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These Doomed Isles News

We’re part of DreamHack Beyond!

Starting from today until Sunday 23rd October, These Doomed Isles will be part of the DreamHack Beyond event in the Indie Showcase!

[h2]Play our new & improved demo[/h2]

We’re super excited to be involved with this, and we look forward to discovering some awesome indie titles. As part of the event, our new and improved demo is ready for you to play. We listened to your feedback from the first demo (BIG thank you to everyone who played and shared feedback!) and the latest tweaks include:

*Ability to micromanage workers


*Tower prioritisation


*New options menu




*Controller support - although there may still be some issues here and you won’t currently get console prompts for the tutorial

These are just a few of the features we’ve polished up: to read the full patch notes, click here.

[h2]Join us on Discord![/h2]

We hope you enjoy these upgrades! Your experiences playing These Doomed Isles are always helpful to the game’s future, so to share strategies, chat to the community, and tell us your thoughts, you can join us on discord here.

You can also follow us on Twitter to keep up to date with all the latest announcements.

Changes for the new demo

Thanks for all of the feedback from the last demo. With it being so early in development, feedback is super important. So, please keep giving feedback in the Steam forums and on the discord!

Anyway, here's a list of updates to the demo (and there's plenty more to come):

[h2]QoL[/h2]
  • Worker menu - click the worker icon to rearrange all workers
  • Added resource menus - click on any resource icon to see where you are gaining/losing each resource
  • You can also return cards to your hand by pressing escape
  • When placing fish, the fishing platform will show its range
  • When placing rocks, the goldmine will show its range
  • When placing trees, the foragers and lumberjacks will show their range
  • Added a pre-title screen so that players know that it’s an early demo
  • You can see how many workers are in each building when you hover over the worker icon
  • Added a symbol for when a building has no resources in range
  • Towers now target the nearest living enemy and no longer attack dead enemies if another valid target is within range
  • Conscripts now attack the nearest living target
  • Expanded tutorial to include dealing with invasions
  • Updated tutorial with additional gameplay tips
  • Tutorial is now a separate from the main game and ends when you defeat the first wave of enemies
  • Options menu can now be accessed from within the level


[h2]Balance[/h2]
  • Added a base rate of gold for 1st ascension level
  • 1 turn cards (Whole Lotta Wood, Windfall etc) now last until the start of your next turn (so you can use Windfall to buy things at harvest)
  • You will be offered a defensive card in the first 4 cards of harvest if you are being attacked or are about to be attacked
  • Small palisades (the 1 and 2 tile versions) are rarer than the 4 tile versions
  • Limit the number of Wonder cards that can be drawn in a single harvest - it will now randomly choose 1 or 2
  • Increased the likelihood of drawing a forest or land card early on in the harvest if you have 2 or less of them
  • Increased the likelihood of drawing a rockfall and fish card if you have 1 or 0 of them
  • Replaced the different shapes of fish cards with a single card that will place 3-5 fish within a range (so long as there are enough empty tiles, otherwise it will just place as many as it can)
  • Earthquake now does 3 damage to your buildings instead of destroying them
  • Added ‘Wet’ as a keyword (wet enemies take double damage from electrical attacks)
  • Heavy rain now also applies +2 wet to enemies
  • Lightning base damage reduced to 3 but will do 6 damage to wet enemies
  • Increased the range on heavy rain


[h2]Audio added[/h2]
  • New title theme
  • New level theme
  • New arrow sound
  • New sound for enemies arriving
  • Generic sound for enemy attacking
  • New sounds for season notifications
  • Ambient sounds for each season
  • Generic enemy death sounds
  • Sound for destroying rocks
  • Sound for destroying trees
  • Sound for highlighting cards
  • UI confirm and cancel sounds
  • Sound for rotating tiles


