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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.

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