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Wargroove 2 News

Wargroove 2 Update 1.2.9

- Improved support of custom game controllers
- Fixed detection of additional game controllers connected while the game is running
- Fixed soft lock for spectators in multiplayer matches with AI after last human player resigns
- Fixed bug allowing users to get past the "public lobby limit", causing connection errors
- Fixed occasional UI crash after joining a lobby from the server lobby list
- Added some checks to make sure Conquest mode is unlocked after player has finished the first story campaign
- Fixed some blessings not showing up and wrong debuffs applied in Conquest mode
- Fixed error in codex description of Harpoon ship
- Fixed Wulfar's groove able to push units out of the playable map area
- Fixed AI not using Lytra's groove when charged
- EULA can't be skipped prematurely anymore when using a gamepad
- Added "Handheld Mode" zoom option when running on Steam Deck

Wargroove 2 Turns 1!

What’s that? Wargroove 2 has been out for a whole year, already!? We’re here to give a big thank you for all the joy and enthusiasm you’ve given Wargroove 2 this year. You’ve followed us through new language releases, bug fixes and balancing tweaks, a fancy Wargroove 1 + 2 Physical launch, Mod support, Groove of War tournaments and most recently our big launch on Xbox consoles!

To celebrate, you can currently grab the Wargroove series on sale! We also have an exciting update about the Wargroove 2 soundtrack on vinyl, check it out at the end of this post!



The Robotality team have now moved on to support the rest of the Chucklefish development team with ✨Witchbrook✨ (but this isn’t the end of the road for Wargroove 2 👀👀)! As with all anniversaries, we’ve been left feeling nostalgic about the last year, and the beloved time and effort we spent bringing Wargroove 2 to life. So, take a walk down memory lane with the development team and their fondest anecdotes about creating Wargroove 2:

Stefan - Lead Game Designer & Programmer

Just a short story I remember from when I was in Germany one time. Simon and I went to have cake at the bakery across the street one of the last days I was there. Whilst we’re eating their amazing cherry cake we began talking about an idea of giving the factions in Wargroove 2 permanent territories instead of a fixed campaign. We were already deep into the campaign at this point, so there was just no way we could make a structural change like that. But, this did lead us to the idea of having permanent armies and shortly after the concept of conquest mode was born. The name “conquest mode” really is just a reminder of that original idea of having permanent territories to fight over. Either way, we ended up prototyping the idea and quickly knew there was something to this. The rest is history. Moral of the story: Eat more cherry cake. Another favourite memory of mine was when we were showing Wargroove 2 at Pax East. We had these 2 boys that were maybe 8-9 years old trying out the game. They needed a little bit of guidance but soon understood the concept and were having a good time. A few hours later they were back for another round. And then the next morning, they showed up again. I don’t remember how many times they came by, but they were clearly loving playing the game together and played it as much as they possibly could.



Simon - Art Director & Game Designer

One of my fondest memories is right after Hassan joined the team, he and I sat down together for multiple days in a row and just had chats about how we want to structure the world and the story. It was such an interesting time when everything was possible. Interestingly, a lot of what we had ideas back then actually made it into the game, like the 3 chapters in parallel, the different teams of commanders etc. It was a fun time. 🙂

Caoimhe - Senior Producer

My favourite aspect of working on Wargroove 2 was having the opportunity to bring together a team of exceptionally talented developers. Not only did we get to combine talent who had worked across different Chucklefish projects into a single title, we also discovered new developers to join us and finally worked with those I had only admired from afar. Together, we all became one big dream team! A highlight for me was finally meeting most of the team at the Wargroove 2 launch party. It had been a long few years full of various lockdowns and we all worked across different timezones, so meeting in person was so rewarding and heartfelt!

Hassan - Narrative Designer

My favorite time during the project was early 2022. The team had just gotten back from holidays, everyone was feeling refreshed and energetic, and it seemed we were hitting a stride not only with the project, but also in working with one another. One of the artists might show off a cool animation that would give me an idea for a character that would give the level designers an idea for a mission that would give me an idea for a scene that would need some more art, and so on and so on. We were also in a golden part of the process where just enough work was done that we could be proud of ourselves -- but release was still some faraway-sounding date. Anything could happen before then! We were in the middle of a beautiful dream, except for Caoimhe who kept waking up to check on the alarm clock (🙏)

Daniel - Programmer

We made the trip to London for the Wargroove 2 release party and I had a lovely time visiting the Chucklefish office. We saw the London sights, ate a lot of great food, and discovered the questionable shape of the shadows cast on the Westminster Bridge at a certain time of day (don't deny it, I got pictures!).
And of course the party itself was amazing! We didn't just meet the rest of the team, but also many of Wargroove 2's talented voice actors.



