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The End

[p]This will be a long post (goodbyes often are) and for those who prefer it short, I’ll summarize it here.[/p][p]As the topic indicates, this is the end of the development of Edge of War. After working for almost two years purely on spare time, most of that as solo, it started to feel too much of an unpaid second job instead of an exciting side-project. The energy to push it through for the years to come just ran out. [/p][p]When Steam has done the sunset process, the game will disappear from the store. It will of course stay available for those who bought it in early access.[/p][p]We will also investigate options to provide the latest version as free through some other means in future, to give a chance to try it out and not make all the hard work put on it by many people to just disappear. Maybe it’ll give enjoyment to some, or provide inspiration to some other games.[/p][p]We want to thank you all for supporting us during the adventure. Thank you.[/p][h2]The long post part[/h2][p]When  I started playing computer games back in the 80s, the RPGs captured my heart. Few first ones that I really remember playing back in the days with my C64 were Ultima 3 and Curse of the Azure Bonds. All the way from there, I’ve had a massive passion for CRPGs. [/p][p]Having worked on multiple commercial game titles during my career, I never really ended up having a chance to work on CRPG games before, therefore having a chance to work on Edge of War was something really special for me. [/p][p]It was also special in the way that I had a chance to have a big part in shaping different aspects of it, from designing the rule system to working on implementing main systems of the game and having my fingers on the story itself as well. [/p][p]A dream project in so many ways.[/p][p]A few years back, we had a small but amazing team of talented individuals  pushing the game forward. We had a publisher who really seemed to have a lot of faith in us and everything was going according to plan. It really felt like we were going to create something extremely exciting.  Something that would be always mentioned when people are talking about the top CRPGs.[/p][p]But sometimes you run out of good luck  and things take a nasty twist. [/p][p]Due to their internal reasons, our publisher terminated the publishing contract and as we failed to secure another publishing deal in such a short term, in a couple of months we had to let everyone in the studio go. [/p][p]But we loved the game too much to just let it go and disappear. So few of us decided to keep on working on it in our spare time. For the first half a year, Antti (our lead level designer) spent quite a chunk of evenings and weekends with me to push the game forward. There was nice progress, even though there was also a massive amount of work to do as well.[/p][p]After that, Antti had other responsibilities to fill spare time, so I kept going mostly on my own. We had a few of the earlier team members jump in to help with a few things every now and then as well, but it was mostly solo development.[/p][p]Early Access sales were really low all the time, so in practice all the sales we got were spent to pay for tooling licenses and such. But it was a passion project, not made with gold coins as a motivator.[/p][p]During last summer, I decided that I’ll have a bit longer break from development to just gain some more energy for the next development push. Having been constantly on my computer during my spare time for so long, I just spent my time in nature, read some books and just took the time off. And when I returned back, I did not feel like going forward with development.[/p][p]It still felt like a big dream to make the game to the end, but it did not feel worth it anymore. Developing it almost solo for years and spending most of spare time with it did not just feel like something I felt excited anymore. I think that in a way I had to take some distance to notice that it was time to let it go. Realizing that was really sad, but it was also a big relief. [/p][p]Burying a dream project is never easy, but in this case it's the right thing to do. [/p][p]Hopefully, there is still another dream project waiting for all of us somewhere in the future.[/p][p]I want to thank all of you who have been part of this adventure, your support and kind words have been heart warming. We could not have hoped for a better community. [/p][p]Thank you![/p][p]And goodbye for now,[/p][p]HP[/p]

Update 0.50.121 is now available!

Update 0.50.121 is now available.
The main things in the update are related to lighting and lights. The focus has been quite a lot on indoor lighting (caves and such), but also the outdoor lighting has gone through some major changes. There is also possibility to activate additional shadow casting lights from game settings, which can be performance heavy, but also gives nice extra detail for those campfires and such. The changes to lighting were quite big, so if you end up finding silly looking lighting conditions, please tell us!

Another bigger change was more related to the release of the updates themselves. We now keep few latest versions (starting from previous 0.50.113) in beta branches, so in case you rather want to keep playing your previous save with the older version, now you can do so. Even though, you will of course miss the latest changes from new update that way. The game will also notify you if you try to load the save game from earlier incompatible version, to not accidentally break the game by loading save games from older versions.

Here is the full change log:

Features:
  • Support for additional shadow casting lights to improve visual fidelity on high-end devices. This can be enabled from graphics settings and is now enabled by default on ultra quality settings.
  • Disabled possibility to load save games from earlier versions of the game, which quite often are broken between updates. Now we also keep few older versions of game available in Steam beta-branches, in case player wants to continue their older save instead of playing new version. The version mismatch is now indicated in notification when trying to load the save.

