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Stormbinders - Dev Diary #6: Underground Exploration

[h2]One Map, Infinite Layers[/h2][p]In Stormbinders, you don’t switch between separate maps. The entire world, including both surface and underground areas, exists on one continuous map. That means everything works seamlessly: units, storms, seasonal changes, and terrain effects apply across every layer.[/p][p]This is made possible by our multilayering system, which lets us nest any number of levels within each other. You can have undergrounds below undergrounds, hidden chambers within ruins, or underwater tunnels beneath lava caverns. Each layer runs within the same map and can have its own biome, rules, or events.[/p][p]In practice? We can create any type of dungeon labyrinth, vertically.[/p][p][/p][p][/p][h2]Any biome, even below ground[/h2][p]Every layer can have a completely different biome. Want a frozen cave beneath a scorching desert? Or a ruined city below an enchanted forest? No problem. Each layer supports unique weather, movement rules, terrain appearance, and atmosphere.[/p][p]This means exploration is never predictable. Under every mountain, a different world might be waiting.[/p][h2]Tactical and narrative potential[/h2][p]The multilayering system isn’t just visual, it’s a gameplay and storytelling tool:[/p]
  • [p]Hidden factions or entire underground bases[/p]
  • [p]Ancient ruins that require finding an entrance below the surface[/p]
  • [p]Changing combat rules (e.g. storms don’t reach underground, but other effects do)[/p]
  • [p]Seasonal and weather rules that behave differently depending on the layer[/p]
[p]Undergrounds in Stormbinders are a fully integrated part of the gameplay with their own depth and mechanics.[/p][p][/p][h2]Stormbinding and layered weather[/h2][p]Yes, Stormbinding works across layers, but not all storms pass through all levels.

This means certain magical conditions, buffs, and storm-dependent units may act very differently underground.[/p][p]It adds a whole new layer of planning: sometimes it’s better to retreat below ground when a Deadly Storm approaches.[/p][h2]Tools for campaign creators and modders[/h2][p]Thanks to this system:[/p]
  • [p]Designers can build complex, multi-level locations full of secret paths, teleporters, and mysteries[/p]
  • [p]Campaigns can guide players through different layers – like “chapters” of the same world[/p]
  • [p]Modders will be able to use multilayering to create unique and immersive worlds full of hidden stories[/p]
[p]If you’re wondering why we went through the trouble of making it this flexible… it’s simple: we wanted deserts and forests in the underground too. [/p][h2]Custom underground rules[/h2][p]Inspired by the classics, and going against today’s trend of oversimplification, our undergrounds are not just cosmetic layers.[/p][p]Each underground level can have its own set of gameplay rules that change how other systems behave:[/p]
  • [p]Different movement rules (e.g. tighter corridors, no flying allowed)[/p]
  • [p]Reduced visibility and spell range[/p]
  • [p]No weather effects – or alternate effects like soul echoes or earthquakes[/p]
  • [p]Limited access to certain units or spells[/p]
  • [p]Modified economy – different resources, nerfed buildings, or limited construction[/p]
[p]This makes underground exploration a strategic experience of its own. It’s not just a change of scenery – it’s a different way to play the game entirely.

Wishlist Now[/p][p][dynamiclink][/dynamiclink][/p]

Stormbinders - Dev Diary #5: Hero Design

[h2]Hero Classes – Archetypes with a Twist
[/h2][p]When we started designing our class system, we asked ourselves a simple question:
What if each class could evolve and change over time?[/p][p]That’s how our branching class paths were born.[/p][p]For example, here’s the progression path for a Warrior archetype:[/p]
  • [p]Knight (Might) → evolves into → Paladin (Might & Magic) or Duelist (Might & Might)[/p]
  • [p]Paladin can become → Inquisitor (Might & Magic & Magic)[/p]
  • [p]Duelist can become → Warlord (Might & Might & Might)[/p]
[p]So a single warrior archetype in a given faction has 5 stages of progression.
Add the Mage archetype to that, and you end up with 10 unique class paths per faction.[/p][p]At any stage, you can lock in your current class – preserving your chosen specialization and its unique stat growth, skill trees, and talent distribution.[/p][p]It might seem like a small detail – but when you multiply 2 archetypes per faction × 4 factions, you end up with 40 distinct hero classes.
Each of them comes with:[/p]
  • [p]unique active and passive talents[/p]
  • [p]different ways of rolling for key skills[/p]
  • [p]separate stat growth curves[/p]
  • [p]and a ton of micro differences that make each class feel distinct.[/p]
[p]Each level-up doesn’t just raise stats, it unlocks new class paths and options that are exclusive to your chosen combination.

