1. Solium Infernum
  2. News

Solium Infernum News

Enter Belphegor: Paragon of Impiety (Archfiend Reveal)

Note: This Archfiend will be available via our new DLC that we are introducing to Hell on April 23rd - next week! Alongside Belphegor's release we will also be releasing a free content patch with a deep balance pass and a range of other improvements and community requests. Players will need to purchase the DLC to play as Belphegor and utilise his various tools mentioned here, HOWEVER, all players will have access to the free content released alongside the DLC! You can find out more about what's coming in the free patch by heading over to our Announcement Post!

Vile Archfiends,

He has watched your endless, trivial pursuit for the Infernal Throne from the shadows of his Stronghold, Exesus, awaiting his moment to strike.

Cast not your eyes upon his facade of lethargy, for beneath his languid demeanor true malevolence lies. His treacherous mind is teeming with torturous machinations and ingenious inventions that could reap the benefits of a poisoned and twisted battlefield.

He is Belphegor, the Paragon of Impiety.



The Paragon of Impiety will be a favorite of those enjoying diabolical interference on the battlefield. His Dark Pylon constructions create a blight of choking fog, while in his dark laboratory and workshops, Belphegor pieces together fragments of infernal machines to afflict his foe’s powers. Belphegor is a resourceful Archfiend and expert torturer who enjoys collecting and gleaning foul secrets from forbidden manuscripts!



[h2]Belphegor’s Starting Powers[/h2]


[h2]Belphegor’s Dark Art[/h2]
The choking clouds of Belphegor’s Dark Pylons drain nearby Legions or Places of Power of their hit points. Each Pylon produces a Machine schematic when offerings are made. In other words, Belphegor will eventually drain the very powers wielded by his rivals should his Plyons remain standing!







[h2]The Inventor[/h2]
Despite being a permanent fixture within his throne room's dank and dripping halls, Belphegor’s brilliant mind knows no bounds. While his servants fuss over every need and command, Belphegor commands sweeping levels of influence over a battlefield, polluting the very essence of Hell with each built Dark Pylon.





[h2]Servitors of Belphegor; Belphegor’s Elite Legion[/h2]






[h2]‘Exesus’, Belphegor’s Stronghold[/h2]






https://store.steampowered.com/app/2893270/Solium_Infernum__Belphegor_Paragon_of_Impiety/

Reminder: This Archfiend will be available via our new DLC that we are introducing to Hell on April 23rd - next week! Alongside Belphegor's release we will also be releasing a free content patch with a deep balance pass and a range of other improvements and community requests. Players will need to purchase the DLC to play as Belphegor and utilise his various tools mentioned here, HOWEVER, all players will have access to the free content released alongside the DLC! You can find out more about what's coming in the free patch by heading over to our Announcement Post!

Excom via Ritual Framing Hotfix now Live!

PLEASE NOTE: We have updated the server to facilitate this Hotfix. If you are experiencing any connection issues (like turn timers zeroing out or error messages) please just exit the client - do not forfeit/abandon your games! - download the update via Steam, and dive back in. If you were in a sessional game, it will remain in progress and you will be able to re-enter via the main menu.

[h3]Fiends![/h3]

We've just launched a Hotfix to address some of the balancing concerns around excommunication and ritual framing! These improvements are...
  • Added a new ability, All-Seeing Eye, to Pandaemonium, increasing the challenge of framing someone else for a Ritual targeting the city.
  • The Masking Mirror is now disabled for Excommunicated players, preventing them from Excomming others via Ritual Framing without consequence.
  • Included a fix for when Masking and Framing rituals weren't charging their additional Darkness.
  • Removed the Achievements that required Expel The Heretic edict to unlock - Tall Poppy Syndrome & The Monster You Think as they are no longer achieveable with recent changes to Excom.
  • We have also deployed fixes to our backend systems to address the causes of matches appearing to stall and/or skip turns. If you do encounter an issue like this in the future, please continue to submit feedback using the in-game form as it greatly helps us identify what's going wrong.

[h3]Insights from our Principal Game Designer, Anthony![/h3]
We asked our Principal Game Designer, Anthony, to explain our thoughts behind implementing some of the changes in this recent Hotfix!

