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Songs Of Silence News

Chinese language patch coming today!

Hi folks, We’ve been made aware of an issue with the Simplified Chinese translation of the game, where several strings of Japanese text have been included by mistake. This was an admin error on our end, and we will update it in a hot fix coming ASAP, hopefully later today. Thanks to everyone who brought this to our attention, and thank you all for your patience!

Songs of Silence Early Access - OUT NOW!

We are so proud to present the first playable version of Songs of Silence in Early Access! It’s been a long road, we've been working on this game for 4 years now, but our journey doesn’t end here - over the next few months we’re going to be fine-tuning everything about the game, adding new features, balancing mechanics and incorporating your feedback before the V 1.0 release in early Autumn. Until then, expect the occasional hiccup as we put the last few wires into place behind the scenes - you can find a mostly complete list of known issues below, as well as the roadmap for our development focus.

Whilst we’re managing expectations, please do remember that we are a relatively small team and whilst we’re going to be working as hard as we can over the next months, there may be times when we fall behind schedule or have to prioritise certain fixes over others. We’ll obviously try and minimise this, but please bear with us in these final stages - we want to get this right for you. We’d also love to hear your feedback over the course of the Early Access period - you can submit bugs here and vote for which feature you’d like us to develop next here!



[h2]ROADMAP:[/h2]


[h2]KNOWN ISSUES:[/h2]
  • AI Behavior: The AI sometimes does not act optimally, such as preferring to recruit units over building their base or being too defensive or aggressive.
  • Movement: The movement system can be overly restrictive, requiring manual navigation around objects on the world map.
  • Multiplayer: If you disconnect due to a connection loss, it is recommended to let the game host reload the game from the last turn save and rejoin via the lobby. Otherwise you will be replaced by AI.
  • Tooltips & UI: Minor UI glitches may occur, such as tooltips overlapping or not updating correctly when reviving units.
  • Map Overview Screen: Small visual glitches may appear on the overview map screen, particularly when observing AI behaviour or inspecting.
  • Battle: There can be minor inconsistencies in combat, such as units getting blocked by others or unit formations mirroring incorrectly during an enemy's turn. Small issues might also arise when stacking multiple unit effects.
  • Translations: You may encounter smaller translation issues, such as hard-to-understand or inconsistent tooltip translations in your language. Please help us identify these points.
  • Performance: Playing on maximum size skirmish maps with many AIs will require higher performance, which might lower FPS or increase calculation times on low-spec PCs.
  • Auto-saves: Exiting the game while it's auto-saving may corrupt the current turn's auto-save game. We recommend not exiting the game during the AI turn or ensuring you have a manual save from this turn if you want to.


We hope you have a lot of fun playing Songs of Silence, and we can't wait to hear your feedback! Hop on to our Steam Subforums for Bug reporting or feature requests here - so we can improve the game even further!

But until then - see you on the battlefield!
The Chimera Team

Setting Up Backer Surveys | Post Campaign Pledges | Taking Down the Closed Beta

Time's running fast! We're not only deep in preparations for our Early Access launch on June 4th, but also have some other news for you!

Backer Surveys


The first order of business is to issue our backer surveys. These quick questionnaires allow us to finalize your pledges, payment details and delivery addresses ready for fulfilment. These surveys are super short, but absolutely vital for getting to the next stages, so keep an eye out on your inboxes these will be landing next week!
If you're a Discord member, also make sure to add your Discord ID to this survey, so we can assign you an exclusive Kickstarter backer role! 👑



Post Campaign Pledging


If you missed your chance at securing some of our delicious rewards during the campaign, or you have a friend who needs the art book in their life, fear not! We've added a post-campaign pledge manager with our partners BackerKit where you can extend an existing pledge or create an entirely new one.

In short: Yes, you will be able to order the physical rewards even after the Campaign!



Delivery Schedule


All physical rewards are on the same timescale as the development of version one of the game, with the goal to complete and deliver around late Autumn 2024.

A small update on your rewards, and this affects all Arkitekt, Kicksvarter and Owldragon pledgers: First of all, thank you so much for your support! We will contact you some time after our EA launch to talk to you about the "Name a City" / "Name a Hero" reward section of your pledge. We just wanted to clarify, that your names will be for our 1.0 Full Release launch later this year.



We're taking down the Closed Beta

The time has come, it's been a ride. We're taking down the Closed Beta on Monday, May 20th, which still gives you the weekend to play.
We're deeply thankful to all of your support and appreciate every single feedback and bug report we've gotten over Steam, Discord and even our other platforms!
We enjoyed seeing you play and win (and sometimes lose because our balancing was buggy), and we're excited to bring you the Early Access version on June 4th, so you can experience a more stable game with all the improvement we made during our Closed Beta.
Can't wait to play as the Old Race or Crusade? 2 more weeks, we've got you!