But don’t worry – if you prefer a straightforward experience, you can mostly ignore this complexity.
Yes, it does have an impact – and yes, min-maxers will have a field day with their spreadsheets.
But if you just want to play and level up your hero, you’ll still feel stronger and more capable, without needing to dive into all the systems.[/p][p]Power players will find deep optimization.
Everyone else? A hero who just gets better with time.[/p][p]
[/p][h2]
Talent Trees – Three Layers of Personalization
[/h2][p]Classes are just the beginning. The real fun in hero development comes from talents.
And we won’t pretend we invented something new here. There are dozens of talent models out there, but the one that truly stuck with us was from Heroes of Might and Magic V.[/p][p]Yes, we’re talking about a Mastery Talent System, where every main skill unlocks secondary perks, and it’s up to the player to decide how to build the perfect setup.[/p][p]Each hero in Stormbinders grows using three interconnected types of talents:[/p]
  • [p]Faction Talents – shared by all heroes from the same faction, supporting their unique philosophy (e.g. better necromancy for Immortus, stronger storm manipulation for Astrion)[/p]
  • [p]Class Talents – core talents based on the hero’s role (mage, warrior, leader), which define their main combat approach[/p]
  • [p]Hero Talents – unique to the individual hero; these often break the rules and open powerful combos
    (think: teleport for 0 mana, fire spells boosted during storms, or free summoning perks)[/p]
[p]Thanks to this structure, we ended up with hundreds of possible builds.[/p][p]This means:[/p]
  • [p]One warrior from Immortus can play completely differently than a warrior from Empyrium[/p]
  • [p]One mage from Helion might focus on summoning demons, while another goes full fire explosion spam[/p]
  • [p]And the mix of faction + class + unique hero talents creates dozens of playstyles and synergies[/p]
[p][/p][h2]
RPG in Numbers – Details That Matter
[/h2][p]Talents are fun, but what do they actually do?[/p][p]For some players, they’re just numbers, but for us they’re pure gameplay.[/p][p]Each class in Stormbinders grows differently. Every time they level up, they gain unique attribute points:[/p]
  • [p]Mages gain more spell power and faster mana regeneration[/p]
  • [p]Warriors get better leadership, durability, and initiative[/p]
  • [p]Hybrids unlock special combinations and talents that mix both styles[/p]
[p]Sounds nerdy? Good. Stormbinders is a game built to be mastered, for those who want to dig deep into stats and theorycrafting. But don’t worry, it’s completely optional.[/p][p]You can also play on instinct and still have a great time.
The numbers are there when you want them, but they never get in your way.[/p][h2]
Heroes and How They Look – Quantity over Decoration
[/h2][p]While developing Stormbinders, we asked ourselves:
How should we approach the design of heroes?[/p][p]Should we create a small number of super-polished characters, with high production values and unique visuals like the biggest AAA studios do? [/p][p]Or should we follow the spirit of classic games, where there are many heroes, maybe not all visually unique, but differentiated by starting talents and class archetypes?[/p][p]We chose the second path and we believe it fits Stormbinders best.[/p][p]By focusing on quantity and variety, we can easily add new heroes in future updates, each with new combinations of talents, classes, and specializations. This gives us more flexibility and replayability.[/p][p]So yes, some heroes share their visuals.
But what really matters is how they play.[/p][p]Every hero has:[/p]
  • [p]Their own set of talent options[/p]
  • [p]Their own growth path[/p]
  • [p]Their own unique combination of faction and class powers[/p]
[p]And if we ever want to add 10, 20, or even 50 more heroes, we can.[/p][h2]
Our Vision for Stormbinders
[/h2][p]At this point, we hope you’re starting to see what this game is all about.

We want to bring back that magical feeling we had growing up – and take it even further. With systems you’ve never seen before. With dynamic weather, RPG-like hero growth, and deep tactical options.[/p][p]Stormbinders is our love letter to the past, and a bold step into something new.