[h2]Bug fixes[/h2]
  • Fishing platform can no longer be built on land
  • Forager resource warning text no longer refers to your lumberjacks
  • Enemies no longer stand on each other
  • Fishing boat can no longer be placed half on land
  • You can no longer accidentally select a card in your hand while viewing the cards in your deck or discard pile
  • Fixes the cards that got infinite replayability (999 decay)
  • Fixed the crash caused by having a menu open when enemies attack
  • Fixed an issue where enemies would sometime not take their bleed damage until the following turn
  • Repair now fixes all of the tiles in a farm, even if only one is selected (as long as they are a part of the same farm)
  • Fish animations are now drawn on the layer beneath the fishing platform
  • Logging camp will no longer send multiple warnings when it cuts down a tree, it will just send one
  • Hover text was in the wrong place when placing certain buildings when zoomed out - this has been fixed
  • The ‘recall’ button in the conscript pop-up menus will no longer appear in the wrong place when zoomed out
  • Stopped the mouseover text from appearing while the game was still loading the save file
  • Fixed the freeze on end turn going into harvest - would occur in later years and was caused by the harvest object being able to find any Wonder cards (for example, if you’ve already bought them all)
  • Fixed the freeze on end turn caused by the Blight Witch checking for food producing tiles
  • If you load a save while defending an attack from all sides, the game will no longer spawn an extra attack
  • If you win the game by defeating an enemy wave, your victory will no longer be prevented by going into harvest
  • The ‘survey’ button no longer leads to the bug report
  • Fixed various issues with the saving and loading of the extra islands that surround your starting island - save should now load everything correctly
  • Stopped the Foragers from chopping down trees even though it has no workers
  • Fixed crash caused by building a Wonder while defending an attack from all sides
  • Spike pit now consistently applies bleed to enemies instead of not doing so on their last

One Day Left to Play Our Demo!

If you haven’t played yet, the These Doomed Isles demo is available on Steam until Thursday 29th September.

[h2]Your opinion helps![/h2]

We’d like to say a massive thank you to everyone who has given it a go so far, your feedback is super important to the game’s future. If you’ve tried your hand at defending your island and would like to let us know how you got on, you can do so here: https://fireshinegames.jotform.com/222344390480957

[h2]EGX 2022 & TactiCon[/h2]

If you’ve discovered These Doomed Isles from EGX 2022 in London or TactiCon; hello and welcome! Thanks for checking us out, we hope you’ve enjoyed what you’ve seen so far. We had a great time taking part in both events, and we look forward to being part of many more.

[h2]Join the community and chat with us on Discord![/h2]

Want to share you strategy with other players, or have a question you’d like to ask our developer, Andrew? Come and join our Discord, meet new friends and chat about games! Join here: https://discord.gg/ae2XK2Yx

[h2]Hey, we’re on Twitter![/h2]

You can also follow These Doomed Isles on Twitter, where you can keep up with the latest news and find behind-the-scenes posts, from concept art to early game tests.

[h2]What’s in the pipeline?[/h2]

There is a lot more to come to These Doomed Isles until we launch in Summer 2023, including:

• Unlock more deities to control, each with their own strengths and weaknesses.
• Experiment with their unique abilities and card combinations to fight your way through the increasing challenges.

[h2]The demo will return…[/h2]

The demo may be leaving Steam tomorrow, but we promise it will be back soon. Watch this space!

Play The First Demo of These Doomed Isles!

Hey everyone,

A lot of news for one day! That's right you can play the first demo of These Doomed Isles right now on Steam. The demo is only going to be available for the duration of Tacticon (from the 22nd - 26th of September) so make sure to give it a shot before then!

The build for the demo is essentially an alpha version of the game as there is a lot more content to come before it launches in the Summer of 2023 but there is a good chunk of gameplay there for you to check out!

I also have a Discord channel now so you can give direct feedback on the game and chat with others about the best strategies are! Feel free to join it here

You may notice we have a livestream going on the Steam page right now and for that I have to thank Wanderbots. Definitely check them out, they do great videos on a load of indie games!

I am at the event EGX now in London with the game in the Tentacle Zone if you want to pop by and say hi and check out the game there!

Finally, I am also now working with Fireshine Games to help me publish the game which is awesome!

