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Sengoku Dynasty News

Early Access Start Date



Youkoso!

You have been waiting a long time for this. But today the time has come at last. Probably the most important question in quite a while will be answered today.

But before we do that, we would like to thank all participants and interested players for their keen participation in the Steam Performance Playtest. The feedback we received helps us immensely, so thank you very much for that as well!

And now...

*Tension rises*

Early Access starts in just four weeks, on 10 August 2023 (in the afternoon/evening hours CEST).

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We hope you enjoy this news!

See you again very soon!

Pillars Of The Rising Sun - Housing



Youkoso!

Start your adventure in Sengoku Dynasty with the Tent. It's easy to build and perfect for a traveling lifestyle, just like in feudal Japan. If you want something a little homier, try the Simple House. It's a basic space where you can relax after exploring. Looking for something more? The Standard House might be what you need. It's a calming space that embraces traditional Japanese design. But if you're dreaming big, go for the Large House. It's spacious and offers the most personalization options to show off your creativity. These houses in Sengoku Dynasty aren't just buildings; they're a part of your journey and legacy, representing your Dynasty's Legend.

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What's more, houses in Sengoku Dynasty aren't just for show. They also have practical uses. You need them to accommodate villagers, who are key to your progress. Once a villager has a house, you can assign them jobs. Whether it's foraging, crafting, or building special projects, these workers contribute significantly to your economy and development. It's a vital aspect of gameplay, combining resource management with strategic planning. So, a house isn't just a dwelling, it's a stepping stone to building a prosperous and secure settlement.

Pillars Of The Rising Sun - The Bell Tower



Youkoso!

Today starts our new series “Pillars Of The Rising Sun” where we want to cover all essential buildings, their functions and how you can use them to your advantage.

So let us begin with the bell tower:

As you traverse the sprawling landscapes, your gaze is drawn skyward to the heavens, where the melodies of fate intermingle with the whispers of destiny. Amidst this symphony, an ethereal chime beckons, carrying with it the promise of progress and prosperity. The Bell Tower, a foundation rooted deep in the soil of ancient wisdom, emerges as a beacon of hope amidst the wild and untamed wilderness.

Its majestic form, adorned with intricately carved symbols, it stands as a testament to the resilience and ingenuity of those who have come before and those who will follow. Within its hallowed confines, secrets of construction and expansion lie in wait, eager to be unraveled by those worthy of their profound knowledge. For it is here, within the embrace of the Bell Tower, that the realm of possibilities expands, and your humble encampment begins its transformation into a thriving bastion of power and influence.

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The Sengoku Dynasty Steam Playtest is concluded!



Youkoso!

We would like to say thank you to all participants! Also, for the very lively interest that was shown in the playtest. If you didn’t get access, you can still watch hours of footage done by playtesters on YouTube and Twitch.

It was a new experience for us on this scale and we are grateful for the feedback received regarding the playtest.

The collected feedback we obtained for Sengoku Dynasty is valuable as well. We are now prioritizing the QOL changes that need to be available on start and will begin implementing them soon. Still, we don’t want to make you wait for the launch too long, so some of the features that are important for you will be added at the beginning of the EA Roadmap that we will announce after launch.

Although some of the playtesters were already able to play over 20 hours in the playtest build so far, we want to remind you that it was only a fraction of the map that will be available on launch, as well as around 30% of quests and other content. And we plan to add even more (much, much more) during our EA phase. We are grateful for your time and will be honored if you will join us in the very beginning of our journey at launch.

We hope that we will be able to welcome you at the start of Early Access.

Teams at Superkami and Toplitz Productions

Customization, Combat, and Cultural Accuracy - Developer Q&A Session Part 3



Youkoso!

Delve deeper into the world of Sengoku Dynasty with Part 3 of our Developer Q&A series! From exploring the rich customization options to uncovering the inspirations behind the choice of the Sengoku era as the game's setting, we're giving you a closer look at what makes our game stand out. Also, discover our commitment to historical accuracy, the possibility of exciting future additions like dojos, and more. Whether you're a fan of Dynasty games or simply intrigued by our unique take on this historical period, this Q&A has something for everyone. Enjoy this insightful behind-the-scenes journey into the creation of Sengoku Dynasty.


