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Vestiges: Fallen Tribes News

End of the Opendev Build !

[previewyoutube][/previewyoutube]
[h3]Dear players, it is with a mix of gratitude and excitement that we announce the end of our opendev build. Over these months, many of you have tested our game mechanics, and provided essential feedback. Thanks to your engagement and passion, we have been able to identify several crucial aspects of Vestiges: Fallen Tribes to improve. Here are some areas where your feedback has made a significant impact:[/h3]

  • Balancing : Your observations have helped us adjust the units and ensure a more balanced and fair gameplay experience. Whether by tweaking damage outputs, reworking units stats, or modifying certain gameplay elements, each adjustment has contributed to enriching the challenge and enjoyment of the game.

  • Game Feel : Your in-game experience has been at the heart of our concerns. Your feedback has allowed us to fine-tune many aspects to offer a more immersive and satisfying experience. Improvements in visual and audio feedback, as well as animations, have all been influenced by your valuable suggestions.


We want to extend our heartfelt thanks to every player for the time, energy, and passion invested in this opendev phase. Your involvement has enabled us to make significant strides towards the finalization of Vestiges: Fallen Tribes.

We can't wait to take you with us in the next step. Stay tuned for future announcements regarding the official release of the game.


Don't hesitate to wishlist the game in support:

https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/


You have been with us from the beginning, and we thank you for that. We still have a lot to share with you guys, so feel free to join us on :




Devlog#8 - Let's talk about the Illustrans

[h3]This week, we are excited to share the story behind the creation of the Illustrans deck, one of the two decks available in Vestiges: Fallen Tribes inspired by the grandeur of the Roman Empire. As we delve into the creative journey of this deck, we want to remind you guys that our open beta build will be removed from Steam on July 17th. Now let’s talk about how the creative team went from just an idea to their first concepts of the Illustrans.[/h3]



Little disclaimer
One of the most fastidious challenges the team encountered during this creative phase was basically to avoid inconsistencies and cultural appropriation that would misrepresent any existing population or ethnicities. “It is very important to understand that we are using History as a research base to create the factions, it is not our role to distort any reality nor established truths about ancient or existing civilizations or nations,” says Art Director Suzanne Rault. Whether they are inspired by real events or people, every composants of Vestiges: Fallen Tribes is fiction.



Behind the choice of this very Roman inspired faction is a desire to stay close to the Studio’s Mediterranean roots. “We are located in Lyon, France, which was funded by the Romans in the 1st century BC,” explaines Suzanne Rault. Indeed, Lyon, called Lugdunum at the time, still embraces that Roman influence today. Downtown and the old Lyon are part of the Unesco World Heritage Sites. You can visit the Gallo-Roman museum and sit at the Ancient Theatre of Fourviere where musical and theatrical festivals are organized. And it’s not limited to Lyon, most of France was occupied by the Romans at the time.

“Since the Romans are such a big part of our History, it was obvious that our first faction would be inspired by them, Suzanne adds. Most people have already heard of the Roman Empire and easily know how to identify its army.”



There was a time when the Illustrans were well known for their complex government and their imperial dominance over the world. What made them the Great Power of this time was, just like the Romans, their abilities to create tools and innovative technologies to access and distribute water all around their Empire. “The Romans were clearly ahead of their time especially when they created the aqueducts to bring water to the cities, Creative Director, Pierre Heinisch explains. It was interesting to make our first faction as powerful and capable as the Romans but also kind of exceeded by the situation inside Vestiges.”

Modern but outdated “Since the game is set in a dystopian future after the fall of most civilizations, we wanted to make it very clear that the Illustrans are only a shadow of themselves now, kind of like an anachronism”, emphasizes Suzanne. Indeed, at some point water ran out, and it got more and more complicated for them to function properly. They lost domination over a lot of places and couldn’t keep up with technological advancement. They are nostalgic of that past greatness and keep thinking they cannot be defeated.



The backstory being almost complete, Pierre continued by creating the first units that would be part of the players’ deck:

  • the Legionaries: heavily armed infantrymen carrying shields and javelins
  • the Ballista: an armored vehicle carrying a weapons that throws bolts from the distance
  • the Protector: basically a giant shieldman that deploys a large shield to protect the other units
  • the Gladiators: a group of aggressive soldiers that do hand-to-hand combat with hand weapons
  • Matria, the Ruthless: automaton of the Illustrans’ symbol, the mother wolf, when she dies she releases a temporary buff to all the other units


Those information are mandatory for Suzanne to start with her concepts. “Knowing what type each unit is, their strengths and weaknesses helps me understand how they should be represented and how they should look like inside the game”, Suzanne says.