We hope you’ll enjoy discovering it as much as we’re enjoying creating it.
[/p][p]WISHLIST NOW
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Stormbinders - Dev Diary #4: Unique Faction Abilities

[p]After introducing the core identities and philosophies of Stormbinders’ four factions in the last entry, we’re now ready to focus on how each faction plays thanks to their exclusive powers and faction mechanics. [/p][p]These distinctive abilities shape your strategies in meaningful ways and will lead directly into our upcoming topic: how we create distinct heroes, classes, and ability trees.
[/p][h2]Empyrium - Kingdom of the Sun and Order [/h2][p]We’ve already mentioned that Empyrium believes in structure, balance, and order. These humans hold onto tradition while using advanced technology to keep chaos at bay. Their empire may be divided, but their armies still march forward – proud and powerful.
[/p][p]In gameplay, Empyrium is the most balanced faction in the game. Their armies are elite and expensive, but each unit has a clear purpose. They can adapt to offense or śdefense depending on the situation. Ideal for players who want full tactical control with flexible options – from strong cavalry to siege machines.[/p][h3]

[/h3][h3]Faction Ability: Light of Renewal[/h3][p]Empyrium can bring fallen living units back to life. By using divine light and technology, they can restore their most important troops right when it matters most – turning the tide of a battle or holding the line during a siege.
[/p][h2]Astrion - Guardians of the Magic Weave

[/h2][p][/p][p]In our previous entry, we introduced Astrion as protectors of the Magic Weave – the very fabric of reality. [/p][p]When the world began to tear apart, they dedicated themselves to restoring balance. They fight with discipline, wisdom, and harmony, believing that magic must be used responsibly.[/p][p]Astrion armies are small but elite. Every unit is valuable. This faction rewards players who plan ahead, protect their troops, and use defensive or control-based magic. Astrion shines in situations where timing, preparation, and positioning matter most.[/p][h3]

[/h3][h3]Faction Ability: Storm Echo[/h3][p]Astrion can channel energy from magical storms. When stormbinding events happen on the map, their spells become stronger – gaining extra shields, reduced costs, or bonus effects. They can also predict storm cycles better than others, giving them a planning advantage.
[/p][h2]Helion - the World Burners [/h2][p]Where others see a world in crisis, Helion sees opportunity. They aim not to fix the world, but to burn it down and rebuild it in fire. Their lands were consumed by chaos, and under their dark leader Malgrim, they now spread destruction across Azium. Strength is all that matters. Fire, blood, and domination.[/p][p] Helion is made for aggressive players. They rely on fast attacks, brutal fire magic, and demon summoning. They thrive on pressure – pushing enemies with overwhelming force and turning every battle into a wildfire. Quick decisions and constant offense are their trademarks.[/p][h3]

[/h3][h3]Faction Ability: Infernal Consumption[/h3][p]Helion absorbs the souls of defeated enemies. These souls become magic fuel, which can be used to cast stronger spells or summon more demons. The more blood is spilled – the stronger Helion becomes. Even a lost battle can be turned into a magical advantage.
[/p][h2]Immortus - Lords of the Death and Rebirth[/h2][p] For Immortus, death isn’t the end, it’s just the next stage. Their world was shattered, but they endured. Calm, cold, and eternal. Their goal is to rebuild the world under their rule – by mastering both life and death.[/p][p] Immortus wins through numbers. Their undead armies are cheap and keep coming back. Every battle strengthens them – because every death becomes another soldier. Ideal for players who like slow, inevitable control and overwhelming their enemies through attrition.[/p][p]

[/p][h3]Faction Ability: Eternal Call[/h3][p]Immortus can raise any dead unit – friend or foe – as a skeleton. Over time, their undead horde becomes unstoppable. With the help of the "Pit of Bones" structure, they can even convert living troops into undead during army preparation – enabling long-term strategies based on sacrifice and resurrection.
[/p][h2]Expanding the RPG Side of Stormbinders[/h2][p]
Just like in the classic Heroes games, we’ve added a deep RPG layer to our heroes. Each one is more than just an army leader – they have a class, a backstory, a unique skill tree, and their own strengths and weaknesses. Who you choose matters. How you build them changes the whole game.[/p][p]Each faction comes with special hero classes available only to them:[/p]
  • [p]Helion: Firecallers and Demon Champions[/p]
  • [p]Astrion: Stormmasters and Arcanists[/p]
  • [p]Empyrium: Paladins and Mages[/p]
  • [p]Immortus: Necromancers and Death Knights[/p]
[p]These aren’t just different titles – each class has a unique set of stats, spells, and development paths. They define how you fight and what tools you bring to the field.
[/p][h2]Looking Ahead[/h2][p]
This entry bridges the philosophical and the mechanical—from the beliefs that shape each faction to the powers they wield and the heroes they lead. In our next dev diary, we’ll continue this thread by diving into how hero classes and ability trees are designed, and what makes each one feel distinct in combat and campaign play.[/p][p]See you in the next Dev Diary![/p][p][/p][p]Wishlist Stormbinders
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Stormbinders - Dev Diary #3: Factions Overview