Some new important links below:

Discord Twitter

These Doomed Devlog: Volume 2

Hey everyone, and welcome to the 2nd devlog for These Doomed Isles. I had planned on doing these updates monthly, so this one is *checks watch* about 2 months late…

Who knew that developing games took up so much of your time!?

I’ll be getting back to doing video updates, probably more as deep dives on individual systems or on how different parts of the game are designed and developed, but for these monthly progress updates I think I’ll most likely be sticking to text updates (like this one).

If you do want to see more videos, then please let me know in the comments!

Anyway, this is a pretty hefty one, so make yourself a cup of tea and settle in for a pleasant read :)

[h2]New enemies[/h2]

The original enemies were pretty dumb. To be fair, the game was in a prototype stage really. But, even so, they were really, really stupid.

There was just a single type of enemy, the “Viking Raider” as you can see below:



(yes, I know Vikings didn’t really have horned helmets, but it looked cool)

Like I said, these dudes were dumb. Or, at least, the code was dumb. They would attack every 8 turns from a random direction (if the algorithm found a suitable empty water tile at the first attempt, otherwise the game would crash…) Each wave would randomly increase the number of attackers, the health per unit, or the attack power.

Each turn, each unit would check to see if they could move closer to your shrine and then do so. If they ended their turn next to the shrine, they would attack it; otherwise they would attack any other structure they were adjacent to.

All pretty simple stuff. It worked well enough for the prototype, but it wasn’t very interesting. Particularly as the run progressed, you were basically fighting the same enemy over and over and the only real setback you faced was that you would have to reassign some of your workers to your defensive towers.

So, it was time to add more enemies!

To design new types of enemies, I broke them down into the following variables:
  1. Attack power
  2. Health
  3. Movement range
  4. Attack range (or attack pattern if it’s an AoE attack for example)
  5. Attack effect (start a fire, stun etc)
  6. Movement restrictions (flying enemies ignore walls, can they pass over water etc)
  7. Number of units per wave
  8. Target priorities (do they attack your population and housing, do they attack your food production chain etc)
  9. Special abilities (for example, an enemy that summons other enemies instead of attacking)

By playing around with these different variables, I was able to come up with a whole bunch of new designs - too many for me to actually fit in during the time that I’d scheduled for this work. So, like all ‘lazy gamedevs™’, I decided to work on the enemy designs that were easiest to add into the game (pro-tip: always try doing it the easiest way first).

Here’s what I ended up with:

[h3]Viking Raider[/h3]



I told you I was lazy!

So, I’m cheating a bit here. The Viking Raider was technically already in the game, but I did at least put in the effort to make them a little bit less dumb. They’re now set to have a low movement range, with moderate attack and health values. They attack in smallish numbers and target your gold production (seemed like a good fit for Vikings), before then heading to your shrine to finish you off.

[h3]Saxon Raider[/h3]



Even lazier still, the Saxon Raider has the exact same stats as the Viking Raider, but instead of targeting your gold production, they focus on destroying all of your food before going for your shrine.

Hey, don’t complain, at least I did a different sprite for them…

[h3]Banshee[/h3]



Okay, so this is where I started to put a little bit more of an effort in ;)

The Banshee is a relatively weak enemy, but they attack in larger numbers and have a wider movement range. They’re also the first enemy that has a unique attack. They target your houses and have an AoE “wail” attack which, while it doesn’t cause a great deal of direct damage, scares your population and causes the happiness of your settlement to fall.

[h3]Blight Witch[/h3]



The Blight Witch also has an attack effect, similar to that of the Banshee. They only attack adjacent tiles (including diagonals), but they target your food production and, if they successfully attack a food tile, then their attack also destroys food that you have stored.

They’re just as weak as Banshees too, but they attack in higher numbers and have a higher movement range.

[h3]Jötnar[/h3]



The Jötnar is a big boy for sure. He attacks alone, and moves pretty slowly, but if you let him get too close then you’re going to regret it! His attack is the highest of all of the enemies, and his health isn’t particularly low.

