wished that there were more tooltips, more popups, more everything to explain things.

2) The game systems need to be explained better. Similar to the above point, players had difficulty understanding some of the more esoteric systems like the claim system and trade.

3) The game needs to be more stable. As an evolving professional game developer, I fell into the trap of adding new features and hoping I would have time to fix any issues later. The good news is that I was able to fix over 120 bugs during the alpha. The bad news, of course, is that there were 120 bugs to find.

4) The Houses and Characters are important, but the game is about you. The primary conceit of AotSS is that it tells the story of you, a new Emperor, far from home, trying to rally your fading Empire against an existential threat. Players told us that they wanted more of that feeling in the game.
Let’s go over these points in more detail, and talk about our plan to address them.
The game needs to give more information to the player. After long-playing the game for dozens of turns, and reviewing the feedback from players, it is clear that much more information is needed for the player. This is on 3 levels, basically:

• What can I do right now (i.e. the screen that I’m on) and is it clear (and easy) to find?

• How are numbers/statuses/issues explained? How can I fix them, and do I have the information to do so?

• I want a compendium of information (i.e. planets, all systems, all military Forces, etc). Where can I get an overview of things?

As the game stands, we’re improving the first point but woefully behind the second and third. So to address the first point, we’re improving the flow of how you do things in the game. Currently, you can do Actions (with Characters) or Projects (with Planets/Systems), as well as interact with your Nexii and special Tactical Modes for things like sending your grand vizier to planets, commanding your military, etc. But currently things are very spread out and you have to go numerous places to do things in the game. So what we’re going to do is the following:

Remove all Planet Projects. Planets in particular will be de-detailed in order to place the emphasis on systems and provinces (i.e. top down management). Instead, many Projects will be moved to the System level and the rest will be converted into Planetary Actions. They will be one-button Actions that cost 1 AP (Action Point) and a set number of materials/energy to do, but you won’t have to set them up like a Project, and many will be accessible from the system box on the System View.

Emphasize working through your Primes. Each Prime is responsible for a specific part of your Empire (military, financial, science, intel, domestic) and should be worked through in order to accomplish things within the Empire. This will require a fairly extensive UI rework so stay tuned!

Add One-Click Actions wherever possible. This means that if you want to, say, scout a planet or system, you will have a button right at that view that says ‘Scouting Options’ and from there you can either send a probe or a Scout Force to that system or planet. You will still see the required materials/energy but it will not cost ADM or Characters to enact. Below is an example of how that will work on the System View:



This is the updated System View. Here you can see an outpost, as well as several developed planets. Depending on the view mode, you will be able to directly command Planets and do things like scout, colonize, create an outpost, and abandon colony/outpost straight from this screen! Previously, you would need to select the planet, go to the Projects Screen, find the right category, and select the Project, and then find a Leader and Contributors to the Projects. As a new player, this sequence was not clear. Going forward, if we can show the player their options directly from a higher-level screen, we will!



Here is a System View of an unexploited System (meaning nothing has been built) Notice that you now get a description of the type of planet so that you can see whether it'd be worth it to Scout further with Probes (going forward, Scout Forces can only scout Planets to Medium Intel) but again, you can do it straight from this screen without ever having to enter Planet View. In addition, we have added a toggle that shows stellar information (what you see above) and system intel (what you see in the top pic) so that you can now see mineral, energy, bio, and planet traits even on a developed planet - something that you previously had to piece together from the Planet View, Overview Mode, and review the Regions.

Everything we do in the next several builds has to pass this basic question: Is it easier for the player to do it this way? If it isn't, it's getting scrapped or redesigned. We optimally want one-level functionality, two at the very most for complex interactions.

So that’s our plan for the first bullet point. The second (how are numbers/statuses/issues explained) will be accomplished with a combination of a redesign of the system and planet screens and through extensive, context-sensitive tooltips. For example, your yearly budget is generated through the sum of your Provinces’ Gross Products, which is derived from its Systems, which is itself derived from the system Planets. But did you know that there is an efficiency loss with each level of taxation collection? A tooltip on both the GPP Value on the main UI and information about the GPP on planet/system/province views showing how that value is derived is essential. Basically, any derived number on a main UI needs a specific tooltip explaining how that number is derived.

Finally, to the compendium. We have several quasi-compendium views (Character Nexus, Stellar Nexus) but they really don’t work in table form. In other words, I have no way to simply view all the planets in my empire, or my systems, or the uninhabited ones that might have the highest energy levels among the scouted planets. We will be adding expanded functionality to the Stellar Nexus that shows much more information about planets, systems, provinces, and constellations in sorted and tabbed table form.

