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The Highway to Hell: MP Weekend Wrapup

Hey Archfriends!

We firstly wanted to say a massive THANK YOU for hanging out with us over the Multiplayer Playtest Weekend! It was the first big test of our servers, and while we'd run many tests before -- this was by far the most important one to us.

We had a whopping 4,000 people join in, with over 400 matches held just that weekend!

What an honour.

We found that the MP Playtest Weekend was incredibly useful because it not only allowed wonderful folks like yourselves to get your hands (claws?) into the game, but it also unearthed a number of sneaky issues that are now getting our immediate attention ahead of launch.

Today, we wanted to take some time to explore our learnings and our path to launch – or, even better, our Highway to Hell.

The Big 3

[h2]Tutorial/Chronicles[/h2]
If you’re reading this article, it’s likely you understand just how complex Solium Infernum is. There is no game like it out there – and we’re seriously not saying that to flatter ourselves. There are so many moving parts, machinations and complex undercurrents that the tutorial is one of the most crucial elements in bringing this (beloved) game to a whole new generation of players.

The MP Playtest Weekend showed that while the tutorial was great at getting the core of the game across, it seemed to break a little too easily for our liking. New folks getting held up by bugs so early in the game – before they even understood it – it’s not ideal!

Thus, a big focus of our dev team is to ensure the tutorial (and the ensuing Chronicles) is stable.

In addition, we had a lot of feedback that there is a black box around Praetors, their importance, and what Praetor Duelling exactly is. Not only that, but thanks to your feedback, we now see how they were sitting a little awkwardly in the game’s diplomatic economy.

We’ve heard you here, and while some QoL/communication improvements around Praetors and Duelling will have to wait until post-launch, we have already implemented a bunch of minor nudges in the right direction to add a lot more clarity around our dark champions, how duelling works and bring their diplomatic value back in line.

[h2]Game Stability & Reliability[/h2]
We learned a lot about the stability of our game on the MP Weekend. Which is great news, because that is literally the exact reason why we ran it!

We hit a little nest of gnarly bugs early into the Australian Saturday that prevented turn submissions – one that prevented a Victory Screen from appearing on the last turn, one that looked like the AI hadn’t submitted its turn, and one that presented the “Skip Next Sequence” button rather than “End Turn”. Eugh.

We jumped on deck over the weekend, drank a lot of coffee, and pushed a hotfix that ironed out the majority of bugs triggering those issues. Now we have all eyes on nuking them entirely ahead of launch.

While we obviously can’t and would never guarantee that the game will be completely bug free at launch (if only!) we can assure you that we have very aggressive targets for stability, take it extremely seriously and have not only some of our best minds on this, but are receiving support from our external partners ahead of launch too.

[h2]Performance[/h2]
Ah yes! Performance. A great feature we rolled into the MP weekend was the ability to fry an egg on your GPU while playing Solium Infernum with your pals... We decided to pull that feature, and instead we're going to work on getting your GPUs are as chill as possible and your frame rate buttery smooth whilst playing our beautiful game.

Seriously though, gameplay bugs and multiplayer stability was the priority for us ahead of the multiplayer playtest, so the performance issues some folks experienced over the weekend, while I’m sure were alarming for you, were entirely expected for us. If you did experience that, don’t fear! Our optimisation push on the game has been long scheduled for the lead up to launch and is currently in full swing with all of your fantastic feedback regarding performance that came through over the weekend guiding us in a big way. We’re already seen huge gains, in just a week since the MP weekend went live and we’ve only just started.

As you all know, we can’t guarantee this game will run as perfectly every individual may personally expect on their own unique set up, but I can assure you that performance is a major priority for us with numerous internal and external folks on it right now, and I can confidently say you can expect the game’s performance at launch to be leagues ahead of where it has been pre-release.

This doesn’t just include lower GPU load and smoother framerates, but re-reviewed min and recommended specs, and a bunch more graphical options in the game’s settings!

Other Feedback

[h2]Comprehension Cracks[/h2]
Solium Infernum is an immensely complex game. There are many little burrows where we could improve how we explain the rules – thank you so much for helping us find them! Many of these issues we have solutions slated for launch (some even implemented already!) and others will have to wait until the first couple of post-launch updates.