Definitely the kind of enemy that you want to focus your fire on!

[h3]Dragon[/h3]



The Dragon also attacks alone, and completely ignores all of your walls and buildings. With high health and a wide movement range, the Dragon will swiftly make its way to destroy your gold production, followed by your food production, before finally turning your shrine to ashes.

Their attack isn’t hugely powerful, but it is an AoE attack and it sets things on fire, so there’s that to consider (unless it’s snowing, in which case you don’t need to worry about that).

I also added a Sluagh enemy, which is kind of like a celtic zombie, but the sprite for that is pretty horrible so you’ll have to wait for the demo (when I’ve had a chance to update the art) to see it…

[h2]Status effects and defensive units[/h2]

With all of the new enemies, the game was starting to become a little unfair. It was interesting to have different setbacks during your run, where you had to recover from all of your food getting blighted for example, but all too often you’d have what felt like a good run being stamped into the dirt by a unfortunate enemy alliance (a Dragon with Banshees always seemed to get me).

So, it was time to add in more ways to defend yourself.

The first thing that I added was a small number of status effect cards. This felt like a good way to not only give you more defensive options, but also to give you a way to build more synergy into your deck.

Once again, I designed a whole bunch of these and then added in the ones that would be the easiest to implement:

[h3]Bleed[/h3]



This causes damage to enemies every turn and can stack. The amount of bleed on an enemy decreases each turn. I also added ‘Blood Bomb’ as a card, which causes an enemy to deal their current bleed stack as damage to any enemies in range when they die (probably need to think of a better name for that card…)

[h3]Flammable[/h3]



This increases the damage that fire causes to enemies (except dragons, who have a resistance to fire damage). This can also stack, which can make it a very powerful status effect! But also dangerous, because it’s only really easy to start fires; you don’t have much control over them once they’ve started…

[h3]Curse[/h3]



This causes enemies to take damage whenever you play a card. It declines every turn but can be stacked (so useful with cards that create a weaker version of themselves in your hand when played, or cards that make you copy cards etc).

[h3]Enfeeble[/h3]



This reduces the attack power of enemies, and you can stack the number of turns that it lasts for.

[h3]Fear[/h3]



This causes enemies to take more damage and can be stacked.

I also added a number of God power cards that can cause these (and synergise with these status effects in various ways) - as well as things that you can build in your settlement that work with the effects.

Along with status effects, you can now also draft units.

These are different from the spells and the buildings in the game as they only stay on the board for a set number of turns (using the keyword ‘service’).

The first type of unit that has been added is the ‘Conscript’ type. These are militarised versions of your current population/worker pool, and so will be removed from your population if they are killed. They also cause unhappiness per turn (and more so if they are killed). Once their service is complete, their card is returned to your deck so that you can play them again (up to three times per copy of each card).

There are now 4 types of Conscript Units that you can draft:

[h3]Shield Knights[/h3]

These have a high defence (they’re basically walls that fight back).

[h3]Brutes[/h3]

These have a high attack but not a great defence.

[h3]Javelineers[/h3]

These have a short-ranged attack and cause the status effect ‘bleed’.

[h3]Archers[/h3]

These have a longer range but low defence.

I’ll be adding more types of conscripts, as well as other cards and buildings to support them and to put interesting builds together. But more on that in a later update!

[h2]New art[/h2]

Ok, so the art in the game isn’t quite there yet. It’s something that I started on, decided was ‘good enough’ and then started to focus on adding more depth to the gameplay.

The problem is that, even with pixel art games, you need to do what you can to help the game stand out visually and, as you can see with the screenshots and video on the store page, it just wasn’t doing that.

Overall, the game looks kinda flat and uninspiring. I want to make this a game where you end up having built up a settlement that you really enjoy looking at, so it was time to go back to the drawing board!