[p]In this third dev diary, we’re diving into the heart of Stormbinders’ core experience: its four factions. You’ll get an overview of the four major factions, their playstyles, unique faction abilities, and the creative thinking behind their unit designs.
[/p][h2]Empyrium [/h2][previewyoutube][/previewyoutube][p]Once a strong and united kingdom, Empyrium is now divided and troubled by betrayal. It is a human faction trying to stay in control in a world full of magic and chaos. Their greatest strength is flexibility – they can adapt to any situation.
[/p][h3]Playstyle [/h3][p]Empyrium is a human faction that mixes tradition with new ideas. They have a balanced army and a strong economy, which helps them control the pace of the game. They are good at both defending and attacking. This faction is great for players who enjoy a well-rounded and flexible playstyle.
[/p][p][/p][h3]Faction Ability[/h3][p]
Empyrium has a unique power that lets them bring back fallen living units. Using the power of the Sun and advanced technology, they can return soldiers to the battlefield at key moments. When used wisely, this ability can completely change the outcome of a battle.[/p][p][/p][h2]Astrion [/h2][previewyoutube][/previewyoutube][p]Astrion is a faction built on harmony, knowledge, and the protection of the world’s magical balance. Long ago, their people became the first to understand the power of the Magic Weave—the hidden threads that keep reality stable. They became guardians of this force, creating powerful cities, magical towers, and schools to study and protect it.[/p][p][/p][h3]Playstyle[/h3][p]
Astrion armies are small but powerful. They don’t rely on large numbers—instead, they use strong, well-trained units with magic support. They are best for players who like to protect their troops, plan carefully, and win through control and smart decisions.[/p][p]Every unit lost matters. Every spell counts. Astrion rewards players who are careful, defensive, and clever with their moves.[/p][p][/p][p][/p][h3]Faction Ability[/h3][p]
Astrion’s unique power is their deep connection to the world’s storms and the Magic Weave. During magical storms, they can channel energy directly from the Weave, making their spells much stronger.[/p][p]This lets them cast stronger shields, control the battlefield with magical effects, and turn the tide of battle when the storm is at its peak. They are the masters of magical timing and control.
[/p][h2]Helion[/h2][previewyoutube][/previewyoutube][p]The burning armies of Helion, led by Lord Malgrim, show no mercy. This is a faction that doesn’t want to fix the world—they want to burn it down and rebuild it in their own image. Chaos is not a problem for them. It’s a weapon.[/p][p]Helion comes from a realm of fire and destruction. When the magic storms began, they saw their chance. They crossed into the real world, bringing with them fire, demons, and dark magic.[/p][p][/p][h3]Playstyle[/h3][p]
Helion is made for players who enjoy fast, aggressive gameplay. Their strategy is simple: attack, summon, and destroy. They use fire magic to burn their enemies and open portals to summon demons from the Inferno.[/p][p]They reward players who never stop pushing. If you like rushing your enemies, making bold choices, and creating constant pressure—Helion is your faction. They love chaos and know how to turn it into strength.[/p][h3] Faction Ability[/h3][p]
Helion has a unique power: they can absorb the souls of defeated enemies. These souls are turned into demonic energy, which can be used to power up spells or summon more units from the depths of Hell.[/p][p]The longer a battle goes on, the stronger Helion becomes. Every kill fuels their army. In the end, nothing is left but flames, ash, and demons.
[/p][h2]Immortus[/h2][previewyoutube][/previewyoutube][p]Immortus is a faction of the undead. They believe that death is not the end—it’s just a new form of life. Their leader, the necromancer Skuld, commands an army of bones and spirits, all working to restore the natural order that has been broken.[/p][p]They do not fear death—they control it.[/p][p][/p][h3]Playstyle[/h3][p]
Immortus wins by numbers. Their units are weak alone, but they are cheap and many. With necromancy, every battle helps them grow stronger. Every fallen unit—friend or enemy—can rise again as a skeleton under your command.[/p][p]This is a great faction for players who enjoy slow, steady control. If you like to wear down enemies over time, build giant armies, and take control of the battlefield, Immortus is for you.[/p][h3]Faction Ability[/h3][p]
Every unit that dies in battle can come back as a skeleton and join your army. Even better, with their special building Pit of Bones, you can turn living units into undead before the fight even begins. This lets you grow your army in new ways.[/p][p][/p][h2]Units design [/h2][p]
Each faction in Stormbinders has a full set of units - from more “classic” monsters to wild beasts and humanoid creatures. But we didn’t just assign random monster types to each group. We asked ourselves: Does this unit feel right? Does it match the mood of the faction? Is it cool?[/p][p]That “vibe” was our starting point.[/p][p]From there, we built unique rosters that make each faction feel different. You’ll find creatures in Stormbinders that rarely - or never - appear in other games. We believe the world of monsters is huge, and we wanted to explore it fully.[/p][p]For example: Astrion has many desert beasts and magical units. These match their faction’s themes of survival, mystery, and power.[/p][p]Their unique faction ability lets them revive fallen living units, and their buildings focus on battlefield control and strategy. Whether you play aggressively or defensively, Empyrium always has a tool for the job.[/p][p][/p][h2]Summary [/h2][p]
Stormbinders’ four factions offer players a rich mix of strategic depth, thematic storytelling, and distinct playstyles. Inspired by proven ideas, we’ve added our own twist, blending familiar mechanics with fresh systems. The result is a game where experienced players will feel right at home, while still finding plenty of new dynamics to discover. From magical precision to chaotic firepower, each faction feels unique both narratively and mechanically. [/p][p]This foundation is central to how we’re building the world, and we can’t wait to share more.[/p][p]See you in the next Dev Diary!