Midio - Lead Artist

There were so many memorable aspects of development I could be talking about! But I do remember the fear- and excitement- we felt when presenting the mice faction to the team and eventually to the community, pondering how they would accept it! I'm a big fan of rodents, I've had many pet rats myself and I think they're awesome and completely misunderstood. Seeing them become "alive" slowly though the writing and seeing the depth Hassan was able to imprint on them was quite amazing! Also, seeing my loved ones slowly fall in love with the game filled me so much gratitude and happiness!


Marion - Art & Animation

During the whole production, I made a point to not check the story WIP channels, where Hassan and the others were making up the actual plot. I knew just enough to convey the characters' personalities into their acting and actions, but I didn't want to spoil myself anything. So when the game got finally released, and I got to discover the final version, what a ride! It was worth the wait, I was on the edge of my seat the whole time. At some point, when a character died, I got up from my armchair and dashed to my PC and I yelled at them on the chat : "HOW COULD YOU DO THIS?!!" they rightfully answered : "well, you could have been there to prevent us from doing it" but that was exactly the kind of emotion I wanted to feel while playing it. I got so invested, at some point I even was like "Hey, this is pretty!...Wait a second…I remember! It's me! I have done this!" After release, I even got to chat with fellow game fans, as we discovered the story and maps together, some of them asked me questions like : "You're a dev, don't you have the answer?" and I was like "Hell no, right now I'm a simple fan girl just like you!"
It was really great to bond with everybody over this.

Dadvar - by Marion

Lisa Marie - Junior Art & Animation

I joined the team and Wargroove 2's development as an intern while I was still at university, and have been with Robotality ever since. I don't think I've ever been as nervous as I was during that initial interview... The game was my first step into the industry, many of the units in it are where I learned things for the first time. It feels a bit like we grew up together! Especially with you, pirate wagon, my beloved brother.
At the start, we had a set time on Mondays for interns to present the work they had done and get feedback. Oh, how I yearned for and dreaded that first Monday! I was scared to show my work, because everyone around me was amazing at what they were doing and I, in my little heart, was intimidated and scared to disappoint. But as I was struggling to properly stream my Aseprite window and the feedback came in, lovely encouragement and smart improvements in equal measure, I realized that I had met a truly special and incredible group of people. I decided in that same moment I would try and do my very best for the game they had worked so hard on and poured so much of their own hearts into.
When I play it now I still hear the jokes we made, the struggles we had, feel the fun and the exhaustion. Just the love, I guess. Too soppy? Don't care!


Dale - Composer

My fondest memory of working on Wargroove 2 was right at the very beginning of the work, at my first submission of music to the team. You never know how these things are going to go, and in this case the entire team and everyone involved would listen to and weigh in on the work. No matter how much you've done this work, this is always nerve-wracking. I wanted to really stick the landing, but it's always a bit of guesswork and instinct to try to come in at just the right level to meet everyone's expectations. Add to that everyone's eagerness to hear what I'd do, and I found myself almost trying to reduce others' expectations up until that first delivery day. When that day finally came, it was fantastic: kind words came from every direction. I could feel the consideration and encouragement from everyone. People told me how many times they looped it, or how they shared it with family and family members danced to it. Extended teams got to hear that first piece and all the energy coming back was extremely positive. I got a bit emotional. I've been writing music for games for a good while now, but I can't think of too many times when I just felt this accepted and encouraged. This day really set the pace for the rest of the work.

Wargroove 2 Vinyl - now available for Pre-Order!

