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Patch Launch and Maintenance - October 29 1700 GMT



🛠️In order to prep for the launch of patch 0.1.2 we will hold maintenance October 29 at 1700 GMT.

Stormgate will be unavailable for up to 2 hours, and you will see a “NoPermission” error if you attempt to log in.

Stormgate dev hires another StarCraft veteran to deliver the style it deserves

As a new RTS game very much following in the footsteps of titans, Stormgate has a strong list of names at its back. It boasts several former Blizzard developers from the production of StarCraft, Warcraft, and Diablo, as well as designers who worked on the Command and Conquer series. While the free Steam game has a lot to praise mechanically, the main criticism from players has been around its unpolished visual state, which is currently a far cry from the flash of StarCraft 2. In order to help rectify this, developer Frost Giant Studios is bringing in another Blizzard veteran with a powerful résumé.


Read the rest of the story...


RELATED LINKS:

Stormgate update adds new hero, co-op challenges, and visual upgrades

New RTS Stormgate from ex Warcraft 3 devs is out now and free to play

New StarCraft style RTS Stormgate plans changes after mixed feedback

Roadmap Update



CHANGELOG (October 25, 2024): To give our team more time to work on features such as our Team Mayhem closed alpha, we are moving our 0.2.0 Content Update to later this year. In the meantime, our October Patch, 0.1.2, will deliver a critical update aimed to fix a number of bugs and improve performance for a variety of hardware configurations. We expect to follow it up with a November Patch, 0.1.3, which is scheduled to include a wide range of balance updates for ranked 1v1 play along with many additional improvements.

Other updates related to our future plans and our dev roadmap:

We are pleased to welcome Frost Giant’s new art director, Allen Dilling, to the Stormgate development team. Allen is an industry veteran who was the lead artist for StarCraft II: Heart of the Swarm as well as the lead 3D artist and assistant art director for Legacy of the Void. He also contributed to Warcraft III, World of Warcraft, StarCraft: Ghost, and Heroes of the Storm.

Allen is currently onboarding and, as he ramps up, is planning for the future of Stormgate’s visual identity. The current plan begins with elevating our core factions, starting with the Infernal Host. Please join us in welcoming Allen to the Frost Giant team. More details on our plans around art will be shared in the future.
  • Added spooky login rewards available to all players for free in patch 0.1.2.
  • We are hard at work on our implementation of fully customizable hotkeys. We aim to deliver them early next year.
  • Range indicators are being implemented in patch 0.1.2. These will continue to be visually polished after their initial implementation, but will enable players to more easily see the ranges of their attacks and abilities, especially when targeting them.
  • Moved the release of our next Vanguard Hero to later this year, in update 0.2.0. This change was made so that we could prioritize some improvements to the Gear system, leveling experience, and other aspects of the Co-op mode.
  • We’ve improved Co-op progression to make it more satisfying and to give players access to Gear much earlier than before. These changes will be part of patch 0.1.2.
  • We are making significant improvements to the Chapter 0 and 1 campaign missions, but we will be putting more time into polishing that content and anticipate their release in early 2025. This work includes:
    • Changing the mission order to improve narrative flow
    • Adding a new “hub” level, the Raptor One, for players to explore between missions
    • Overhauling map layouts and mission objectives
    • Updating most character models with improved designs and higher-fidelity versions that support lip syncing and facial animation
    • Incorporating additional playable Heroes to more missions
    • Adding a new Hero leveling system and customizable abilities
    • Improving Campaign sub-systems, including Items, Journals, and cutscenes
    • Rewriting and re-recording a significant proportion of the Campaign dialogue
    • Improving how new units are introduced

Team Mayhem closed alpha playtesting begins at the end of this month. We are keeping this initial test very small and will invite more playtesters over time. Stay tuned for more information.

Please note that all future plans are subject to change.