"The changes we have made around Excommunication are intended to lower the frequency of unintentional Excommunications, without nerfing the strategy of intentional heretics. We've opted to follow the wizened learnings of Vic Davis, the great Archfiend himself, and made some changes around framing and targeting Pandaemonium to make framing another Archfiend for harm against Pandaemonium more fair and less exploitable.

The first change we've made is that we've introduced the All Seeing Eye ability to Pandaemonium:
'The Conclave sees all. The chances of masking your identity for a ritual against Pandaemonium can never be greater than 50%.'

This change means that regardless of your ritual's success rate against Pandaemonium, the chance that you get identified as being responsible for the ritual is always going to be a coin flip or better. Framing someone for an Infernal Affliction against Pandaemonium is now a much more risky proposition, and will return it to the Hail Mary tactic it is intended to be.

The second change we've made is that Excommunicated Archfiends no longer have access to the Masking Mirror. This is a significant change that will stop failed framers from spamming more framed rituals without consequence. This removes the griefing aspect of the mechanic, and will make the prospect of attempting to frame someone else inherently more risky -- if you fail it once, you'll open yourself up to attack from everyone else.

We’ve also removed two relevant achievements as we don’t intend to reinstate Excom via voting, and as such they have become unachievable.

We hope these changes, along with some additional balancing adjustments we have planned for a future patch, will create a fairer game... as fair as any game in Hell can be."


We're very excited for y'all to hop in and test these out!

Enjoy!

See you out there, in Hell,




And, if you haven't yet seen, we've just announced a new Archfiend, Belphegor! Feel free to go take a looksie here!

https://store.steampowered.com/app/2893270/Solium_Infernum__Belphegor_Paragon_of_Impiety/

New Archfiend DLC launching on April 23!

Greetings, Fiends!

We have news from the deepest, most vacuous pits of Hell…

Prepare to delve deeper into the infernal machinations of Solium Infernum with a DLC expansion! Within the DLC’s dark confines, you will find a plethora of new content, including the arrival of Belphegor, the Paragon of Impiety, of whom is now playable in conquest of the Infernal Throne.

[h2]New Archfiend: Belphegor [/h2]
Belphegor, the embodiment of Sloth and Indolence, has emerged from the abyss to stake claim to what is rightfully his. With cunning strategies and a legion of devoted servitors at their command, Belphegor is poised to challenge the established order and reshape the very fabric of Hell itself… From the comfort of his Stronghold, of course.



[h3]New Chronicle! Empires of Ash[/h3]
A new Chronicle scenario for Belphegor. While the rest of the Archfiends scheme and squabble over trinkets, Belphegor's ambition is nothing less than to refute the Tyrant Himself. Before he can turn his attention heav'nward, Belphegor must first subjugate Hell and bring all before him choking to their knees. This strategic map is designed to push the Despoiler's genius and his Dark Pylons to the limit.



[h3]New Dark Art + Ritual! Dark Pylons[/h3]
Harness the power of Dark Pylons to exude your influence across the blasted wastes of Hell. These sinister structures serve as conduits for your infernal energy, extending your reach and control over key strategic locations.



[h3]New Archfiend Legion! Servitors of Belphegor[/h3]
Belphegor's personal legion, the Servitors of Belphegor, stand ready to enact their master's will. With a relentless devotion to their Archfiend, these infernal warriors will strike fear into the hearts of all who oppose you.

More information on Belphegor will be released in an Archfiend Reveal coming next week!

Step forth Archfiend and wishlist Belphegor, Paragon of Impiety now:

https://store.steampowered.com/app/2893270/Solium_Infernum__Belphegor_Paragon_of_Impiety/

[h2]AND… A Patch With New Content for All Players![/h2]
Alongside the release of the Belphegor, Paragon of Impiety DLC, we will also be pushing a patch live that has a handful of content, some feature-work and a major balance pass. Which, naturally, all players will have access to, regardless of whether they possess the DLC or not!