There's more! After our Early Access, we will continue another "version" of a Closed Beta. If you purchased the game, you can join our Discord server to get access to this branch, where you can be the first one to see new content and of course give us feedback about the new patches and features we're working on. That sounds fair, right?





Thank you all again for every ounce of support you've sent our way over the last few months - we wouldn't be here without it!

Cheers!
The Chimera Team

New Early Access Release Date | Setting Up BackerKit | Call For Content Creators

Greetings folks,

We want to take a moment to share some important news regarding the early access release of our game. As you know, we had initially set the release for May 23rd, but with new stretch goals to work on, plus plenty of amazing feedback and suggestions from our community, we’re shifting that slightly. We’re now going to be launching into Early Access on Steam on June 4th, 2024.

We are taking some extra time to add the last bits of content and to polish everything to ensure the game meets your expectations and ours. This includes balancing gameplay based on the feedback we’ve received, which has been incredibly insightful and constructive.

We understand that changes in scheduling can be disappointing, but please know this decision is a result of our commitment to making sure you get the most enjoyment out of our game.

We’d like to express our deepest thanks to you all for your understanding and the ongoing feedback, with a special shoutout to our Discord community and our Beta Testers🫶 — you guys are amazing and a vital part of this process. We’re excited to bring you a game that reflects our shared passion and enthusiasm.💖


[h2]BackerKit post-campaign pledges on the way[/h2]
As well as ongoing development, we’re also in the process of setting up the post Kickstarter campaign Pledgemanager together with Backerkit. This will give those who missed the campaign a chance to secure some of our amazing exclusive rewards - so if you have a friend who missed out, let them know!

We’re also hoping to send out the Backer surveys by 17th of May - so make sure to check your Mail!


[h2]Call For Content Creators[/h2]
Finally, we would like to make a shoutout to content creators who would love to cover Songs of Silence on their channel - Youtube or Twitch - for our Early Access release. Do you love creating videos and playing games? Crave 4X strategy with deep lore and a rich singleplayer campaign story?

Maybe you would love to stream the game together in multiplayer with your friends, discovering which faction has the best strategy? Then E-mail us at [email protected]

Stay tuned for June 4th and further updates. Your support means the world to us, and we’re looking forward to embarking on this adventure together!

If you want to become part of the Songs of Silence community on Discord, join here: https://discord.gg/p3eEBrWaCj

With thanks,
The Chimera Team

Dev Diary #12 - Technical Artists - Tech or Artists?

Hey folks,
it is time for another Dev Diary! It's been a while - huh?
You’ve already heard about our cards, our art and our voice actors, so let’s spice it up! Do you know how the part of the game that you can see comes together? That’s the magic of our Technical Artists 🪄

[h3]Technical Artists[/h3] take the produced assets - be it buildings, characters or cards - bring them into the game, and make sure they’re connected properly so that they don’t only look pretty but are also functional.

Interested? Then let’s have a look at some Cards of Fate, shall we?
The process to reach the final VFX stage is as follows:
The Designers design a card and describe the look and mechanic, information which is collected in super-secret lists.
At the end, each card entry contains the name, the faction it’s assigned, which hero can play the card and how it should look in the game.
Our artists then take this information, and, knowing the visual style of our game the best, translate it into a Card artwork, like these:



Once a Developer has implemented the mechanics to make this card work, it’s our Technical Artists turn. They have a look at the secret list and the card artwork, then make the VFX come to life ✨.
When they have a version they can show, they post it to our artists and designers to get feedback. That’s it! Thanks for reading!

Of course not! There is more to it. VFX can go through many iterations until we get the final look to feel and play right. Let’s take our Heavenly Scouts card, for example. You might remember this look from the old Demo:



[h3]But after having created so many VFX,[/h3] we knew we could do better. So that’s what we did!
We adjusted the play effect by adding more glowing circles around the army, highlighting the area. The symbol for Heavenly scouts now shows up later, with more glow, particles and rays, highlighting it to give it more visibility. The symbol also stays longer, giving the player time to appreciate the effect. Then, the lasting effect, which is visible for the card’s duration, got a stronger glow at the bottom, and is accompanied by golden birds at the top, just like in the card artwork. In the end, it looked like this!



This improvement process was done also for other cards, like Divine Revenge. This card deals damage to the enemy if your unit dies. To visualize this, we had... nothing.
So, we added a neat effect! The sword from the card artwork pierces the affected area. The affected units glow from within their bodies, ready to unleash the divine power to damage their enemies if they die in battle. A sword above their head marks them.