Inside the Development of Team Mayhem – Episode 2: Playtesting and Iteration


Hello, everyone. We’ll begin by confirming what we shared in our latest Roadmap update:

The new 3v3 game mode is now called Team Mayhem–a name chosen because it embodies the quick, frenetic multiplayer fun that we are aiming for. We’re not just calling it 3v3 because it’s a significant departure from what you might expect from 3v3 (two teams of three players fighting under vanilla standard RTS rules). We hope this name captures how different this new mode will be compared to traditional 2v2 and 3v3, which we can also revisit and support in the future.

Since work began on Team Mayhem, the strike team has been conducting multiple internal playtests each week, iterating and experimenting with each test to help refine what the rules and vision for the mode will be ahead of the upcoming alpha playtest.

Our objective at this time, as we shared in the first episode of this series, is to stand up a first draft of the mode that a limited group of players can sink their teeth into for playtesting. We originally considered releasing our first version of Team Mayhem as an open playtest, but have decided to give the game mode more time to cook, so the initial Team Mayhem closed playtest will be by invitation only and confidential. Our goal is not to have it finished this year, but to begin iterating and polishing with the help of that player feedback so that Team Mayhem can be that much more fun before we release it widely.

Our goals for Team Mayhem?
  • Team-focused gameplay (Start together, end together)
  • Short-to-Medium game-length (Easy to fit multiple matches into a play session)
  • Loads of positive teamplay opportunities (Also, avoid conflict between teammates)
  • Support Hero and Sub-faction variety (To keep the meta and team comps highly varied)

Working from these goals, our internal design process began with testing a laundry list of core gameplay systems and ideas that were implemented following very early prototyping and brainstorming. This enabled us to get a feel for how they held up in practice, as well as how well they matched up to our goals for the mode.

Here were some of the early rules for the initial Team Mayhem playtests.

[h2]Team Mayhem Initial Rules[/h2]
  • Two teams of three players start on opposite sides of the map
  • Each team has a heavily defended base in a very safe starting area
  • Your starting structure (HQ) automatically generates Luminite over time and is invulnerable, so there's no knockout via player structure elimination
  • Each team also shares an allied "Core" structure that is the main Win/Loss condition
  • Creep camps (map objectives) grant Victory Points and Therium
  • Victory Points increase the amount of damage your team’s units deal to the enemy core
  • A major boss creep is located on the map and, once defeated, will march towards the enemy Core to attack it - ignoring enemy units along the way
  • No workers or starting scout units; eliminated micro-management of workers (all building, training, and upgrading is handled through the quick macro panel)
  • You can build anywhere within your team’s vision
  • To make each Hero and their Hero “Faction” feel distinct, they’ll each be refined down to five units, five structures, and five unit-specific upgrades, with a max supply of 100 for initial testing–additional upgrades act as tier gates
  • No top bar abilities for this mode
  • Structures can be set to “auto-train” units
  • Expansion is limited to one structure (similar to a Collection Array), which is placed directly on a Luminite mine that auto-harvests

[h2]Playtesting, playtesting, playtesting[/h2]
Nothing helps fuel the "Quest for Fun" more than relentless playtesting and iteration. Our first internal playtests were limited to Amara only, to help the team stay focused on the mode's gameplay rules rather than the balance of Heroes or factions. Since then, our roster of playable heroes has expanded, but we continue to try to focus as much of our internal feedback and iteration as possible on the mode itself rather than the Heroes that fight within it.

Looking ahead, our approach to the first external playtest will likely be framed very similarly to how we conducted our internal playtests. To start things off, we will initially include a core group of three Heroes –Blockade, Maloc, and Kastiel. Each of these characters represents a very different and distinctive play style, enabling us to get a feel for player preferences and any community feedback around team composition and gameplay roles. After that initial public test concludes and we have solidified the core mode's ruleset and player experience, we'll move to expand the roster to include all of the game’s Heroes (as well as maybe even some Mayhem-exclusive ones!).