On to opportunity 2!

The game systems need to be explained better. What this basically means is that we need a better tutorial and in-game help system. We do have a good in-game Encyclopedia, but it needs to be expanded with pictures/video, and we need to build off the systems that we have in-game. So here are the changes we’ll be making with the next few builds:

Streamlining the guided tutorial greatly. An overriding piece of feedback we got was the ‘handhold’ tutorial was too long, too boring and too ineffective at what it was supposed to do; i.e. introduce the player to the basic concepts of the game. As a result, we’re going to shorten it considerably and limit it to the main concepts (like Power/AP) and the UI.

The guided game was a success, and we’re going to keep that, but expand it (it will eventually have 5 chapters) to cover all of the game systems. We’re also going to add…

Guided Tutorial Popups. We started this system in previous versions of AotSS, where your Grand Vizier would pop up whenever you entered a new screen or system and explain it briefly, but we ditched it when we added the full tutorial. After feedback, we’re going to reintroduce this system in conjunction with the guided game. That way, the player will get an experience like this:

o They are supposed to add a Character to their Circle of Trust, so they have to find an appropriate character with a certain Power and improve their relationship to at least Allies.

o When they open the Character Nexus (which will be a subtask), they will get a popup similar to the guided tutorial with overlays showing what to click and how this particular screen works, so that they get a small guided experience WHEN THEY NEED IT IN THE GAME. This is key and should alleviate the ‘firehose’ feeling a lot of players got.

o Once they review the mini-guide, it will not popup again unless they click on an icon on the window to replay it.

o For smaller screens, there won’t be ‘guided’ tutorials but simply text boxes explaining what you are seeing right now. You will just have to close the window to proceed.

Larger concepts will have more extensive encyclopedia help. As an example, the trade system is quite detailed and complex under the hood, but a combination of poor UI showing what is happening and a lack of explanation left most players unable to fully grasp its intricacies. So the Encyclopedia will have a broad category for each major system, say ‘TRADE SYSTEM’ from where players will be able to access different aspects of that system, say ‘TRADE ZONES’ and see a short video or picture explaining that concept. In this way, players can self-teach themselves or review more detailed information about concepts. Concepts that will get this treatment will be Trade, Economy, Science, Military, Claims and Exploiting Planets, Projects, Actions, and Plots and Intel.

Well, this has already grown quite long so I’ll end it here. I’ll post a follow-up blog shortly reviewing the next 2 points. If you’ve made it this far, thanks… and you know we have a plan!!

-Steve

AotSS Technical Alpha Coming Soon! Sign Up Here!

KatHawk Studios is excited to announce that as of September 9, 2020, we will be accepting applications for a Technical Alpha of our upcoming revolutionary 4x/Grand Strategy game, Alliance of the Sacred Suns (AotSS)!

AotSS puts you in the role of a new emperor or empress destined to rebuild the last remnant of humanity, the Celestial Empire, over a thousand years after Earth was invaded by a hostile alien species, the Xyl.

In AotSS, you will not only be tasked with expanding and rebuilding the tech, military, and economy of the Celestial Empire, but dealing with the restive and often treacherous Great Houses that comprise the Empire. Your allies are few, and your people are anxious about your reign; will you be able to put the power of your people behind your back or will they turn on you, and your Empire, forever?

Your throne, awaits, Your Excellence. Are you ready for the challenge of preventing humanity’s end? If so, please fill out and send the attached Alpha Invitation ASAP to be considered!

Thank you for your interest!

Sincerely,
Steve Hawkins
CEO, KatHawk Studios

Signup Link:
https://docs.google.com/forms/d/e/1FAIpQLSf2t87T3LwhRqNng5p4O_etPcMxyqtGdKaqM4rFPa0nI-OiTg/viewform

Why You Fight: Challenges and War in the 31st Century Celestial Empire

Hello! Steve here with another development diary. Today, I wanted to take a look at the ‘why’ you might use military force as opposed to the ‘how’. House Challenges will be the last game play feature put in for the next major build, but I wanted to explain how they work and how they fit into the game’s lore.

So first of all, since you are a (happy) Celestial Empire, you don’t ‘go to war’ like you would do in a traditional 4X, since it would be essentially civil war. Instead, much like personal challenges, you can declare a House Challenge against another House as long as your Relationship with that House is ‘Unfriendly’ or lower (you can’t blindside your allies).

There are 2 types (well, 3, but we’ll get to the last shortly) of House Challenges (HC). The first is an Honor Challenge, in which you challenge the House Leader directly as a proxy of their House. The second type of Challenge is a Holdings Challenge, in which you challenge the House for control of their Holdings (planets, systems, and provinces). It costs 2 AP to declare an HC.

