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Cataclismo News

Cataclismo - Watch the devs play!

We have recorded a 30-minute gameplay video where Vicent Ramirez (Creative Director) and Israel Mallen (Communications Manager) play some non-demo levels!

Survival RTS with a Lego-inspired building system Cataclismo launches next month




Survival RTS Cataclismo has unveiled a new trailer and its early access date at the PC Gaming Show, looking to bring its fantasy apocalypse to Steam on July 16. The new trailer shows off the game's block-by-block building style with a suite of castles, towers, and walls all festooned with ornaments and battlements and soldiers firing down arrows and tossing things at the horde of monsters down below...
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Cataclismo joins forces with Manor Lords’ publisher Hooded Horse

Fellow Hogardians,

We're overjoyed to announce that Cataclismo is partnering with Hooded Horse.

This strategy-focused publisher is widely known for its work with Manor Lords, Against the Storm, and a myriad of other deep strategic and tactical gems. We can't conceive a more suitable partner for Cataclismo!

[previewyoutube][/previewyoutube]

Our goal was to release the game on our own, and we're utterly proud of what we’ve achieved so far. With over 180k wishlists, it's fair to say we did a good job. That said, “good” has never been enough for us.

We do believe that Cataclismo deserves even more, and we're convinced that Hooded Horse will help us connect with countless RTS fans and creators.

Hopefully, you'll be as excited as we are. If so, join the hype on our Discord!

See you in Hogar,
Isra

Improving enemy AI - Horrors are now even more dangerous!

Fellow Hogardians!

As the release date approaches (July 16th), we’re pushing ourselves to polish a laundry list of features, with a focus on reaching the towering level of quality you deserve

Won’t ever get tired of this pun

Specifically, we’ve been working on improving enemy AI and how horrors behave throughout a siege. Many of you reported that horrors don’t always take advantage of openings in our defenses, ignoring crystal-clear chances to weaken the citadel and getting obsessed with a particular wall instead.

That has changed, and it looks like this:

[previewyoutube][/previewyoutube]

We’ve tweaked the aggro of horrors so they prioritize striking your units or crucial buildings. Not only will this enhance enemy intelligence and overall awareness of their surroundings, but also encourage players to set traps or build around pivotal structures, discouraging horrors from attacking them right off the bat.

These changes will be fully implemented in the release version. Any thoughts in the meantime? Please leave them in the comments or join our Discord to share your feedback.

Go low and throw!
Isra - Hogardian Herald