Areas for improvement that we have identified from your fantastic feedback are:
  • End Game Phase & Victory Conditions: These need to be far more clear for newer players!
  • Praetor Duelling: We don’t tutorialise (or contextually explain) this and we really should!
  • Consolidation: There is a maximum consolidation limit of 9, which we literally do not explain, and when you’re consolidating tribute we don’t display your consolidation target. We’re aiming to fix both of these for launch.
  • Canton Capture: In a Vendetta, the rules for capturing cantons are different. This surprises too many folks. So we’re adding a contextual tooltip on Cantons you will capture to better explain this system, and are looking into better visual feedback on the map.
  • Ritual Strength & Resistance: Coming out of the weekend, it’s clear the mechanics of these particular Archfiend attributes and how they determine whether your Rituals are successful or not are far too obtuse and obscured. We intend to expose and surface these more for launch, even dedicating a part of the encyclopaedia to explaining Rituals and their underlying mechanics more thoroughly! Beyond launch we have plans to surface them even more that should tie in with Prophecy in beautifully alluring ways.
  • Legion Support: We had a lot of questions on which canton your legions had to be on in order to provide support. The answer is that any friendly legion next to the canton the battle occurs on will provide support, but it’s unacceptable that it’s so confusing, so we are investigating ways we can be more clear about this. Beyond a clearer explanation in the Encylopaedia, this one’s trickier to communicate in-game and in-context than most things, so we’ll see how we go for launch.
  • Tribute Quality: Again, lots of questions on what this means exactly (it’s how good the tokens you receive are when you seek them!), and why it’s important. It’s not a major priority for us, but we do feel some more clarity here for launch can only be a good thing, and luckily our senior UX/UI designer, Alex, already has a solution for this in-hand, so we’ll see how we go getting it in for launch!

[h2]Buggies Buggies Buggies![/h2]
We had many, absolutely invaluable reports on bugs that have helped us improve Solium Infernum so far, and as long as their are bugd in-game, we’re going to keep hacking away at them. (We’re Australian, so we’d like to think we’re quite experienced in dealing with bugs!)

Thanks again to everyone who jumped on and helped us across the Multiplayer Playtest Weekend. We hope you enjoyed yourself, and if you did, perhaps you could give us one last spot of help and go spread the word to all your friends! If you’d like to make more, come on over to the Discord and join in the infernal fun!

🔥 Multiplayer Weekend LIVE NOW! 🔥

Our Demo Multiplayer Weekend is LIVE NOW!
You're able to hop in and play Solium Infernum with your friends for FREE -- for this weekend only!

[h2]How do I Join?[/h2]
  • Go to the Solium Infernum Steam Page
  • Click “Join the Solium Infernum Playtest” & Download the Playtest App
  • Boot up & Play!

** Note: If you have already requested access, the game should be in your library!

[h2]I Don’t Have Anyone to Play With?[/h2]
There is a role and channel in our Official League of Geeks Discord specifically created for matchmaking for this MP Demo Weekend! Feel free to swing by and hop in.



[h2]Current Known Issues[/h2]
  • We've found that Mammon's Chains of Avarice isn't providing coins to the Big Boy... We've fixed this, but it's not polished enough to be implemented this weekend!
  • If a full lobby is abandoned by the Host, it will safely destroy the game, but other players won't be notified. They can safely exit the lobby. If a player gets in first and submits a turn, they will get an NMA, close the game and reopen to escape.
  • Amulets that boost and maintain your power to level 2 aren't currently working as intended. (The Amulets affected are the Amulet of Wrath, Amulet of Deceit, Amulet of Prophecy, Amulet of Destruction, Amulet of Charisma).
  • Queuing for a live game AND async matchmaking game simultaneously can get the game into a strange state -- preferably just do one, or the other!
  • Small potential, particularly in sessional games, for the client to get stuck on a previous turn, more common if a turn or turns are missed. Can usually be addressed by quitting the client and relaunching.
  • Attacking a legion that just spawned in the current turn can leave the battle UI on screen. Can remedy this by restarting the client.
  • Battle Report replays (via the View button) may not resolve correctly in all cases.
  • If eliminated from a sessional game, you may not be able to play another sessional (or async) MP game until that game ends. You'll likely continue to receive notifications each turn as well, and can continue to view the game, though you won't have turns to submit.
  • If a player joins a lobby before the host has selected an Archfiend, the lobby may have some info wrong (game name, etc).
  • If Diplomacy icons are missing from Diplomacy screen, causing the game state to refresh (add or remove an order, ie Demand Tribute) will make them appear.
  • We have experienced an issue where turns may pop a little sooner than the turn timer indicates. We don't have a reliable reproduction for this yet though. It usually progresses when there's a minute left on the turn timer.


