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Guards II: Chaos in Hell News

Guards II News #12. Ability and Status icons



Hello there,

We mentioned in previous announcements that all enemies and their abilities have been approved and are technically finished. This week, our artist has completed creating icons for all of them. Even though the game might appear small, it boasts a plethora of distinct abilities. Just take a look at these spreadsheets.

Overall, we have a total of 320 ability text blocks. Default abilities do not feature icons, only secondary abilities are accompanied by icons. In any case, we needed to design around 150 different icons. It looks remarkably cohesive!



Any strategy game necessitates careful planning based on current information. As a result, we've decided to include a "Status Info" block where players can view all buffs and debuffs affecting any unit. Utilizing information to make strategic moves is a fundamental aspect of the game. Most of the effects are common, such as increased or reduced damage, and so on.

Consequently, there's another substantial batch of icons related to statuses. We will showcase how they all appear in the game at a later point. All I can say for now is that they look incredible.



The Game Designer is in the final stages of completing the remaining game levels. They only need to finish World #5 of Mode 2, and then the game will be fully prepared, as all additional features like hero upgrades, items, and in-game challenges have already been completed.

Our artist has concluded the revision of all unit animations and is currently working on Steam achievements. Another artist, who created all the aforementioned icons, is now implementing the revised graphics into the game. The programmer has assisted the artists, investing significant effort into coding to make these aspects feasible.

Additionally, our first tester is actively playing the game, aiding us in balancing the game's difficulty. Furthermore, she is reviewing the English text, meaning we are on the brink of commencing the translation of the game into various languages. If you wish to partake in testing and contribute to translation efforts, kindly let us know!

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Guards II News #11. Main Menu



Hello there,

We are excited to bring you up to speed on our game's development progress. In the past week, we've been diligently working on several fronts. We began by creating a comprehensive check-list for the revision of animations for all enemies and heroes. We discovered that certain units were missing animations and effects, and our dedicated artist is currently in the process of rectifying this. We anticipate that these animations will be completed by next week, effectively bringing the graphics of all units to fruition.

The visual elements for all missions were crafted some time ago, and currently, another artist is meticulously integrating these graphics into the game. This artist is also crafting icons for abilities and statuses to ensure a polished and immersive user experience. We're happy to report that this aspect of the game's development is nearing completion, with an impressive 90% of the graphics now in place.

Meanwhile, our game designer and programmer are focusing on the crucial task of localization. Given the extensive content in the game - with numerous abilities and texts featuring various parameters - they are developing a tool that allows for the adjustment of parameters across all abilities and languages through code. This undertaking is undoubtedly complex due to the sheer volume of content within the game.

Simultaneously, our game designer is engrossed in creating the Challenge mode for World #5. Expected to be finished by next week, this mode is the final piece in the puzzle. Crafting a balanced and engaging endgame experience is no small feat, particularly for a challenge mode with seven sublevels and increased difficulty.

In terms of translation, we are fortunate to have the support of a colleague who previously assisted with translating Warstone. Their expertise is invaluable in revising the English text and aiding in translation for several other languages. Additionally, we're thrilled to share that work has already commenced on the game's music. We've partnered with the sound designer from Age of Defense to craft the auditory landscape of Guards II.

As all the key components of the game fall into place, we remain resolute in our commitment to deliver a captivating and immersive gaming experience. The image above showcases the main screen of the game, offering a glimpse of all five underworlds that players can explore. We appreciate your ongoing support and patience, and we're looking forward to the moment when we can unveil the fruits of our labor to you. Stay tuned for more updates!

Stay, with us

Guards II News #10. World #4 Introduction



Hello there,

We are thrilled to share the latest progress on the game's development with you. This week, we have successfully finalized all in-game texts. Despite the game's seemingly small size, it boasts an incredible amount of content, and each element requires careful attention to detail and proper text descriptions. Over the past two months, we collaborated with another talented Game Designer to ensure that everything is polished and ready for players to enjoy.

To give you an idea of the extensive content, here's a breakdown: the game includes 330 text blocks for different abilities, 90 status effects, 210 upgrades, 38 items, 22 skills, 85 story texts, and 50 in-game achievements. We are delighted to share that all of this content has been meticulously completed, and we are now entering the final polishing phase.

In the spirit of collaboration and inclusivity, we will begin translating the game into other languages next week. If any of you wish to participate in the translation process, please let us know, and we'd be thrilled to have you on board.

In the meantime, we'd like to showcase one of the animations for each monster from World #4. This world is inspired by Slavic mythology and features a unique set of mythological creatures. While it may seem unusual to see a big cat and a Fire Serpent among ghouls, it's a reflection of the rich cultural tapestry that World #4 represents. The final boss of this world is the Old Witch, who may appear harmless but possesses deadly powers. One of her abilities is the powerful Thunderstorm, as depicted in the animation.

We are truly excited about the progress we've made, and we can't wait to share the game with all of you. Your support and feedback have been invaluable throughout this journey, and we look forward to offering you a captivating gaming experience. Stay tuned for more updates, and if you'd like to be part of the translation effort, don't hesitate to reach out. Thank you for being part of our community!





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Guards II News #9. Heroes Upgrade Menu



Hello there,

We are excited to update you on the progress of our game's development. This week, we have completed the approval process for all in-game texts, including ability descriptions, upgrade names, item information, system texts, and more. We are now in the final stages of reviewing them before sending them for editing and localization into other languages. Our translators prefer to have a working build of the game to play, as it helps them better understand the game and ensure accurate translations. In fact, Warstone was translated into other languages by Warstone fans who were passionate about the game.

Speaking of a playable game build, we are pleased to inform you that we have already created one. In the near future, we will be sharing gameplay footage to give you a glimpse of the game in action.

In the original game, each hero had only 9 straightforward upgrades focused on health and damage improvements. However, in Guards II, we have decided to significantly expand the upgrade system for each hero. Now, each hero has a unique upgrade tree with multiple levels. These upgrades not only increase health and damage but also unlock new passive abilities. For example, the Hunter's upgrade may reduce Physical resistance, while the Warrior gains an additional damage bonus with each attack.

These expanded upgrade trees provide players with a wide range of possibilities for leveling up their heroes, resulting in virtually unlimited choices for strategic gameplay tactics. It adds depth and variety to the game, allowing players to tailor their heroes' progression according to their preferred playstyle.

We are dedicated to creating a rich and engaging experience for our players, and we can't wait to share more exciting updates with you soon. Stay tuned for further announcements!



Stay, with us

Guards II News #8. House Menu



Hello there,

We are pleased to share that game development is progressing smoothly. This week, we completed the design of the game's menus, and our programmer is now in the process of implementing them into the game. Additionally, one of our artists is working on creating icons for all the items, while another artist is focusing on animating them for battles.

In this news update, we are excited to showcase the main game menu, which takes the form of a mighty wizard's house. As part of the game's narrative, we have entered into a deal with a demon who promises to aid us in defeating the Devil, in exchange for being granted superpowers.

The design of the Wizard House menu incorporates elements inspired by retro games, and we are delighted with the visual outcome. Within the menu, players will find interactive elements such as a book, which leads to the Skill menu, a pentagram that opens a portal to Hell (for mission selection), a cauldron and scrolls that open the Item menu, and a wooden board that grants access to Heroes Upgrade. As for what opens the chest, that remains a secret for now.

In future announcements, we will provide a glimpse into how the sub-menus look, offering more insights into the game's immersive experience. Stay tuned for further updates.