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Hidden Pass - Daring 4X Strategy/Squad Tactics fusion comes to Kickstarter

Hidden Pass draws inspiration from legendary strategy and tactical classics, with a combat engine that invokes Into The Breach and a strategic layer reminiscent of the old stalwart Heroes of Might and Magic 3 and recent hit Songs Of Conquest.



We invite you to shape the future of the continent of Averon. Build a team of skyfaring heroes, wield techno-magical devices and construct automatons as you explore uncharted sky-islands rich in secrets and powerful, dangerous Elyrium crystals.

Take a glance at this world of magic, machinery and mayhem in the trailer below:
[previewyoutube][/previewyoutube]

Hidden Pass is split into two key elements. In its strategic layer, you’ll experience its world as a lightweight 4X strategy game. When you send your units out on sorties, Hidden Pass becomes a turn-based RPG with tactical, grid-based combat.

Copies of Hidden Pass are available at the €20 EUR (about $21,5 USD) backer level with the Name in Credits, Newsletter, Backer discord role and access to backer-exclusive updates

“We’re especially proud of the game’s stylized aesthetic and visual effects, inspired most by Divinity: Original Sin 2”, said 'LostQuest' - CEO of GG Studio. "Breaking down the core gameplay loop a little, expect to spend around 70% of the game in tactical combat, and the remaining time on the strategic map layer!”



About GG Studio:
GG Studio is a small indie studio based in Germany. We are a group of passionate gamers and larpers. We aim to create unique stories and quests that we combine with fascinating gameplay.

You can support us within our campaign - here is the link to our kickstarter page

GG Studio links on Twitter,, YouTube, and Discord.

https://store.steampowered.com/app/2430170/Hidden_Pass/

A small stream from the Demo

We have made a small playthrogh. Thanks everyone for watching. Right now we are making a lot of tests. And closeк to May, we' ll make a new stream

Dev diary. March 2024.

Yes, there are still many mechanics that have not been added, such as pushing and throwing, but the game has already changed significantly. And we begin to actively show it and receive responses.



Mark April 4th on your calendars! It’s “Turn-Based Thursday Fest”! We are happy to announce that we are taking part in this festival and will probably be streaming our game during the festival. Don't miss it - the start is scheduled for Thursday April 4th. The festival will be available via the link on Steam:
https://store.steampowered.com/sale/TurnBasedThursdayFest


An important point - since we are entering a period when the game will already be available (demo version on Steam), we want to slightly change the format of our diaries and now each individual diary will be a showcase of one specific game mechanic, which will be described in more detail. Plus we will describe its influence on the gameplay and interaction with other important elements of the game.

We wanted to end this format of diaries on a positive note and show in large strokes what we managed to do this month:

  1. We finished the visuals of the map - we tightened up the skybox, worked on the visual effects of the clouds and generally dimmed the brightness of the colors, especially purple.
    [previewyoutube][/previewyoutube]
  2. We completed the reinforcements during the battle. Now, when dropping an automaton, the player not only chooses a specific location, but will also deal damage to the enemy if he drops it from the air right next to the enemy.
    [previewyoutube][/previewyoutube]
  3. A lot of work has been done to refine the abilities of all units, as well as visual effects for them. It was truly a difficult task, but now they work correctly and look presentable.
    [previewyoutube][/previewyoutube]
  4. We worked on optimization. Now the demo does not freeze and does not have a large drop in FPS on computers with medium specs. Yes, there is still some work to be done, but the result is already good.
    [previewyoutube][/previewyoutube]
  5. The balance has been completely reworked and tested many times. A huge amount of work, which is absolutely necessary for a turn-based game like ours.
    [previewyoutube][/previewyoutube]


[h3]GG😎😎[/h3]

Thanks for reading our March DevDiary! The last in this format. We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in May 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Dev diary. February 2024.

[h3]Global map.[/h3]

In general, we have finished conceptualizing the global map. It is going to have two distinct states: default and the Eruption. Each of those states has its distinct features based on the player's successes and failures.

[previewyoutube][/previewyoutube]

The non-stop rivalry between you, The Player, and The Gates is the basis of Hidden Pass. You will have to deal with sporadic wormholes and tears in reality while you cruise through Elyrium Belt, a very unstable space itself. While your main goal remains and you have to endure the hardships to fulfill your orders. Numerous encounters and the need for expansion are inevitable on your way. Your successes are tied to the power growth of The Gate. The stronger they are, the more the space is warped and more unstable.

[previewyoutube][/previewyoutube]

Thus, you can tell the power of the Gate by looking at your surroundings both in default and Erupted states. In these trying times of Eruption your faction will face massive challenges, so try to hold back the Gate as much as possible. As a wanderer, you feel when the Eruption is going to happen, so prepare yourself!