When you declare an HC, you also select a Warscore in 25-point increments to set the challenge’s intensity. Basically, the higher this number, the more you have to do to win the HC, but the more you can gain. You can set a maximum Warscore up to half your current Power.

Once a House Leader/Emperor is sent an HC, they have 2 turns (6 months) to respond. If they decline, the House Leader/Emperor loses 25% of the Warscore bid by the player, and if the HC was issued by the player, the Pops who make up the House’s Popular Support will drop by quite a bit and the Empire’s Fear level in general will rise.

To win an HC, you have to attain at least the number of bid Warscore points in combat. Note, however, that the challenged House only has to win half. The more points you bid, the more Power or territory you can take, but the harder it is for you to win! You also have a time limit – you have 2 years for every 50 points you bid.

There is no limit to the number of House Challenges you can have, although several at once would be very difficult to prosecute!

Normal HCs can be made only against one House – they can not call in allies. These are considered mano-e-mano.

So here’s the special exception HC. If one House attacks another without issuing an HC first, that is considered a Dishonorable Challenge, and any other Houses can ally with the attacked House to defend. Whichever House attains 100 Warscore first wins, and they can request double their reparations with either Honor or territory, or a combination equaling double their attained Warscore. There is no time limit – this is considered ‘unrestrained war’, and the winning side can also request a Subjugation of the defeated House. If this is you, you lose the game!

A House Leader/Emperor can surrender an HC before a winner has been declared. In that case. the surrendering Leader loses double the current Warscore in Power, and relations are reset to TENSION.

So what happens when you attain the bid Warscore? When a House has attained the number of winning Warscore points, they can demand peace (or keep going for more until the time limit runs out). At peacetime, for a Holding Challenge, the winning side can select Holdings with a Warscore value equal to the Challenge Warscore (your Warscore – their Warscore) If the number of Warscore points won exceeds the total territory score of the House, the House can be subjugated – they must always agree to any Orders for their Holdings, and they give you 80% of their resources, but the House remains intact. You can also vassalize them, which essentially means they become a part of your House and you control all Holdings, but you will take a severe Fear hit for doing this, and you will take a significant relationship hit with all other Houses – forced annexation is considered tyrannical. Note that if a House chooses to be a vassal of their own free will, these penalties do not apply – they want to be part of the Empire and would only do this if your relationship was outstanding with the House Leader and the House as a whole.

For a Honor Challenge, the losing House Leader (or you as the proxy for your House) loses the amount of Power equal to double the Challenge Warscore. Thus, large-scale Honor Challenges have the ability to change the political landscape significantly even if the Holdings don't change!

We wanted to have this framework in the game for several reasons – first, we wanted to give positive relationships added value. Since you can be secure in the fact that friendly Houses won’t attack you, maintaining those positive relationships for a peaceful player can mean more. Now, that doesn’t mean that Houses who decide it’s time for direct action won’t try to decrease the relationship, but generally you’ll have plenty of time to see this coming since House Relationships don’t change quickly.

Another reason is that Houses are still part of your Empire, and with the reversal to a more feudal age even in the far future, combat and war would be more regulated after the second Xyl War. The last thing humanity wants is a ‘final war’ that leaves them open for the Xyl to finish them off, so combat and challenges have become highly ritualized. This means that you have clear goals as a player, while still maintaining some flexibility. For instance, if you wanted to attack a House that has been giving you trouble because they are pumping out warships at alarming levels, you can declare a Territory Challenge and try to take the planet that is their core ship facility. However, if you get into the Challenge and determine that you’d be facing a meat grinder, you can attack other Holdings they have and try to attain your WS goal some other way.

Players should have clearly defined, smaller goals. If you want to take a Province of another House, you can! It might be easier, however, to declare smaller HC’s to take systems first, since you will have to bid a lot to take an entire Province! (You will always be able to see a Province, System, and Planet WS at any time in Military Command Mode so you know what you will need)

Finally, we added the idea of Dishonorable Challenges because, hey, at the end of the day you’re Emperor and you can do what you want. We wanted to add the option of a sneak attack for players who don’t want to mess with lowering Relations with another House, waiting for a Challenge response, etc. However, know that this will change your game forever – even your Allies will probably reduce their Relationships with you down to Indifferent or worse, and your empire Fear level will be so high that you will probably be forced to rule as a tyrant for the rest of your game, or at least for a long time! You were warned…

Until next time, have a great week!
-Steve