Embrace the following additions to your infernal arsenal:
  • New Place of Power! Bronze Pyramid: In the belly of the pyramid lay a cache of metals from which my employer would melt and form the alloys of a war machine. Securing them would not be easy, and I was the twelfth demon commissioned -and the only one still upright- to take these materials by force. Later, I would learn that twenty-seven other were approached after my recruitment. Had I known my employer’s desperation, I would have negotiated myself a more lucrative arrangement.
  • New Legion! Bane of the Righteous: Do not underestimate the effects of these creatures, my dear lord. Your suggested disposal disheartens me. Failure at one’s job does not grant that one the ability to circumvent authority. I may lack the physical means to lean your actions, though I do possess a prowess above strength. As such, I have made this letter public, and I presume you will stay your ground while the Choir works toward a more accommodating solution.
  • New Praetor! Queen of the Damned: She wields two blades that move with such rapidity that the eye cannot discern one from the other. Nay only a shimmering haze is apparent before the pointed screech of pain is elicited from her opponent. She does not dispatch quickly, preferring to bleed her antagonist slowly and seems to draw strength from the agonizing decline in strength that follows each surgical cut. Doom by a thousand cuts has never been more real in the Grand Arena than when the Queen performs her dance.
  • New Praetor! Temeluchas: Stand aside for he, Temeluchas, is the vessel chosen to bring my wrath. When my mouth speaks, Temeluchas will be the cudgel that strikes the heads of my enemies. When my mouth falls silent, he will seek out those I shall speak against next. He will wear my seal upon his breast and will carry my authority over all the Underworld. He is the sharpness of my tooth and the broad muscles of my tail.
  • New Artifact of Pride! Feretory of False Prophets: Find me your wanderers, your crazed, your men with signs. Feed me your women, their legs, their hopes and sighs. Cut my strips and I will speak of things supposed to be, but never you listen for my thin tongue can only placate me.
  • AI Difficulty Levels + Improvements: Face even greater challenges with new AI difficulty levels, tailored to test your infernal cunning to its limits. Coupled with a tonne of improvements to Archfiend AI.
  • Improved Tooltips and Encyclopaedia Updates: Expand your knowledge of the infernal realms with updated tooltips and encyclopaedia entries, providing deeper insights into the strategies and lore of Solium Infernum. We have included improvements to Ritual Resistance, in particular!
  • Deep Balance Pass: We've been through the entire game prodding and poking to tighten up a number of areas in Hell. Thanks for everyone's feedback here!
  • And a bunch more! Full patch notes to come with release.

[h2]ALSO, There's a Hotfix Incoming Today![/h2]
That's right! Before any of you ask... there’ll be a Hotfix going live later today that will include steps towards mitigating abuse of Ritual Framing against Pandemonium. So keep your All Seeing Eyes peeled!

[h3]See you, and our boy Belphy, in Hell on April 23rd![/h3]


https://store.steampowered.com/app/2893270/Solium_Infernum__Belphegor_Paragon_of_Impiety/

Between Two Infernos! Developers Face off in SI 🔥

Hey there Archfriends!

For those who have not yet seen, we’ve finally release Episode 4 of our Between Two Infernos, a miniseries where Developers from League of Geeks face off in a game of Solium Infernum!

The reception has been incredible, and we can’t thank you all enough!

For your ease of viewing, we thought we’d embed them in this post, as well as their Youtube links if you wanted to save them for later.

[h2]Episode 1[/h2]
[previewyoutube][/previewyoutube]
[h2]Episode 2[/h2]
[previewyoutube][/previewyoutube]
[h2]Episode 3[/h2]
[previewyoutube][/previewyoutube]
[h2]Episode 4[/h2]
[previewyoutube][/previewyoutube]

Enjoy!

See you in Hell,

SOUNDTRACK LIVE! Soundscapes from Hell: Soundtrack

Hello Archfiends!

We have delightful news! Our Soundtrack OST is finally available on Steam! Composed by Michael Allen, the soundtrack is a compilation of the incredible, ambient music that echoes through Hell whilst you play Solium Infernum. This Soundtrack also includes the single "Eternal Nights" from Sarah Wolfe, written by Michael Allen, Xavier Dunn, and Sarah Wolfe!

[h3]You can buy the Soundtrack OST HERE![/h3]

You can also stream the Solium Infernum Soundtrack on all major audio platforms, including Apple Music, Spotify via our linktree.

