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Lords of Ravage News

Our Developer and Game Websites Get a Major Facelift!

We are incredibly excited to share some thrilling news with you all! Our team has been diligently working behind the scenes, and now we are ready to unveil our revamped developer website as well as a brand new landing page dedicated solely to the Lords of Ravage game! 🚀🌐

Firstly, our developer website has received a total makeover. It's now sleeker, more intuitive, and filled with fresh content, making it your one-stop hub for all the updates about our studio. Explore it now at studio website.


In addition, we're also launching the brand new Lords of Ravage game landing page! It's the ultimate destination for everything you want to know about the game – features, development updates, and more. Be one of the first to check it out at landing page.


However, our work doesn't stop at launching these websites; we need YOUR feedback! 🎙️👂 Your insights and suggestions are integral to our growth and improvement. So, we warmly invite you to take a tour of both websites and share your thoughts, ideas, and suggestions with us. Whether it's about the design, content, usability, or anything else - we're eager to hear it all!

Let's continue this exciting journey of creating the Lords of Ravage universe together. Check out our new websites, and join the conversation!

Another dev diary. Finally!

So if you've been wondering if Lords of Ravage is still alive, then let me get this out of the way right now - it is! With that being said, we're actively looking for a publisher right now. That means we're not going for early access (if we find a publisher). We'll make the official announcement once we'll find a publisher.

We also weren't exactly idle all that time, and I do have some new stuff to share about the game. Thanks to your feedback, we've decided to make some important changes to the game. One common critique was enemies having too much health and player units being nearly useless. So, I've decided to address both of these issues in one simple rework:
- Player units' health persist between the battles.

This one change allows player units to be much more powerful. Before that there was a mandatory amount of units that a player had to lose in a battle. That made sense since the result was binary: either your unit dies, or don't. Having 1 health means you still get your unit back. With this rework, it is fine that enemies will eat 1/4 of your unit's health pool, providing more granular results of your actions.

This also means that roughly half of all abilities had to be rebalanced or reworked for the new system, but I think that's for the better. And this is far from the only change we've made to this game.

[previewyoutube][/previewyoutube]

Thanks for your time and stay tuned for more!

Lords of Ravage - Chapter 1 available!

Hello everyone! We've been hard at work on our newest project - Lords of Ravage. This is a game where you play as a villain on a quest to obtain an item of immense power capable of shaping the fate of the world. The game is set in a bleak, yet perfecto dark fantasy setting portrayed with a mix of old school pixel art and modern lighting techniques and effects. Our goal was to create a deep and thoughtful turn-based experience where you can try a lot of different gameplay styles.

You can try out Chapter 1 and see how the game holds up right now! It contains 11 playable units, 1 playable Lord, 12 edicts, and 1 region out of 5 total.

Join our Discord to discuss the demo and share your thoughts with the developers!

Lords of Ravage Dev Diary №1

Lords of Ravage Dev Diary 1: Announcement.

Hello everyone, ShiftyCode here with a new dev diary series! Today, I am proud to officially announce our next project: Lords of Ravage. It is a reverse dungeon crawl RPG/TBS game when you are the boss at the end of the dungeon. If you haven't seen our trailer, check it out:

[previewyoutube][/previewyoutube]

The Idea.

Ever since the original Dungeon Keeper, I was fascinated by the games that let you experience the gameplay from the other side. You're used to picking quests around the world, but what if you are the quest giver? You are used to shopping for items, but what if you are an item shop owner? You are used to carefully babysitting a party of the heroes in a dungeon crawler, but what if your party will be completely expandable? Those are by no means novel concepts, but I think they are underrepresented in games nevertheless. So I've decided to twist the original dungeon crawler formula and focus on the gameplay side of things.

Gameplay.

In this game, you play as one of the Lords of Ravage. You roam the world in a desperate search for a powerful artifact thought to be only a legend. The gameplay consists of sending your minions on a lot of missions, some of which will be presented as short visual novel-styled experiences. Those experiences usually involve cutscenes and some choices that will affect the combat conditions, lead to additional rewards or allow to skip the combat altogether. In combat, you deploy your "followers" - units with unique abilities and mechanics that are totally expendable, adding to this "I am the evil overlord" feeling that this game is aiming for. And of course, you can reveal yourself at any point, personally dealing with the heroes. The game will be pretty challenging though, as you can easily run out of your followers if not careful, or end up with a severely wounded leader facing fierce heroes.

As usual, stay tuned for more dev diaries and help us to spread the word about the game!

Discord

[previewyoutube][/previewyoutube]