[h3]Combat[/h3]
The rework of the combat is almost done and we are on the finish line to releasing the April Demo. The only question is how much can we implement before the Turn-Based Fest (4-8 April). Right now, we have a more compact and more appealing map ready.

[previewyoutube][/previewyoutube]

Now our focus is shifted to the player’s movement during combat in the game. As we previously said in DevDiaries, the main idea is that you have to be able to reach every part on the map.Now one can easily move between the map layers. Previously, only flying units had the opportunity to reach the heights of layer 3, now we have added terrain pieces that allow you to reach previously unavailable places. For example, Elyrium Updrafts will launch you from layer 1 to the tops of small Eolites on layer 3.

[previewyoutube][/previewyoutube]

Thanks to the compactness of the map, you can jump into action right from the get go! No more unnecessary steps to reach your enemy. Sling your spells, let your weapons sing!

Push became an important part of combat. Many spells and abilities (explosions, for example) will now push units in different directions. And if they collide with an obstacle, they take damage based on the power of the collision and the nature of the obstacle itself. For example, your face had a chance encounter with a boulder? Not a big deal. But if you face planted in Elyrium crystal, the damage is the least of your problems and now you will have to cure Elyrium poisoning.

[previewyoutube][/previewyoutube]

Flight is still in the game, but now it is not free, as it used to be. Characters equipped with Jetpacks will have the option to fly by filling the Elyrium Madness gauge.

Speaking of the devil, Elysium Madness has reached its final shape. If you fill this gauge to the max, you are as good as dead in several turns. The number of those turns is based on the character's Intelect. To save this unit - simply finish this combat before he dies. It’s a good strategy, in general. Besides, Madness grants you temporal boost to your damage before you are no more. Channel your most hard hitting spells, finish combat before you seize to exist and repeat!

[previewyoutube][/previewyoutube]

[h3]GG😎😎[/h3]

Thanks for reading our February DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in May 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Dev diary. January 2024.

Greetings, Friends!

January was dedicated to structuring what is done to this point, setting important milestones for important updates for Hidden Pass and many other administrative work. Nonetheless, the development is thriving and improving.


[h3]Global Map.[/h3]
We finished fine-tuning the global colour scheme and conceptualised the visuals for the Eruption.

[previewyoutube][/previewyoutube]

Overall, the main gameplay revolves around the Gates, which the player is to conquer in the end. As in all classic 4X strategies, the player’s goal is to explore the Elyrium Belt and journey to its core while claiming new Eolites expanding your influences.

There are two main obstacles to overcome.

First - the Eolites are well-guarded more often than not. Thus, you should prepare for battles, while managing your economy. Better economy means more automotons to use on the frontlines. Why would you need a better economy? Nothing In the world is free, as well as in Averon.



You were sent with a spirit-rising mission to explore the Elyrium Belt for the betterment of the society! Buuuut there is a small sub-goal - extract Elyrium and send it to the Mainland. Your faction won’t appreciate your valiant efforts if you fail to meet your goals. They need you, but you need them more. Remember that. You will need all the help you can get.

Second obstacle - the Gate itself. Not only do they wish to not be conquered , but it has the will of its own. It will try to hinder your progress in any way it can. From lowering your income in general , to doing such sacrilege as attacking your Tower directly. Stay sharp, don’t throw all of your resources into exploration and think about the rear. The enemy is sly and cunning.

[previewyoutube][/previewyoutube]

We have already talked about the Eruption, but just briefly. In many aspects, it’s similar to a mechanic from Against the Storm. It’s a difficult time when the player has to battle against hordes of monsters, further exploration is hindered by better protected Eolites. Thus, yeah, you can definitely chill and do nothing… but not for too long or else you will pass a point of no return where the Gate will accumulate too much power.

[h3]Combat.[/h3]
After a major rework of the combat we continue to develop our mechanics and to enhance the gameplay in general. We do not plan to change it in the future and we hope that it will be dynamic and engaging. “Into The Breach “ is a huge inspiration for us: you can complete the goal in many different ways and combinations.

[previewyoutube][/previewyoutube]

Thanks to its compactness , you can interact with every point of the map. Unused and unnecessary spaces were removed. Small obstacles, like rocks, are now interactable - you can push or throw them. Some tiles now have special effects like poisoning. So watch your step and walk carefully or use it to your advantage and push enemies in that direction.

As we already said, each class will have specialisations and you can build your character to your preferences. There are no restrictions on expertise so you can combine abilities from different fields. You chose a character's class and specialisation while recruitment.

[previewyoutube][/previewyoutube]

[h3]GG😎😎[/h3]

Thanks for reading our January DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign and we finalised the month: it is May 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/