To celebrate releasing the Soundtrack, we've conducted an interview with the esteemed and very-talented composer, Michael Allen. He has worked closely with League of Geeks over the years and is the mastermind behind Solium Infernum's composition (you might also recognise his work from Jumplight Odyssey)!

Anyway... Enough from us! Enjoy!


[h2]What has been your musical journey so far and how did it lead you into the world of video game soundtracks?[/h2]
We had a piano at home when I grew up, so I started by goofing around on that. My Dad tried to teach me theory, I was a terrible student but loved playing. I had a few songbooks and learned chords by playing through them and it was around that time that I started writing my own music. Everything changed when I was 19 and a friend put a bass guitar in my hand. I fell in love and within six months joined a band. That band eventually became Things of Stone and Wood and we signed a record contract with Sony Records. We made Albums, had some hits and toured around the world. After several years of riding that crazy roller coaster I recorded a few solo albums, but I became very keen on composing music for films.

It took a few years to break into that industry, but I was lucky enough to land some feature films and a few TV series, which I loved doing, but I began looking longingly at games. I love the artwork and environments of games and thought writing music for them would be great fun, so I sent off some emails to a few companies and got asked by Torus Games to work on a game they were doing for DreamWorks. That went extremely well and has led to me working on dozens of games. I still get the odd film and TV gig but most of the time now I’m working on games.

[h2]When you come on board for a project like Solium Infernum, what are some of the first things you do when you start the process of composing? [/h2]
The first thing I do is immerse myself in the world I’m writing for. I gather together the reference material the developer gives me to get a picture of their vision. I look at artwork, I find the artwork very inspiring, I listen to music that kind of fits the brief, I watch movies or games with a similar vibe. I fill my head with that world I’m trying to create and let it ruminate for a while. It doesn’t usually take very long for me to start getting ideas for the music. Depending on the deadline, I then spend several weeks recording ideas, experimenting with sounds, instruments, musical styles and themes. I usually record about 20 minutes of ideas and then send them off to the developer for feedback, see what touches a nerve. I adore that phase of the composing process because it’s a creative exploration, ideas are allowed to flow and I love it.

[h2]What were some of the references/tracks that inspired you the most when creating the SI soundtrack? [/h2]
Wendy Carlos who was a pioneer of the Moog Synthesizer and composer of The Shining and Clockwork Orange was a big part of the brief I got from League of Geeks so I listened to some of her work. The music of Bach and Mozart’s Requiem played a big part. We wanted the music to feel religious and dark and I wanted the score to feel like it was cultured so leaning into the classical world felt right.

[h2]Talk us through the software you use and the recording/creating process you have?[/h2]
Well I record on Cubase because when I was starting out Cubase was one of the best programs for using midi, which I heavily rely on. For Solium Infernum I used Arturia Mini Moog, 8Dio Requiem Choir, timpani and some drums and the first chair violin, viola and cello from LA Scoring Strings. I also did some singing myself using a plugin to detune my voice, so I sounded a little demonic. There are also a few moments when I’m reciting the John Milton poem Paradise Lost in Latin as atmosphere in the background. I’m pretty sure a lot of pronunciation crimes were committed. My creative process can vary. Sometimes I write the music in my head and just need to go to the computer to put it down and record it. Other times I sit at the keyboard or guitar and write that way. The advantage of the former process is you are playing the instrument, like it’s an instrument, which is good when using samples like solo violin because they tend to sound more realistic that way. When I have the music written in my head it can sometimes be a struggle to get the sample libraries to bend to my will. Either way, it’s one instrument at a time and I become so engrossed in what I’m doing that hours can go by without me realising it.

[h2]How does crafting music for a video game differ from a regular composition? [/h2]
I suppose it depends on what you mean by a regular composition. Game music is often modular so you sometimes need to consider the possibility that it needs to loop or will eventually need to work with musical stings that appear over the top. Because of this you do need to be wary of changing keys and modulating too much. I do relish it when I’m not constrained like that. For example, menu music or an environment without any restrictions. If I’m just composing regular music for the fun of it or writing a song, then it will probably reflect how I’m feeling. Girl leaves boy, boy writes sad song. In game composing I may have to write victory music the day after girl leaves boy. That’s much harder. Or I may need to write in a style totally foreign to me like some Dark Noir Jazz music or Japanese City Pop. When you’re writing to a brief you need to be a musical chameleon and it doesn’t necessarily reflect how you feel at the time.

