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Back to Basics: Focusing on the Fun



Over the past few weeks, we've been narrowing down the game loop to really focus on what makes the game exciting and fun. We've hit a really good ground that we're very happy with and have spent quite a bit of time refining and polishing the core game loop. For those unfamiliar with the game's current flow, here is a brief description:

  • Each player takes turns in playing units and spells onto the game board. Once you are happy with your placement, you end your turn and the units on the board fight. The loser of the battle takes damage based on the total damage of the surviving attackers.

  • At the end of a round, all units are restored to full health and reset. Spells are an important part of your strategy and may even permanently remove opposing units that are causing trouble.

  • When it is not your turn, you are not able to modify the formation of your forces, so the current acting player has the strategic advantage.



Here's a few example units and spells we have been working on:
[hr][/hr]








A lot of focus has been put on ensuring the core of the game is as strategic as possible. For that reason, one of our primary "design pillars" is: Formation Matters. Moving units around during your turn, in order to counter the opposing formation could greatly improve your army's effectiveness, and this is something we are going to continuously push in our unit and spell design.

https://www.youtube.com/watch?v=Ma5txKkxikU

Patch 0.7

Damage Table Reworked




New Features


[h2][/h2]

  • Queue with a friend in Ranked play.
  • Build order summary of each player displayed on end game screen.
  • Camera shake on explosive spells.
  • Orb of Lightning Artifact.
  • Rewards for first and second building purchase.
  • Crystal now has defensive attack.
  • New Random race which combines units and buildings from all other races.




Bug Fixes


  • Many performance improvements to both server and client builds.
  • Tooltip fixes to correctly display data.
  • Fixed Void utility buildings not attacking.
  • Fixed game crash after building a Darkmage or Voidbringer.


Unit Changes


[h3]Militia[/h3]


  • New Spell: Courage
    Gain a burst of courage, increasing attack speed by 75% and movement speed by 50% for 3 seconds.


[h3]Defender[/h3]


  • New Spell: Taunt
    Force all surrounding enemies to attack the Defender for 5 seconds.
  • Removed spell resistance.


Week One Wrap Up!

It's been one hell of a week, but the shift to full-time has been great! The freedom to spend an entire working day on a passion project really is a dream come true for the entire team.

The first half of the week consisted of a lot of admin and setting up but we quickly pushed through that. We moved into our offices and managed to get everything set up and operational.



We've made the decision to release content updates on a bi-weekly schedule, since our development sprints last 2 weeks. Here's a quick summary of the main things we managed to get done in our first week:

  • We finished off the model for the Void Builder (See image below).
  • Camera shake and Post Processing updates.
  • Object pooling, resulting in a massive performance improvement client-side.
  • Improvements to the pathfinding system, making it somewhat more reliable.
  • Support for community feedback via Codecks Discord integration.
  • The new Random race which is built up randomly from units and buildings from all other races.




To end off with a teaser, here's a new concept we acquired for the Void's Living Shadow:



The new Living Shadow model will be available in game at the end of this week!

Lastly, we would like to thank everyone on our Discord Community that regularly help out with testing and feedback. It's great to see even a shed of interest this early on in the game's lifetime!