[h2]Other Notes[/h2]
If players have a sessional game active, your async games will be locked. You can return to your async games by forfeiting from your sessional games.

You can abandon your matches from the main front menu.

You can also abandon/forfeit matches in-game:
  • To leave an async game: Hit ESC and the Archfiend Trail of the Throne UI will come up, down the bottom left is the Abandon Game Button
  • To leave a sessional lobby: Hit ESC and there will be the Vertical Menu (there will be a Forfeit button nested in the middle there).
  • You can access this menu even in the End Game Screens by hitting ESC.




[h2]Want to Give Feedback?[/h2]
Feel free to pop it into our in-game bug reporter, or drop it in our feedback section on the Discord!

We’re really eager to grab feedback specifically on:
  • Optimisation performance
  • Multiplayer stability
  • Matchmaking and custom game experiences
  • Relics
  • End game experience
  • UX edge cases - where are the uncommon interactions we should clean up?
  • Unexplained rules - which game rules are still unclear?


We're actively doing optimisation work for launch! We're very interested in any information on how you find the game performing, so feel free to test out our new settings and let us know how you find it!

See you in Hell!

Chan + LoG

Enter Mammon: The Grand Usurer (Archfiend Reveal)

In Hell, there is only one method of assuring loyalty. Not with fear or zealous acts of bravery, no. Loyalty is something paid for in tribute – in currency. And amidst the infernal realm, where suffering is a currency and the ledger of torment is meticulously kept, there is only one such Archfiend with a vault filled high as their ambitions …

The Grand Usurer will be a favorite for those who enjoy on building power via their economy while tempting others into ‘mutually beneficial’ deals.

Mammon is a beast of financial prowess. Nothing is outside of Mammon’s reach; new legions, artifacts, or praetors, there is very little you can’t accomplish by just buying off the problem.



Mammon’s Starting Powers




Insatiable Above All




A materialistic titan of influence, Mammon bathes in the power lent by the glint of gold, the sparkle of jewels, and the ostentation of building an empire on the rubble of Hell. His focus is to discretely control the theatre of war via the employment of his vast and steadily growing personal wealth.

Gilded of Mammon; Mammon’s Elite Legion






‘Opulas’, Mammon’s Stronghold






Concepting Mammon


Some Parting Words...



The only question left is…

Are you ready to conquer Hell with Mammon?

Well, you can… In our upcoming Multiplayer Demo Weekend! Grab all your friends, family, coworkers, neighbours -- anyone and everyone -- because Hell is coming to town!

The Multiplayer Demo Weekend is from Thu 11 Jan @ 3pm PST until Sun 14 Jan @ 10pm PST!

In the mean time...

Happy holidays and, as always... See you in Hell,

Ty


--------------------------------------------------------------------------------------------------------------

If you've made it this far, thanks for following along. I intend to share more posts like this, detailing the development process as it unfolds and exploring the unique challenges the privilege of re-imagining a cult classic like Solium Infernum for new (and old!) audiences holds.

For now, you can join the League of Geeks Discord community for all the infernal news and discussion.

We're actively entering into our Playtesting era for Solium Infernum, so if you wanted to be part of that, we definitely encourage you to hop in the Discord. More information will come soon there! Our Multiplayer Demo Weekend is coming up from Thu 11 Jan @ 3pm PST until Sun 14 Jan @ 10pm PST -- join us then!

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by Wishlisting Solium Infernum on Steam, if you haven't already. Wishlisting tells the all-great Steam algorithm that people like what they’re seeing and gets us in front of more eyes.

https://store.steampowered.com/app/1893810/Solium_Infernum/

Solium Infernum MULTIPLAYER WEEKEND! 🔥🔥🔥

Archfiends!