Wishlist Stormbinders
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Stormbinders - Dev Diary #2: Beyond the Classics

We know many of you grew up with games like Heroes of Might and Magic, Disciples, or Age of Wonders, just like us. But from the start, we knew we weren’t here to recreate what’s already been done.

We asked ourselves not, “How do we remake a classic?” but rather: “What’s next for turn-based strategy? What else can we add to this genre before it becomes stale?”

And after many tests and ideas, we landed on something surprisingly simple: There’s never really been a strategy game with a dynamic weather system, one with changing weather, magical storms, and chaotic elements that can either be harnessed or feared.

That’s how Stormbinders was born.

[h3]Stormbinding Features [/h3]
At the center of the game is our stormbinding system — a system means weather is not just decoration, but becomes part of gameplay. It changes the map, the missions, the experience; and therefore your strategy and your choices.
  • It’s not just about snow falling or dust rising
  • It’s about how ice forms on rivers in winter and lets you cross them in new ways
  • It’s about lightning storms that grow and might block movement on the map
  • It’s about how spells behave differently depending on the season — stronger, weaker, or with unique new effects
  • It’s about how a smart opponent can build their hero to use the weather — and win with a smaller army if you don’t plan around the storm

Stormbinding adds atmosphere, but more importantly, it adds new tactical depth — easy to learn, hard to master.

[h3]For the Players Who Love Outplaying Their Enemies[/h3]
If you're the kind of player who loves planning and optimization, Stormbinders has a lot for you.
  • You can build armies that resist certain types of storms
  • You can use terrain to your advantage. (Why not try freezing the lake during a water storm and sneak into the enemy castle?)
  • You can learn and control weather patterns and build your entire strategy around them

Behind every decision, there’s a system. Behind every result, there’s a number.
But if you prefer to play by instinct, that’s totally fine too. Stormbinders rewards smart choices but doesn’t punish casual play.
Each biome has its own rules, and every storm behaves differently depending on where it strikes. Of course, we’ve also packed the game with tons of talents, perks, upgrades, and gear sets, many of which cancel each other out and are fully customizable.

So yes, expect those crazy combos where, if done right, you can two-shot a stack of high-tier units.
Why? Because you stacked Buff A, Buff B, Buff C, wore Set D, and became an unstoppable Fire Mage… until Player B stormbinds a weather shift that nullifies all fire magic.

Tough luck.


[h3]Customizations[/h3]
New Systems? Yes, but Only If You Want
Not everyone wants to learn new systems. Some people just want a classic strategy game with a good map and fun combat.
That’s fine. That’s why you can turn off various elements, choose “always winter” maps, or play in “classic mode” if that’s your style.
Everything is optional and customizable. We believe players should decide how deep they want to go (Screw the Designers, they don’t know how YOU would like to play).

[h3]Nostalgia Meets the Unexpected[/h3]
We took systems you already know and love and added something new that makes the game feel much more dynamic, even though it’s still firmly turn-based at its core.
Yes, it’s still a strategy game. But sometimes, your biggest enemy isn’t another player… it’s the weather you didn’t plan for.

Wishlist Now
https://store.steampowered.com/app/2134720/Stormbinders/