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Successor News

Happy Holidays and Tidings of New Features

Hi everyone

First off, we're sending warm winter wishes your way. Whether you're building a snowman or snuggling up with a good game, we hope your holiday season is as magical as a level-up!


[h2]Winter Sale Alert! [/h2]
We've slashed the price of Wartile by an 80% discount, our unique strategy game that brings a miniature world to life. It's an easygoing yet engaging experience, where strategy unfolds in real-time with a nifty slowdown mechanic, in contrast to Successor's full pause approach.
https://store.steampowered.com/app/404200/WARTILE/


[h2]Speaking of Successor![/h2]
We've been enhancing each faction to deepen their tactical challenge for more intricate battles and strategic decisions. We are introducing prime Sites for each faction, enabling us to elevate the tactical aspects of every encounter.

Sites pose a strategic challenge or offer unique opportunities for the ongoing battle. Randomly placed yet faction and biome-specific, these sites can be tactically destroyed or activated, adding layers of depth to each encounter. Here are a few that we have been working on.

[h3]The graveyard[/h3]
a forbidding domain of the Grimm Legion now harbors a sinister threat as they spawn new graves transformed into proximity mines. Unwary Heroes or Lords who venture too close will awaken the slumbering dead.

The priest's Holy Strike, imbued with divine power, can dispel the unholy magic that binds the undead to their graves.

[h3]The Raventree[/h3]
Deep within the heart of the shadowy woods, a malevolent presence festers – The Raventree, a gnarled sentinel of darkness. Beneath its twisted branches, blood ravens gather in droves. Like a ravenous vortex, they circle the Raventree, their hunger insatiable for the flesh of any living soul that dares venture too close.

The Raventree's malevolent influence extends beyond its immediate surroundings, drawing the Darkmoon fanatics to its dark embrace, their devotion fueled by its power as they nourish its roots with the blood of their sacrifices.

[h3]Tower of arrows[/h3]
A defensive wooden tower has become part of the Havengore arsenal. As it stands, it will rain arrows towards the enemy in range and be impossible to destroy unless you have access to fire.

End of the Demo
We've wrapped the Halloween Demo and tucked it away like the last piece of Halloween candy. But you should soon get the chance to try out Successor, as we expect to be running a few playtest sessions at the beginning of the new year, so please stay tuned!

Happy Holidays everyone

Warm regards
The Playwood Project Dev Team

March of the Dead

Hi everyone

It's Halloween again, and what is a better excuse to throw a spooky event challenging your survivability in the outskirts of Lord Craig's rural areas.



During Halloween, we have modified the Successor DEMO (for a limited time only) to contain the March of the Dead campaign instead of revenge.
  1. Betrayal
  2. March of the Dead

As Halloween dawns on Lord Craig's realm, the murky swamps churn with the resurrected dead. Once peaceful farms now lay desolate, haunted by zombies. Take on the role of Lord Craig and rally and forge a formidable party of brave souls. Prepare to descend into the Cave of Darkness, confronting the source of the ancient curse.

Can you defeat evil and reclaim the land? Test your mettle in the March of the Dead. The swamp awaits and, with it, a glimpse of the universe of Successor.



Update 0.7.4.23 Halloween edition.

Apart from making a ton of content, such as new sites and battle boards that we will introduce later, we have significantly improved the unit's pathfinding. Units can coordinate movements with teammates, avoid getting stuck when blocked, enemies actively approach even if unreachable, and world map pathfinding has been enhanced.

We hope you enjoy Marsh of the Dead, and please let us know in the community threads or on our Discord channel what you think and how we can improve.

And remember to wishlist


Kind regards and happy halloween
The Playwood Project Dev Team

Update 16 - Harvest of Fire

Harvest of Fire

We're thrilled to announce another update for Successor!

We're excited to participate in the Dreamshack Beyond indie showcase this week from the 18th to the 28th. As part of this event, we're offering a short demo that provides a glimpse into the world of Successor. Feel free to jump into the demo and try out our combat system, as well as kick some enemies off the cliff.

Version 0.7.4.12

In this update, we're introducing a few story elements, which I like to refer to as "storyramas." These are small diorama setups that reflect pivotal story moments in the game. While some storyramas are designed to be discovered through exploration and quest completion, certain moments serve as introductions to campaigns like these.


Additionally, our character artist has completed the modeling of our scoundrel character. Please give a warm welcome to this new addition.

The scoundrel is affiliated with the Silvercoins, a wealthy and powerful civilization that focuses on amassing wealth through trade and warfare. They share an aesthetic resemblance to the Landsknecht, sporting fine clothing and a penchant for displaying their wealth. They are also responsible for breeding highly skilled mercenaries who offer their services to the highest bidder—much like the scoundrel character.