18. Is it possible for us to personalize objects and residential structures?

Yes, there are plenty of customization options in the game. First of all, you will have a lot of freedom when choosing locations of your villages. Then you can place a lot of buildings and small architecture in any spatial arrangement that can fit the landscape. All buildings can have their exteriors customized almost freely - so you can choose where to place a door, or a window, and change the wood type of the wall. And finally, you have furniture and decorative items like lamps, wall banners, and other elements that you can use to adorn your living and workspaces. There will be a lot of objects available right from the start, and we plan to add more customization options on the roadmap - like different building foundations and walls, more decorative items, and such.

19. What specifically made you choose the Sengoku period as the focus of the game?

The Sengoku-era, being a time of social upheaval, makes for a great setting for the rags-to-riches premise of a Dynasty game. The later Edo era had much stricter class divides, which would make a rags-to-riches story of a peasant claiming land and rising to legendary status seem rather implausible. However, the Sengoku-era already featured nascent forms of some of the traditions we now associate with Japan, like tea ceremonies or an early form of haiku. It’s a world both familiar and strange – providing a wealth of inspiration for an interesting setting to the game.

20. Can we open a dojo and establish a Ryuha of Samuraidou?

That will not be possible at the early access launch, but dojos are a possible addition in later stages of development.

21. Will it be possible to select Japanese as the language for the game's audio?

We're giving serious thought to adding Japanese audio. Please remember that adding voice acting is very costly and time consuming (and requires all quests and dialogues to be finalized) and we most probably won’t be able to add them before leaving the Early Access phase.

22. Can we name our characters?

Yes, you'll be able to name your characters and villages. We have planned for village naming first, and player character naming later.

23. Will there be a Photomode?

It’s on our Roadmap.

24. With respect to the user interface and gameplay mechanics, will there be similarities to Medieval Dynasty? Could you detail the parallels or differences, particularly in relation to the game settings, options, and construction mechanics, when compared to Medieval Dynasty?

Since it is a game from the Dynasty series, there are some obvious similarities between Medieval Dynasty and Sengoku Dynasty in terms of interface and character control for example. We suspect that a lot of Medieval Dynasty fans are going to be interested in our game, so we wanted the basics to feel familiar. There are some important differences though, mostly because of our unique spin on some popular features and some completely new features. Sengoku Dynasty allows for more building customization and handles dynasty production significantly differently – mostly because the production is seasonal. We have also included features and quality of life improvements most requested by fans, like both first-person perspective and third-person perspective camera options right from the start.


25. Will the game feature an option to establish a family, similar to what we see in Medieval Dynasty? If such an option exists, will it also include the possibility of adopting orphaned children?

Dynasty features, including marriages and having children, are on our development roadmap. We planned them to be integral features of the game, but since they affect almost all other systems, we need more time to test them. For instance, we want to include the aging of all members of the dynasty, including player characters, where each age group will provide you with different challenges. Adoption of children is certainly something to consider, but first, we need to focus on implementing children at all.

26. Could you provide some insights into the combat mechanics of the game? How frequently will players be expected to engage in battle?

From the beginning, our objective was to craft a gaming experience that allows for the possibility of a pacifist run, where you could feasibly avoid combat and complete the majority, if not all, of the game without resorting to fighting. As such, while there will indeed be opportunities for conflict against both human and animal adversaries, evasion is a viable strategy.

The combat system in our game is designed to incorporate a variety of melee and ranged weapons. Players can choose between swift or powerful attacks, providing a broad range of tactics to consider when engaging with opponents. Initially, even skirmishes with small bands of bandits could be lethal, but through clever utilization of the game's features and mechanics, you'll find ways to tip the scales in your favor.

It's crucial to mention that, at launch, the game is not heavily combat-focused but instead leans more towards building, management, and exploration aspects. There will be some degree of fighting, but a more substantial combat system, encompassing additional enemies, weapons, and systems, is planned for inclusion in our future roadmap.

This structure is intimately tied to the game's narrative progression. Players will enjoy a relatively relaxed early game, with increasing challenges and threats emerging as they progress through the story.