Here's a look at what we discovered from that first set of games and from our post-game surveys and discussions.

[h2]We’re finding the fun, but there’s plenty of room to improve[/h2]
Overall, our devs are convinced that we were moving in the right direction. The fast-paced, explosive nature of team fights have received a strong positive response, but we've also learned there’s room for improvement. For example, some dev playtesters found that teching up didn’t feel necessary, due to some of the “starting” units being sufficient to carry them through the entire match. Other players were able to find success by spamming static defense.

This feedback mirrors some of the sentiment we see from players on the live game, who feel like Tier 1 units are all they need and don’t feel strong incentives to tech up. This is a good reminder for us to ensure that as players progress through the game, higher-tier units and strategies feel more rewarding and impactful–regardless of the game mode.

[h2]Resource management[/h2]
One area of confusion for players was resource management, specifically Therium. Many playtesters didn’t understand how to gather it, while others even suggested that everyone should receive resources automatically. Our focus now is on making resource gathering more intuitive by adding clear indicators for what activities generate Therium and making sure that there are fun choices and tradeoffs between economic growth and the other aspects of gameplay.

Another point of economic conflict was the bonus resources provided by clearing creep camps. Players didn't like having to "compete" with their allies to gain those bonus resources, so we are responding by adjusting creep resource bonuses to automatically be distributed to the whole team, rather than exclusively to the player that defeated them.

[h2]Boom times! Building and expansion [/h2]
Our initial free-form approach to building placement and expansions sparked a lot of discussion. Some players felt that constructing buildings, especially within their own base, lacked strategic depth. Others found that building expansions offered little in the way of high-stakes decision-making. We had some players who would even completely surround their Core with turrets, making it a slow and unfun slog for the other team to break through and finish the game.

In response, we are now attempting to use level layout to address this issue by creating clearly visible areas of control similar to the Celestial Cascade Field that explain where players can place static defenses and other structures.

[h2]How do I win? Victory Points and map control[/h2]
One of the most significant pieces of feedback was a general level of confusion about the concept of Victory Points. Several testers forgot what Victory Points represented or didn’t notice their impact during the game. Players also wanted a clearer understanding of how map control—particularly capturing key locations—could impact their ability to close out a game. A lot of fundamental questions were asked, such as "Do we need a Victory Point system at all, then?" and "Why not just play until you blow up the enemy Core?"

We expect this aspect of the mode to be iterated on for quite some time, but are initially focused on enabling its current functionality to be communicated to players as clearly as possible. Because we don't currently know how much player frustration was driven by confusion about the system rather than the system itself, we are separating the two potential sides of the issue and solving one first, so that we can observe the impact of our changes on players before continuing to make more invasive changes.

[h2]All your base… Core defenses[/h2]
Going into our initial testing, we were looking at our primary win condition: destroying the enemy team’s Core. Some testers also raised concerns about the lack of strong Core defenses, describing the Core itself as being "squishy" and too reliant on player protection. This concern was especially true for teams of players new to RTS games or for those with mixed experience levels, where some players would not know how to properly augment their Core by constructing additional static defenses.

In response, we’re exploring adding some amount of limited automated defenses to Cores, which will also hopefully make endgame moments feel more thrilling and strategic.

Many of us also felt that the map could benefit from more action occurring out in the middle, as creep camps were taken too quickly for the other team to be able to contest properly. Moving forward, we’ll adjust creep camps and capture mechanics to give players a bit more time to react and fight over key points.

[h2]Introducing: Core Battery Power[/h2]
Additionally, to help further address both of the previous areas of feedback, we’re reworking the Victory Point system to be more visible, flavorful, and engaging. We’re temporarily calling it “Core Battery Power” but will replace that with something more snazzy if we wind up committing to the mechanic.