Since Technical Preview 2, we’ve had lots of questions about what we’ve got planned next for Solium Infernum. We’ve hinted in a few streams that we’re eager to test our our Multiplayer systems, that we’re really proud of the iterations we’ve made from community feedback, and that we would love even more feedback still…

Good news...

Oh, by the way, if you haven’t seen from our feature in the PC Games Festival, Solium Infernum is launching on February 14th!

[h2]Here's our Launch Date Announce Trailer...[/h2]
[previewyoutube][/previewyoutube]

(Yep, it could only be on Valentines Day.)

Something to address before we get into Solium Infernum are the recent events related to our other title, Jumplight Odyssey. For those that don’t know, we at League of Geeks were working on two simultaneous titles, Solium Infernum and another called Jumplight Odyssey (JLO). Recently, we made the very sad decision to pause development on JLO, which you can read about in this Announcement. If you want to learn more information about JLO, our decision-making, and plans, we recommend you give our FAQ a read too.

If you’re just here for Solium Infernum – cool! – JLO’s hiatus won’t negatively impact the game’s launch window or quality at launch.

Many folks have asked whether we plan to do a Technical Preview 3, and we’re very excited to announce the answer is a resounding…

Sort of, yeah!

Our plan is to host what we’re calling a Multiplayer Server Load Test Weekend, otherwise more easily known as:

[h2]A Solium Infernum Multiplayer Weekend![/h2]

This is a massive moment for Solium Infernum! This is THE weekend that you can convince your buddies, family, coworkers, extended family, neighbours – anyone and everyone – to hop in and play Solium Infernum together! If there’s a time to be a Solium Infernum cult recruiter, it is DURING THIS WEEKEND!

Asynchronous will be available but the Multiplayer Weekend is optimised for Sessional Play! It’ll be quite hard to finish any async games before times up. But mark this weekend in the calendar – it’s your time to manipulate your friends! To fill that social strategy void left by Among Us and Werewolf!

The Multiplayer Weekend will be from:

[h2]Thu 11 Jan @ 3pm PST until Sun 14 Jan @ 10pm PST![/h2]

You can register your interest by heading to Solium Infernum Page on Steam and scrolling down to the Solium Infernum Playtest button! It will go LIVE at 3pm PST on the 11th and you'll be granted access!



*Note: you can register early if you wish, but it's not necessary!

You can expect some celebratory activities that will be announced later in the New Year, but for now… Mark your calendars! The Gates of Hell are opening again, and this time it’s a BYO Friends!

The Multiplayer Weekend will also be your last opportunity as the community to give us, the devs, meaningful, implementable feedback. We’re searching, in particular, for feedback on:
  • Multiplayer stability
  • Matchmaking and custom game experiences
  • Relics
  • End game experience
  • UX edge cases - where are the uncommon interactions we should clean up?
  • Unexplained rules - which game rules are still unclear?

The main thing we want is for you to play the game and for us to see how it falls apart. But if people are confused by anything, we’d love to know it!

I believe that’s everything for now… And as we begin to wind up for the Holiday Season, I wanted to give mention…

You better watch out. You better not cry, you better not pout, I’m telling you why…



The Grand Usurer is coming to town.


:heart: Chan and LoG

Solium Infernum Has a Release Date! See you in Hell February 14 🔥

Archfiends,

The time for your ascension as the rightful ruler of Hell atop the Infernal Throne draws nigh.

Gather your Legions. Amass your Wealth. Prepare your Rituals. And get ready to scheme in your sleep -

Solium Infernum is set to launch 14 February 2024.

In case your attention was diverted elsewhere, catch our latest trailer, which has just premiered as part of the PC Gaming Show: Most Wanted.

[previewyoutube][/previewyoutube]

As a bonus treat, you can play the demo that we released back in October during Next Fest again - we have made it available for those of us who need their betrayal fix.

From the bottom of our decrepit little hearts, thank you to everyone who has been a part of our journey to launch - the Hellraisers, the community, the fans and wishlisters and more. Your feedback and undying dedication has helped us shape a truly Infernal experience for you all; and we can’t wait for you to enjoy Solium Infernum in its completed state.

- The LoG Team