Changes:
  • Major overhaul on lighting setup with lots of light sources and related effects updated.
  • Visual post-processing and grading updated.
  • You are not allowed to anymore trade more items than the merchant has wealth to pay for. Earlier you were able to trade so, but there was no indication that you was giving away items for free or very minor payment.
  • Indoor lighting and reflections updated.
  • Lighting and material setups for cave mushroom visuals updated.
  • Thunderstones can now be used as Vaeki source for electricity multiple times without consuming them.
  • Small UI updates on pop-up windows to make them be more in line with other in-game UI.
Bug fixes:
  • Enemies were visually “jumping” bit from ground when doing their attacks or moving.
  • In trade window, you sometimes could not move items selected for trade back to the merchant’s inventory due to inventory space calculation bug.
  • When trying to equip item for which character did not fill requirements by clicking, you were notified for reason. The reason notification already happened for dragging before, but now it also works when equipping through click.
  • Breaking thunderstones during the combat sometimes caused the game to freeze.
  • Dodge was not properly shown on character sheet.
  • In rare case, there could be moment where neither sun or moon was high enough to give proper lighting. That could have caused some situations where there was nearly black locations.
  • Some interactable objects showed their outlines even when not hovering over them.

Update 0.50.113 is now available

We are happy to share with you a new update and version 0.50.113. The main feature brought in this update are the storybook encounters that you might come across on your overworld travels. There is also pile of bug fixes and improvements.

Change log 0.50.113


[h2]Features:[/h2]
  • Added support and content for storybook encounters. Storybook encounters are text-based encounters which add extra flavour in the game and deepen the story-telling.


[h2]Changes:[/h2]
  • Several updates on dialogue UI visuals
  • Random encounter starting and rules are triggered, also removing some badly documented content in evasion selection.
  • Inventory screen improvements for character rendering and some icon configurations.
  • Level-up screen improvements for character rendering.
  • Event log now has more data output to give better information about for example gained or lost items.
  • Random encounter probabilities are reduced. There is still future work on balancing these in future updates as well.
  • Small clean-up for feat tooltip visuals.
  • Reduced XP gain both for combat and quests.
  • Attribute requirements in dialogues and storybooks are now checked against available pool points instead of total attribute value.
  • Dialogues (and storybooks) with cost on selecting specific option now have tooltip to better see the cost of using them.


[h2]Bug fixes:[/h2]
  • Juurukko death aura was damaging props around it.
  • Aura effects did not properly disappear when character with aura died.
  • Statuses were removed too early, which meant that one round status effects could be removed on next turn of character already.
  • Fixed magic items with “ruined” property that earlier caused -2100% to attack chance
  • Some text fixes to in multiple dialogue.
  • Some cases when we travelled through dialogue or rested through them, the game input got broken until leaving the area.
  • Sometimes you could receive items in stacks even when item were not stackable in inventory, leading in case where you would have multiple items there, but no indication about the stack itself.


[h2]Other / support implementation work:[/h2]
  • A massive rewriting of some of the random encounter system to support storybooks and to better support extending for the future needs.
  • Improved interaction system, allowing for better future content production for dialogues, storybooks and interactable items.

Edge of War joins the Steam Wargames Fest! 📅

Hear ye, hear ye! 🔔 🔔

Edge of War joins the Steam Wargames Fest!

Explore the harsh, Finnish folklore-inspired Northlands and test your tactical might!🌲

Check out our turn-based CRPG during the event! 🔥

https://store.steampowered.com/app/1786070/Edge_of_War/

Update 0.50.113 is now available for community testing

Happy news! We have made update 0.50.113 available for community testing. The community testing build can be tried by everyone (think of it as beta for the upcoming update) who wants. You can find more information about the community testing in this forum post.

The target for bringing update to official branch (available for all by default) is by the end of the month.

The most important item in the update is a storybook encounters feature and some storybook encounter content, which adds a new layer of interesting depth to your adventures in the Northlands. We have some amount of storybook encounters for you to get into already, and you can expect more to be added in future content updates. Otherwise the changes have been more about polishing existing functionality and preparing for future updates.

[h2]Change log 0.50.113 (Community test version)[/h2]

[h2]Features:[/h2]
  • Added support and content for storybook encounters. Storybook encounters are text-based encounters which add extra flavour in the game and deepen the story-telling.


[h2]Changes:[/h2]
  • Several updates on dialogue UI visuals
  • Random encounter starting and rules are triggered, also removing some badly documented content in evasion selection.
  • Inventory screen improvements for character rendering and some icon configurations.
  • Level-up screen improvements for character rendering.
  • Event log now has more data output to give better information about for example gained or lost items.
  • Random encounter probabilities are reduced. There is still future work on balancing these in future updates as well.
  • Small clean-up for feat tooltip visuals.
  • Reduced XP gain both for combat and quests.
  • Attribute requirements in dialogues and storybooks are now checked against available pool points instead of total attribute value.
  • Dialogues (and storybooks) with cost on selecting specific option now have tooltip to better see the cost of using them.


[h2]Bug fixes:[/h2]
  • Juurukko death aura was damaging props around it.
  • Aura effects did not properly disappear when character with aura died.
  • Statuses were removed too early, which meant that one round status effects could be removed on next turn of character already.
  • Fixed magic items with “ruined” property that earlier caused -2100% to attack chance
  • Some text fixes to in multiple dialogue.
  • Some cases when we travelled through dialogue or rested through them, the game input got broken until leaving the area.
  • Sometimes you could receive items in stacks even when item were not stackable in inventory, leading in case where you would have multiple items there, but no indication about the stack itself.


[h2]Other / support implementation work:[/h2]
  • A massive rewriting of some of the random encounter system to support storybooks and to better support extending for the future needs.
  • Improved interaction system, allowing for better future content production for dialogues, storybooks and interactable items.