Built from vestiges
Before anything, Suzanne took some time to research the Romans, their way of life and their culture. “I went to the Gallo-Roman Museum and looked for any element that could inspire me for the first sketches”, she adds. Every faction has a color and a totem animal that represents them. It was obvious here to pick Red for power and the Wolf in reference to the Capitoline Wolf.



Suzanne also got inspiration from what we call the Lyon-Vaise Hoard which is a collection of Roman precious objects such as the bronze statues (below) to create the figurines’ bases. “In the future, we are definitely thinking about producing different bases depending on the rareness of the card”, Suzanne continues.

Although Vestiges: Fallen Tribes is a card game, it also conveys tabletop miniature wargame vibes where the players can pick any figurines and put them on the battlefield. On those early concepts you can definitely see that wooden corpses, gold accessories and touches of red fabric are the main components of the Illustrans. But you can also see that the first version of the Legionary was way too detailed.



“Those figurines need to actually look like they were handmade and respect measurement scales. You have to think about it this way: a human is creating and painting those figurines just like in Warhammer”, Suzanne adds. Once those cards are played and the units are on the battlefield the players will be able to wander around with the camera and get a closer look at their army. But as soon as they go back to a wider point of view they will notice that the figurines are quite small so the details don’t really show. The lines of led lights is a marker that the game is taking place in a near future where ancient meets modern.



Once this final concept was adopted by the whole team, they were taken to the 3D artists. Before being able to model the concepts, the 3D artists needed to know what position should the units appear in the game. Suzanne proposed a few drawings so they could start modeling. “Ultimately we would like to have at least 2 different poses for each unit (1 resting and 1 moving) but this will need a bit more time”, Suzanne says.



As we wrap up our exploration of the inspiration behind the Illustrans deck, it’s important to recognize that the creative team's vision is only the beginning. The developers are the next crucial step in bringing this deck to life within the game. Their expertise in coding, game mechanics, and user experience ensures that the Roman-inspired models integrate seamlessly into the gameplay. By translating the creative designs into interactive elements, the developers bridge the gap between imagination and reality, making the Illustrans deck a truly immersive and engaging experience for players.

Please note that there will be no update this week as our team focuses on refining the game for its next phase. Stay tuned for more updates, and thank you for your continued support and enthusiasm.


Join us now in the open beta of Vestiges: Fallen Tribes! This is your last chance to experience the game firsthand and help shape its future. We are particularly interested in your feedback on the types of effect cards you'd like to see added. Your input will be invaluable in enhancing the gameplay and making each match even more exciting. Share your ideas with us and become a part of our growing community.



There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!

Update 0.13.0 is available !

[h3]The new Vestiges: Fallen Tribes update is here, and it will mark the end of the open dev build. This final update focuses on the units’ animation visual effects, making every unit's actions more vibrant and realistic. Our team has worked hard to enhance these visual elements, aiming to create a more immersive and visually stunning experience.

Be sure to play the 0.13.0 update before it is removed from Steam on July 17th.[/h3]

[previewyoutube][/previewyoutube]

As we are closing the open dev chapter, we are filled with excitement and anticipation for the future. This progression would not have been possible without the incredible support and feedback from you guys, our dedicated players. Your involvement has made all the difference, and we can't wait to continue this adventure together!




  • VFX :
    • Sword trails for Gladiators and Shadow Blades
    • New projectiles for the Ballista, Sagittari and Dune Gazers
    • Improved Cura aura and added effects on healed units
    • Improved Mindhunter effects showing converting/converted units
    • Takeoff/landing VFX when Arwhii jumps
    • Impact effect on units taking damage
    • Sandstorm
  • New mouse cursors
  • New menu background video, now with less movements and cuts for better legibility
  • New behavior for the Shadow Blades : now hidden (cannot be targeted) until they attack first







  • Restored unit targeting to the closest enemy for easier planning
  • Improved blocked units reaction time and path recalculation
  • DuneGazers will be less likely to all shoot the same target when not necessary
  • Renamed "Mute on focus lost" option to "Play audio in background" for clarity




  • Fixed an issue with the number of cards in deck sometimes being incorrect
  • Opponent's avatar now holds the correct number of cards
  • Sandstorms now properly disappear when reaching the board's edges



Don't hesitate to wishlist the game in support:

https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/


We are very fortunate to have all your feedback on Vestiges: Fallen Tribes. You have been with us from the beginning, and we thank you for that. We still have a lot to share with you guys, so feel free to join us :




Devlog#7 - Let's talk about VFX

[h3]The upcoming 0.13.0 update for Vestiges: Fallen Tribes will highlight the visual effects of units on the battlefield during resolution phases. Indeed, extensive work has been done to perfect the VFX for this update, along with other improvements and fixes. Let’s talk about our next update ![/h3]



VFX & immersion
It was important to work more thoroughly on the VFX of unit animations because they are essential to provide a captivating visual experience and enhance immersion. They also serve to elevate the game's aesthetics by making the resolution phases visually more qualitative.