"We're thrilled to finally get this album out to our fans. As many are now aware, our former physical product partner, Ship to Shore, closed its doors earlier this year, so it took us additional time to complete production. We were committed to making it happen, though, and we're pleased that it all came together in time for the game's one-year anniversary. We hope fans enjoy as they relive their favorite Wargroove 2 memories and perhaps dive back into the game itself!" - Jayson Napolitano, Scarlett Moon

Xbox Game Pass' second wave of titles for September are a good time for egomaniacs who like sitting about for ages and building a thing, less good for Xbox players

Xbox has announced another batch of Game Pass arrivals - the titles which'll be hitting the service during the second half of September - and this time the main people who'll be happy are those who like ordering virtual folks about and building stuff.

Read more

Summer Update! v1.2.7, Mod Support, Merchandise & More

Hey Strategy Fans!

Wargroove 1.2.7 is here! Arriving with mod support, balancing updates and bug fixes, this update is a chunky one.

Balancing Updates

We noticed some Commanders were becoming too dominant due to how quickly their Tier 2 Grooves could be charged. To address this, we’re trying out some slower charge times for Emeric and Wulfar. Emeric now has a slow charge time, and Wulfar has been changed to a medium charge time.

We also found Valder’s Tier 2 was a little too powerful for our liking. Instead of double damage, we have now decreased damage to 1.5x to see how he performs in competitive settings.

We’re continuing to work out the sweet spot for Trebuchets, due to how dominant they can can be. In this update we’ve reduced the damage they do to structures by 15%

We’re actively monitoring Discord and Reddit for all feedback, so keep talking about your games and letting us know about your competitive highs and woes!

Bug Fixes

We've been addressing some critical issues, including game crashes that occurred after suspending multiplayer games and bugs that caused soft-locks when using certain gamepad buttons. Performance and functionality issues have been tackled for better stability.

We’ve also put a lot of work into mitigating connection errors and solving filter menu issues to improve Multiplayer. Additionally, we’ve fixed various visual bugs and localisation issues to ensure consistency across different languages. Check out the patch notes at the bottom of this post for the full list of fixes!

Modding Support

Mod Support is now officially live! Previously available in the preview branch, our modding community have been testing Mod Support and making their own! We’re excited to feature some standout mods, including "Wargroove 2: Requiem Thrall," which expands the Guardian faction, and "Wargroove Triple Trouble," reintroducing the outlaw faction. For more details and to join the thriving modding community, visit our Discord server and check out the #modding channel.



Wargroove 1 + 2 Physicals

In other exciting news, May saw the release of a limited edition physical bundle of Wargroove 1 + 2 with Super Rare Games. Thanks to you folks, it sold out within 24 hours! For our fans in Japan, we also released another Wargroove 1 + 2 physical edition in collaboration with Happinet. It's heartening to see such a warm reception for both editions worldwide!



Wargroove 2 Vinyl - Ship to Shore closure.

Unfortunately, Ship to Shore, the manufacturer and distributor of the Wargroove 2 vinyl has closed. Refunds for pre-orders of the vinyl ordered via Ship to Shore should have been processed, but if you haven't received yours, please contact [email protected] with your order number. We are working on fulfilling any orders made through alternative store fronts. Stay tuned for updates – we’re committed to ensuring this isn’t the end of the journey for Wargroove 2 on vinyl!

The Yetee Merchandise

On a brighter note, we’ve partnered with The Yetee to release some awesome new Wargroove 2 merchandise. Be sure to check out their offerings to show off your Wargroove pride!