In its initial iteration, we had a visible progress bar broken into four segments. Each segment, when filled, would result in your Core firing at the enemy–similar to Major Galt’s Ion Bolt from the Wreck Havoc co-op mission. The first two segments, for example, would destroy some of the enemy team’s invulnerable automated defenses, which would make their base more approachable by your army. If your team was far ahead, this would offer an opportune time to close things out and secure victory. (We really liked the idea that when games weren’t close, they could be ended quickly.) But if the struggle was still too close to call, teams could fire additional barrages to make the enemy Core more vulnerable until an army was able to clinch victory.



With this new approach, teams in our most recent tests were able to pick up “Batteries” to charge their Core. These Batteries could be obtained by destroying special Battery Towers that spawned every few minutes in the corners of the map. These Battery Towers were intended to be the most efficient way to directly damage the enemy team's defenses, and would help foster exciting team fights whenever they spawned.

After some playtests, however, we made a change because the overall system felt too complex. After some discussion, we decided to simplify things by redesigning the Core Battery bar UI so that it would fire the Ion Bolt each time the entire bar filled up, before immediately resetting to empty so that the team could fill it again. In particular, we liked that this change would help encourage comebacks, a topic that we’ll touch on a little more soon.



[h2]Hero balance and pacing[/h2]
Many of you are curious as to how Heroes will work in Team Mayhem. For starters, they’ll be very different from how they operate in 3P Co-op Missions. We are not re-using the meta-progression from 3P Co-op Missions in Team Mayhem.

Instead, we’ve decided to keep each hero capped at the same meta progression level. Although we are currently testing the mode with Level 1 Heroes, we may end up setting the competitive baseline at Level 5, 10, or something else entirely. This is still to-be-determined as we are focusing on establishing the core rules of the mode first before we really dig into the competitive balancing of the Heroes themselves.

[h2]Why are all Heroes the same level for all players? [/h2]
Above all else, we want this mode to be truly fair for everyone and not be a pay-to-win experience. While we may move to a different system in the future if it feels like the right fit for the game, we believe it’s important that all players have access to the Heroes they need to create balanced and fair matches without requiring any sort of purchase.

For our initial external playtests, only Blockade, Maloc, and Kastiel will be available for use in Team Mayhem, regardless of whether they have been purchased or not. (To be abundantly clear, we might make changes to this approach after the initial playtests, as we are intentionally holding back on defining the mode's final monetization model until after the gameplay has been fully hardened with input from the community.)

[h2]What does each Hero come with?[/h2]
Each Hero represents a sub-faction of sorts, and will be able to recruit from a curated selection of units–helping to set each Hero apart with a firm gameplay identity that still provides a good mix of gameplay options to choose from. The goal is to enable heroes to feel very distinct from each other, while still upholding the mode's objectives.

For example, here are the starter lists of units for each initial Hero:
  • Blockade: Guardsman, Crusader, Combat Medic, Atlas & Evac, Helicarrier
  • Maloc: Fiend, Flame Imp, Fire Giant, Chimera, Mortardon
  • Kastiel: Eradicator, Kri, Saber, Scythe, Archangel

The relative balance of power levels between Heroes and regular units was a very hot topic during the playtest. Heroes felt overwhelmingly strong, with some players noting that Hero abilities were used so frequently that it felt like a "mostly micro game." At the same time, they wanted more meaningful decision-making moments outside of micro management.

As we move forward, we’re going to address this by reducing the rate of Hero energy regeneration and increase the need for players to manage their energy. We don't want to go too far and starve Heroes of being able to use their abilities, but we DO want ability usage to be a meaningful choice with tradeoffs to consider. For example, the co-op version of Blockade feels like he can heal A LOT, which feels great when you’re playing as him–but feels much worse when you're playing Team Mayhem and he’s smacking your Hero in the face with his hammer while laying down a non-stop stream of heals. Please note that these changes will be exclusive to Team Mayhem, so that competitive balancing doesn't accidentally eliminate the overpowered fun that is expected in co-op.