[h2]Which track is your personal fave and why?[/h2]
My personal favourite is Psalmus Solii Inferni IV. Paradise Lost. I sat at the keyboard with the intent of writing something that captured the heartfelt anguish of the fallen angel. I was still in the initial phase of the project and putting together ideas. My memory is that it came out very easily and quickly. I started with writing a chord sequence on the Moog Synth that felt right then added a solo violin, just one or two takes I think, then solo viola and finally cello. I sat back and listened, and I loved it. I decided to not finesse it at all, despite its imperfections. I didn’t want to mess with it. In this case I thought there was beauty in the imperfections. It was called Idea 15 and I immediately packed it up with the other ideas I’d written and sent them to Ty at League of Geeks to see what he thought. I needed to know if I was allowed to get excited about it. Fortunately for me he felt the same way about Idea 15. That was the last piece I wrote in the idea phase because from that point on we knew the direction we were going to take. A few months later I extended it and gave it a choir introduction but never touched the initial part of the idea.

[h2]Which track was the hardest to get right?[/h2]
The hardest to get right was the start of Psalmus Solii Inferni XI. Infernal Throne which is the main menu music. Getting the choir to sound good and most importantly human, took a lot of finessing. There was also a period where I kept loading more Moog synths onto the start to make it sound huge but the more I added the smaller it sounded. After banging my head against that for a while I finally discovered sometimes less is more.

[h2]You've done an incredible job at making sure each track stands out on its own but also works together as one body of work - how do you strike that balance between keeping the music interesting whilst ensuring the player isn't overly distracted by it in game?[/h2]
I wasn’t scared of making the music busy, I just wanted it to be enjoyable to listen to without insisting upon itself too much. I used to play chess with a friend of mine while listening to Mozart’s Requiem so this kind of music felt like a great fit to me. I think the key was making sure it wasn’t always doing something. The soundtrack in the game drifts along in a way so that you have something quite atmospheric then a more interesting piece of music will appear then it morphs into a more atmospheric vibe again. Hardly anything was writing to a click track so I think that also helps create flow and the feeling of drifting along, like time doesn’t matter. I wanted the music to feel like one body of work. I wanted it to feel like it all originated from the same place and had its own culture.

[h2]What kind of games do you play yourself, and what are your favourite video game soundtracks?[/h2]
Well in the last few days I’ve been really enjoying the Planet of Lana OST but I tend to not listen to a lot of game soundtracks. I do try to keep an eye on what’s happening though because I am interested, and I try to catch the Meena Shamaly Game Show on the ABC every week. My taste in music is crazy eclectic. There is so much incredible music in so many different genres so I’m just as likely to be listening to Bach as I am to Miles Davis, Queen, Prince, Ice Cube or John Williams. I don’t game very often but I like strategy games or games with beautiful artwork or a beautiful feeling to it. It’s probably a little nerdy but the game I play the most is chess.

[h2]What does an average day look like for you?[/h2]
An average day for me is essentially juggling being a Dad with composing music. That can take so many forms that no day is average but I’m very grateful whenever I have blocks of consecutive hours to immerse myself in work.

[h2]What advice would you give to a composer looking to get into the video game world?[/h2]
Find a group of game developers who are also starting out and go on the journey together. You can work on many games a year while developers tend to be on the same game for years, so you have the opportunity and time to form partnerships with more than one group of developers. Turn up to game jams, places where game dev students hang out, and conferences, meet people. Learn how to implement audio into the game because it increases your value. Finally understand that it’s not your music, it’s the developers vision you’re trying to create so don’t take negative feedback personally.

If you haven't already, you can pick up the Soundtrack OST here!

See you in Hell…



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

Join the League of Geeks Discord community for all the infernal news and discussion.

P.S. You can support us and our re-imagining of Vic's "diamond in the dark" by purchasing Solium Infernum on Steam, if you haven't already. Purchasing 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/