[h3]Divine Intervention,[/h3] the card that summons Luminant knights onto the battlefield to aid your cause, look like this:


Before

After






To give it the celestial vibe it deserves, we improved the build-up, adding more golden swirls that focus on a point of energy before exploding and raining down in a divine shower which spawn the Luminant knights.



We also have a little special card for you, one that has come with our new Demo update, along with a new neutral hero for you to play!

[h3]Fool’s gold! [/h3]
This Card makes a pile of gold appear on the battlefield. Blinded by their greed, the enemies rush to the pile, unaware that it 💥explodes 💥after a while, bringing them to their demise. To create this effect, first we started by creating the coins falling from the sky.



Adding a particle effect with a coin mesh and the corresponding texture, we added a collision to make them bounce off the ground.
For the pile of gold itself, we utilized some performance tricks. Instead of creating a mesh with hundreds of coins, we simulated coins falling on a pile in blender, to extract the coin texture into photoshop. We added some layers, to color it properly, and finally created a simple, low-poly mesh in the shape of a pile to add the coin texture. It works wonders!

[previewyoutube][/previewyoutube]

Finally, adding a shader with a moving texture, some glow below the pile, some shadows, and sparkles coming from the magical coins, the gold looks really tempting, right? But there’s more to bring it all together! Some dust while the coins fall and the pile grows, a golden swirl highlighting the affected area upon playing the card, and the explosion effect with coins flying everywhere make this effect truly fun to watch and play.



Cool, right?
You might have noticed our cards have different colors. (Duh, you knew that already, you read our Dev Diaries!) We just covered some of the Battle cards (red), what about our strategy cards (blue)? Let’s look at the Adventure Card!
This one has been in the Demo for a long time, but we often got feedback that we should have more visual support to make them distinguishable. And you were right. Look at this, if it weren’t for the card, would you know you could explore this location?


Before

After






Rhetorical question, of course not. So, we added a visual cue to make the location stand out more. Behind closed doors is something for you, and you get curious. But how can you figure it out? By dragging the Card over it? Exactly! And only after you’ve explored that location, does it return to normal.



[h3]Encamp Army[/h3] is a new card, that you can try out on your own! But a simple hint: It helps you a lot!
Of course, you can build your camp around your unit while it’s not moving! Great for managing multiple units!
But how did it look like? Well, like... nothing?


Before

After






So, we added some play effects consisting of some grey and golden construction smoke (so it’s visible on the light and dark side). After it’s gone, a small camp surrounds the army, consisting of tents, a small watchtower and a barricade, making sure no one enters. A small golden glow ensures that the camp has good contrast on all types of grounds.
Only after you move will the camp get destroyed and disappear.



[h3]In Songs of Silence,[/h3] you can not only manage your army, but also your Kingdom, or any location you possess, providing you have the required materials. Each location can have one additional building, like the Golden Temple, which you’ve seen and used in the Demo. This card increases your Divine Favor income and grants you knew recruitment options. But did you know it has some lore behind it?
At the top of the temple, bodies that have passed away are being burned, so they can ascend to the Celestials. But the old building implementation didn't show any of it!

So, we asked our artists! And they provided us with these overpaints! It’s not really visible here, but it got the point across: Add blue smoke with golden sparkles.
So, that’s what we did!





Additionally, we added more recruitment VFX. Before, in our old demo when you recruited a new unit, nothing happened, and the unit popped into existence out of nowhere. To show their different nature, we divided the recruitment options into 4 different ones with unique effects, which you can see here:








[h3]You know what’s the hardest part of these VFX?[/h3] Making them fit into our yellow biome. To find that perfect color balance that fits into a dark or green or red or YELLOW biome. You know why this is so hard? Because almost ANY sparkling and golden glow effect gets lost in our yellow biome!
You can best see it on these Lootwagon Effects. Each color represents another rarity.

On the darker side, the colorful sparkles and swirls are well visible and give shape to the light beam. To make these also visible on our green and yellow biomes, we added a black glow behind the beams. They’re not visible in the dark biome, not only give depth to the beams in the lighter biomes, but also add contrast to make them visible.



For different ways of how we handled contrast, simply look at this fire effect:





Even if it's small, you notice the red fire of doom immediately on the dark side map, but the black smoke gets lost. It’s exactly the other way around on the light side map. For this effect, we made use of the main colors present, and added them in a well contrast.



As you see, we’re putting a lot of time and effort to not only provide you with a story-rich game with amazing mechanics on the strategy map and in the battles, but also to make them feel good. Whether it be by improving the timings of the effect to make the impact go “Whoomph”, add visual cues to make it more understandable, or simply make them look better.

[h3]We love this game, we love the looks and how it plays, and we hope you will too! [/h3]
Thank you for reading, we hope this Dev Diary helped you understand our Technical Artists VFX process more!

Lots of love!
Ilcin & the Chimera Team