We are also experimenting with Heroes being able to level up mid-game using a modified version of our Veterancy system. This will enable Hero power to grow from the beginning of a match to the end, and reward players for accruing experience through successful play. As Heroes level up, they will gain increases to their health, damage, and abilities, enabling them to become much more capable as the game goes on. To be clear, this leveling process is different from the out-of-game Hero progression in 3P Co-op, and provides an immediate, temporary reward for your in-game actions that is reset at the end of each match.

[h2]Comeback mechanics[/h2]
One thing we’d like to achieve is keeping our game from feeling too snowbally–we want players to feel like they should fight hard, even after falling behind, because there should be a path for players to come back from a rocky start through skilled play, even when their opponents are at a supply or economic advantage. There are many possible ways to potentially accomplish this and we're working to identify which solutions will feel the most fun and interesting to players. For example, one comeback mechanic might be to temporarily provide the losing team with increased bonus resources for killing Creeps. Another might be to charge the losing team's Core Battery faster, or to enable their slain Heroes to respawn quicker. We’re planning to experiment with multiple different solutions and will go more in-depth on this topic in a future update.

[h2]What’s next?[/h2]
As we incorporate this internal feedback, we're focusing on increasing the clarity around the mode’s mechanics and systems, improving the pacing, and creating more opportunities for “Did you see that?!” moments throughout the game.

As we shared earlier, we aim to limit our initial release of the mode to a very small closed Alpha playtest. Public access will become available after we have been able to iterate, and when we believe that the mode is ready for broader testing and feedback. Please note: we fully expect that a lot will change between now and when Team Mayhem is available to the public.

If you’re reading this, thank you for following our development journey. Once Team Mayhem is released to the public, we hope you’ll check it out and help us continue to improve and iterate on this exciting game mode by providing feedback.

Stay tuned for more development updates and, as always, we are grateful for your support.

Patch Notes - 0.1.1 is Now Live!



Patch 0.1.1 is now live! This small patch focuses on bug fixes. You’ll see a fix for things like Co-op XP not awarding for kills, fixes for volume and audio levels, and a few minor balance changes.

[h3]How to Install the Update on Steam:[/h3]
  • Open Steam
  • Click on Library to see your games list
  • Click Downloads at the bottom of the Library window
  • If the new build does not download automatically, click the Download Now button to manually download the new update

How to report a bug or provide feedback on the latest build: https://playstormgate.com/feedback

Still having trouble? Visit our Stormgate Help Center.

Please Note: as part of updating this latest build, replays made on previous builds will no longer function.
Balance Notes


[h2]Competitive[/h2]
  • Plague Axes now apply Infest if the caster is on Shroud instead of the target.
  • Plague Axes research time decreased from 90 to 45.
  • Plague Axes cost decreased from 100/100 to 50/50.
  • Fixed an issue where the Shadow Demon was not dealing the intended 20 damage (it was dealing 5 instead).

[h2]Co-op[/h2]
  • Kastiel
    • King’s Watch no longer gains the damage bonus from Cull the Unworthy.
    • The Kuzuri Kinetic Lifeblades research upgrade has been lowered from Tier 3 to Tier 2.
    • Kastiel’s base weapon damage has been lowered from 120 to 100.
Bug Fixes and Updates
  • Furious Resolve now has ambient audio.
  • Campaign cut scenes have received a camera polish pass.
  • Fixed an issue where unit kills were not properly awarding XP in Co-op for non-Vanguard Heroes.
  • General unit and structure color fixes
  • Fixed an issue where co-op hero push priority was not consistent
  • Audio & volume bug fixes
    • Fixed an issue where transmissions and music would be interrupted.
    • Fixed an issue that would cause audio and subtitle loss during interludes.
    • Fixed volume levels of various sounds to be more in line.
    • Fixed an issue where units would not play all of their possible lines.