Release Notes


[h2]Gameplay Changes:[/h2]
- Made Commander + Unit Balance Changes in 1.2.7
[h3]Commanders[/h3]
Emeric:
- Tier 2 now has slow charge time, increased from fast.
Wulfar:
- Tier 2 now has a medium charge time, increased from fast.
Valder:
- Tier 2 skeleton boost is 150% damage instead of 200% damage on all skeletons.
Units
Trebuchet: Damage vs. structures reduce by 15%
[h2]Bug Fixes:[/h2]
- Addressed the game crash that occurred after suspending a multiplayer game
- Resolved connection error that arose when a player exited the game by pressing the home button and then re-entering
- Fixed pressing unused gamepad buttons leading to a soft-lock in multiplayer map selection
- Fixed Cancel button stopped working after showing a validation error for user-generated maps
- Fixed performance issue when walking around on a story map for some extended time
- Fixed the game crash that followed leaving and re-entering the game using the Switch home button
- Rectified multiplayer filter menu issues with biomes erasing themselves and time of day being erased
- Resolved issues with Ancient warning lore being locked but lore title could be observed
- Fixed issue where Airtroopers could land on each other
- Fixed bug when killing an enemy harpy in a group kill with Nadia's groove in the Rising Tide campaign Act 2 Mission 1: King’s Cove spawns a new riverboat on every enemy move
- Addressed Russian localisation issues
- Fixed instances where Conquest unlocks Achievement had a higher counter than number of actual unlocks
- Fixed render error for units with item equipped overlapping the map border area
- Fixed AI sometimes picking unit type it can’t afford with conversion school
- Event Editor showed missing strings - this has been resolved
- Resolved visual bugs with units equipped with items, especially if placed at the top of the map
- Resolved missing symbol in the Ancient warning, codex
- Conquest was taking 1 extra gold when buying units with Koji - this has been addressed
- Fixed malfunction of Elodie tentacles in the turn after taking over the Kraken - Kraken now untangles itself on the player’s turn when they regain control
- Revised the text description for marksman unit critical hit in languages other than English, which was showing as the WG1 description
- Key Artist has been localized in all languages
- Fixed shouts for Faahri and Pirate units, which were using the Floran variants in custom cutscene tools.
- Rectified Pistil's T2 groove spawning glowing orbs
- Groove boost unlock now grants commanders the correct T1 groove
- Custom difficulty tile now stays selected if this was the last chosen difficulty setting
- Unlocking perks in conquest are now being saved properly
- Dark Mercia Codex entries get unlocked after unlocking Dark Mecia with conquest shards
- Elodie now receives the groove boost perk when a player plays a long intro - this issue also affected Vesper and has now been resolved
- Resolved error that occurred when recruiting Air Trooper unit in A1M1 after closing the recruit menu
- Fixed inconsistent UI hint system for 4th puzzle in S2M4
- Bulrush objective is no longer marked as successful when Bulrush is attacked
- Fixed incorrect unit order for a spectator when the last human player resigns from a 4-player match
- Game crash during an interactive level while attempting to go back up the map has been addressed
- Solved Pistil bolt issue when it split into 2 or more
- Groove charges are now correct when using Groove Boost
- Emeric's T2 groove effect no longer persists after the crystal dies
- Fixed issue where the close button in Mods tab was non-functional
- The issue with mod list text being invisible when not highlighted has been fixed



Wargroove 1+2 Physical Edition for Nintendo Switch OUT NOW!!

SRG#112: Wargroove 1 + 2 (Switch)


The very, very limited collector's edition of Wargroove 1+2 for the Nintendo Switch is AVAILABLE NOW!!

In collaboration with the wonderful guys at Robotality and Super Rare Games, we’ve produced a COMPLETE COLLECTION of these two critically acclaimed turn-based tactics classics for you to treasure.🏴‍☠️

Wargroove 1+2 Physical Nintendo Switch Edition invades today with:

  • Unique Box Art featuring original artwork by Lucas “Midio” Tafuri.
  • Region-free cart of Wargroove, it’s DLC Double Trouble, & Wargroove 2
  • 2 Sets of Wargroove Trading Cards
  • 2 Exclusive Wargroove Stickers
  • 1 Exclusive Wargroove Postcard


Available NOW on the Super Rare Games website and will retail for the following:

  • 💷£36.00 GBP
  • 💵$37.47 USD
  • 💶€41.86 EUR


You might wanna be quick, as there’s an extremely limited run of only 4000 copies worldwide!!


In 2016, we set out to create a turn-based tactics game, driven by nostalgia for an era of handheld strategy games. Wargroove came to be, through a desire to capture the retro-feel of these titles, and a passionate community of tactics fans who cheered us on along the way.🧡

In 2020, we partnered with our great friends and strategy game developers at Robotality, with a vision of creating Wargroove 2. We expanded the world of Aurania, introducing new factions, stories and game modes.

The Wargroove series is one brimming with challenging, strategic gameplay that we couldn’t help but keep growing. It is our pleasure to bring you the full series: Wargroove, its DLC Double Trouble and its sequel Wargroove 2 all in a single cartridge, to play on handhelds, just as we loved to do on our Game Boy Advances.

If you have any questions please give the homies at Super Rare Games a shout on X or Discord.

Thanks again for all your support! 🧡