We're also thrilled to introduce a new biome: the farmlands. Despite its welcoming and peaceful appearance, the cornfields can quickly transform into deadly traps.


With this new biome, we're bringing the farmlands to regions of more civilized origin. Expect lush grass fields, farmland, and pockets of forest and lakes.


We've also updated the general menu and UI, an area we constantly refine.

Please enjoy the demo, and don't forget to add the game to your wishlist or join us on Discord for more updates and discussions.

Best regards
The Playwood Project Dev Team

Game Update 15

Hello everyone,

Our summer vacation has ended, and we're back in full swing with Successor. So, why not start by sharing what we've been working on?

This time, we've focused on expanding factions and units' abilities and combat styles. Our goal is to enhance every encounter's strategic diversity and challenge, providing you with exciting new gameplay experiences.

Here is a short overview from update 0.7.4.1+

Bandits of Blackrock
  • Scoundrels can now throw a poison dagger, which can be avoided by moving outside its range.
  • Scoundrels and Assassins can "escape" by jumping away when they get low on hit points.
Grim Legion
  • Lifedrain can now be properly interrupted with a stunning ability and has its effects improved.
Dregg
  • Updated rules for when bloaters explode so it happens less predictably and only when adjacent to a player unit.
Havengore
  • Added "Rain of Arrows" to Archers and updated its mechanics and telegraphing. It now hits the area 4 times for 10 damage per target.
  • Added "Battlecry" ability to Knights that increases all Havengore units' damage by 2 and pushes back adjacent player units.
  • Added "Pious" faction trait that grants +5 holy resistance.
Calsey
  • Calsey Archers no longer have "Rain of Arrows."
  • Added "Trained" faction trait that grants +1 to damage.
Darkmoon
  • All Darkmoon units can trigger "Bloodlust" by sacrificing an adjacent Follower with low HP. Bloodlust heals the unit 50 HP and grants it +5 damage for 12 seconds.
Bigbugs
  • Added "Cocoon" to small bugs. They can now cocoon themselves; if allowed to hatch, they will turn into a large bug.
Beastmen (unannounced)
  • Added a Javelin-throwing bandit.
  • Added a "Hammer Smash" ability to melee bandits where they target a tile for a very hard attack that, if avoided, will make them hit the tile and stun themselves.
  • Added "Stampede" to all bandits that can make them trample towards a target and will throw/stun the first thing they hit.
Weapons
  • Sagebane is now a melee staff instead of a ranged wand. Druid and Warpriest can wield it.
Tiles
  • Mud and Water tiles now grant resistance to fire.
Kingdom Map
  • Added a dagger when selecting a region.
  • Added a ruler panel with info on the ruler of the Kingdom (Is static and revealed from the start atm but will be generated at random and be hidden from the get-go and then revealed through rewards).
Skilltree
  • Updated the UI panels and hover/use FX on the skill nodes.
  • Added a custom color for the skill tree panel based on the unit.


We expect to open up for another round of playtesting within a few weeks and have
again opened up for the Playtesting sign-ups.

Remember to make a wishlist and follow us to stay updated.

Best regards
The Playwood Project Dev Team

Update 14

Hello everyone,
We are thrilled to be back with another update for Successor! While most of our work is still hidden and a bit too early to reveal, we couldn't wait to share some of the highlights with you. In this update, we have transitioned from Unreal 4.27 to 5.1, allowing us to delve into the realm of physics, which will play a crucial role in the game's tactical elements.

Patch notes 0.7.2
Here are a few of the exciting features and improvements we have implemented:
  • Introducing physics-based interactions with wagons, tables, and chairs. Now you can push enemies into objects for additional damage.
  • We have visited each faction and adjusted their stats and abilities, enhancing the tactical challenge and making each encounter more thrilling.
  • Skeletons and various enemy units now have new death effects, and they drop their weapons upon defeat.
  • Say hello to the Greyrose ax thrower! This new unit will rain down axes upon random enemies during battles.
  • Alongside these highlights, we have made a few adjustments and improvements to the first campaign, Betrayal.

In addition to these changes, we have addressed some pesky bugs and made the following fixes:
  • We have nerfed the Archer flame arrows, ensuring a fair and balanced gameplay experience.
  • Fixed a bug where the stun animation would persist, allowing for a more seamless combat experience.
  • Enhanced the visuals of Darkmoon Priests throwing poison bombs, making the action even more visually captivating.
  • Fire totems can be destroyed, giving you more strategic options during battles.

Looking ahead, our focus for future updates will be on enhancing the art style and functionality of the user interface; it's time to give it some much-needed attention and love. Also, bringing in a few story moments to reveal more of the lore around the universe.

Please note that we have temporarily taken down the Demo as we prepare to give it a significant update in the coming weeks. Rest assured, it will be back and better than ever!

Thank you all for your continued support!

Best regards,
The Playwood Project Dev Team