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Devlog #28 New enemies and the plan for next year

Hello everyone!

I know that we have been a bit quiet in the past few months, but fear not, the reason was that we were climbing the content mountain that we want to be included in the full game! And I'm happy to say that we started to see the top of the mountain, so we are generally on track for a release in the first half of next year! Check out a few of the new enemy types that will be included in the full game:











At the start of the next year, we plan to enter the next Steam Next Fest, with an updated demo. Some of the bigger changes that are coming for it:

  • Placeholder leader enemies have been replaced by their spellcasting variant.
  • Added a new Marksman school, dedicated to skills that improve the ranged capabilities of the unit.
  • Reworked headquarter chooser screen. Now regional equipment only affects the starting equipment of the units.
  • Completely rebalanced progression, generally speeding up the player's progress.
  • Reworked escort missions to give higher emphasis on scrying before starting the mission. Now there will be 2 valid escape tiles for the VIP and the player will need to decide which one he/she will use.


Taking into account our preparation for the Steam Next Fest, I have modified our planned release date to Q2 2025. This will give us some time to integrate the feedback we receive from it into the full game.

So that's it for today's devlog! The next year is going to be a very exciting one for sure! If you have any questions, feel free to join our Discord channel here.

Demo 1.4.14 patch note

Hello everyone!

Another small patch that fixes a few bugs that have been found in the demo:

- Conditions visuals now correctly move with the unit rather than teleporting after it.
- Bloodrage visuals get properly updated when counters are gained or lost.
- Tireless rage now correctly removes 1 counter when used.

Demo 1.4.13 patch note

Hello everyone!

This is a very small patch that includes the fix for the occasional hangup that could happen when the map generator is generating the reworked Assassinate mission type, plus updated the poisoned condition text to reflect how it works correctly.

Demo 1.4.12 patch note

Hello everyone!

Another small patch to fix another crash that has been found, and to slightly tweak the early game balance of the game:

  • Fixed a crash in the campaign map if clicked on a city or army while being fully zoomed in.
  • Increased the dust gains across the board to make it easier to research and use the advanced weapons and armor.
  • Readded the shielded redeemed to the enemy roster to push the harder enemies up in the line. This should delay the more challenging enemies a bit, to give the player more time to prepare.
  • Modified the mission location algorithm so the enemy does not focus on territories that are the hardest for them (thus not starting to attack the player's starting region in the first month).
  • Reduced the enemy count by 1 across the board, to compensate for the above changes that led to the first mission being a bit harder most of the time than before.

Demo 1.4.11 patch note

Hello everyone!

This is a very small patch, mostly to fix a crash that I found:

- Now it is possible to cycle through unit descriptions in the barrack (same as in the team builder) without the need to close it constantly.
- Changed the flag that represents a base to make it more noticeable.
- Fixed a crash that occurred when closing a window while hovering over a skill.