This is what it looked like before:



The first thing was to define a clear art direction, so that all of the new art would be coherent and work together (unlike the original art, which was a little bit all over the place). I picked out the following ‘pillars’ for the art direction with my reasoning below:

[h3]Vibrant[/h3]

Use stronger colours, with a wider range of values between the part of the sprites in shade and the parts of the sprites in the light. Also using colours in the light and shade to add contrast between warm colours and cool colours.

[h3]Chunky[/h3]

This is partly my personal taste. I was looking at what kind of pixel-art I personally like best, and it fell into either stuff like Songs of Conquest or stuff like you see from folks like Nitrome and Chucklefish.

I settled on the chunky side of things because of the amount of time it would take to go for the more detailed pixel-art. It’s also a style that I have no experience of creating, so it could have taken up all of my development time just to end up with art that wasn’t good enough to be in the game.

[h3]Clean[/h3]

Strong, clean lines and simple textures. Avoid making things too detailed. This is because there’s going to be a LOT of information on screen at once, so it’s going to become an issue if every pixel is screaming for your attention!

[h3]Tactile[/h3]

Like a board game or toy. As though it’s something physical that you can pick up and hold in your hands. Tough to do with pixel art, but a good goal, particularly since the game is heavily inspired by tabletop games.

I started with the UI redesign, as this was going to be on-screen all of the time, so it would be a good yardstick to make sure that the rest of the art matched the style. I also updated the cards to give them more personality and hint what the purpose of the card is, as you can see here:



After the UI, I turned my attention to the grass / land. This is effectively the canvas that you’re painting on, so I wanted to simplify this quite a bit. You can see from the edges that I’ve chunkified it a bit, as well as toned down the colour to allow the other sprites to stand out against it (you can see as well that I changed the trees and rocks to pop a bit more):



Then I started working on finding a new, chunky look for the sprites, whilst also trying to work some more colour and lighting contrast into them.

I updated the shrine:



The cabin:



The tax collector:



And the crossbow tower:



You'll notice that, as well as adding to the contrast, the colour and the chunk, I also rounded the bottoms of the buildings and rounded the shadows to contrast with the squareness of the land tiles.

I ran out of time, but the next thing I’m planning to work on is the water. It takes up a lot of the screen, so it will make a big difference to the overall look (although it will take up less of the screen space when I add in more islands that are surrounding yours - I think this will make a big difference).

I’m going to add shallow and deep water, where the water is lighter around the islands. This should help highlight them and give me an opportunity for an appealing animation in the water.

I’m also planning to experiment with the following:
  1. Bigger waves against the cliffs
  2. Intermittent water animations (waves, bubbles) in the bulk of the water
  3. Rocks in the water near landmasses
  4. Items of interest in the sea (such as shipwrecks etc)
  5. Reflections (of the mouse, land, anything you carry over the water)

I want to be careful not to make the water too detailed (or it’ll grab all of the attention), but it could definitely do with more interest than is currently there.

I also had a bunch of other ideas that I’m going to experiment with as time allows - let me know in the comments if there’s anything that you think would look cool in the game!

[h2]Upcoming plans[/h2]

The next couple of months are going to be really focused on replacing all of the placeholder art and updating all of the art that’s still in the old style. This will mean that I can update the art on the Steam page and cut a new trailer (which will hopefully turn fewer people away…)

A big part is my plan for an upcoming demo, which will be available within the next 2 months. There’s a lot of work to be done for that, mainly around balancing and deciding how much of the current content works well enough with the systems that are already in the game.

It won’t be entirely representative of the final game, that’s for sure, but it’ll give me a chance to get it into the hands of as many folks as possible - so I want to make sure that you’re getting your hands on something where you can get a good idea of where the game is heading!

Finally, as a massive favour to me: if you like the look of the game, and you haven’t already done so, please add it to your wishlist! I know you hear this a LOT, but it really does make a huge difference because you’re telling Steam that people are interested in the game and that they should show it to even more people!

There’ll be a demo coming in the next couple of months, so if you’re interested in that then click ‘Follow’ too, so you get an update when that goes live.

If you have a friend who you think would be into it, give them a nudge too ;)

Until next time, take care of yourselves!

Andrew