Stéphane, Level Builder & Cinematic Artist, as well as Pauline, 3D Designer, both worked on the VFX. They both used Niagara, a dedicated module implemented directly in Unreal Engine. “To create a visual effect, we start with a particle whose appearance, color, or shape we modify. We can add as many different particles as we want until we achieve the desired result”, Pauline explains.

For example, for a hit effect, two emitters were necessary. Emitters allow the creation of explosions, dust, lights.... It can go up to thirteen emitters on one unit, as is the case for Arwhii's landing effect.



Stéphane took care of the Sandstorm’s effect, a card that, when played, triggers a sand tornado moving toward its target. “As a fun fact, I had to redo the VFX for the Sandstorm because, in the first version, we realized that the FX was flat and, therefore, had no 3D effect when viewed from above”, adds Stéphane. Moreover, the VFX improves the clarity and accessibility of visual information, helping players quickly understand the effects and consequences of their actions.



New behaviour for the Shadowblades
You are probably familiar with the Shadowblades card from the Adrarii deck. It is the only card that can be placed around your opponent's play area to take their units by surprise. "Since the behavior of units is to seek the nearest target, when placed behind enemy units, the Shadowblades disrupt the opposing army, often to their advantage. Therefore, we had to find a new way to make them react and it had to be a bit more faire", Suzanne Rault, Art Director, explains. The goal was also to make the unit discreet and prevent nearby units from attacking it. A new behavior has been programmed for the Shadowblades: they are now undetectable until they attack an enemy target.

New mouth cursors
The readability and intuitiveness of actions in a video game are crucial to ensuring a smooth and enjoyable player experience. Adapting mouse cursors based on the actions the player needs to perform plays a fundamental role in this aspect. Distinct and contextual cursors allow players to instantly understand what actions are possible at any given moment, thus reducing the need for additional interfaces or complex menus. For this reason, new cursors have been created specifically for unit selection and placement.





Join us now in the open beta of Vestiges: Fallen Tribes! This is your chance to experience the game firsthand and help shape its future. We are particularly interested in your feedback on the types of effect cards you'd like to see added. Your input will be invaluable in enhancing the gameplay and making each match even more exciting. Share your ideas with us and become a part of our growing community.



There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!

Devlog#6 - Let's talk about effect cards

[h3]The last update of Vestiges: Fallen Tribes introduces the very first effect cards. Now that it is possible to create custom decks of 20 cards, it is important to expand the game's card collection and add some spice to those already strong strategies. Let’s talk about how we created those first effect cards.[/h3]



Effect cards are pivotal in card games like Vestiges: Fallen Tribes because they introduce unique abilities and interactions that enhance the game's strategic depth and variety. These cards can change the course of a game, creating dynamic and unpredictable gameplay experiences.

The first two cards to join the game allow the players to either draw 2 new cards or withdraw one unit already placed on the battlefield. The creation of these cards was accompanied by two main challenges that had to be overcome: the need to differentiate them from other unit cards, and also to adapt the Gameplay Ability System to implement them more easily into the game.



Visual distinction & uniformity
The design of those new cards is important because it allows players to easily differentiate them from the other units during a game. “A distinctive and recognizable design ensures that players can quickly identify the cards, facilitating fast informed decision-making”, Suzanne Rault, Art Director explains. Indeed, players only have 1 min to choose the cards they want to put on the battlefield. Mastering their deck will be one of the most important things players need to do in order to make strategic decisions.

The more cards they will have to choose from the less time they will have to think about their strategy hence the high importance of making those new cards easy to play. This clear visual distinction also contributes to a more engaging and enjoyable player experience by reducing confusion and increasing the game's overall aesthetic.

Intern Concept & UI Artist, Lauralie Girard, had to think of a way to make those cards different without deviating from the existing artistic direction. “I got inspired by the design of the user interface for which UI/UX Designer Guilhem Hounieu used geometrical shapes”, Lauralie says. Lauralie needed to make sure those cards were very different but would still fit into the overall aesthetic of the game.



The first version of the new cards (left) was not conveying the right message. “At first I didn’t know what direction to go. As I was playing with the outline’s color we noticed that the silver was almost stating that the card was either unavailable to play or that it would cost another currency to use it”, Lauralie adds.

Lauralie chose to retain the gold color to maintain the reference to the unit cards, while using a silver outline fill color to differentiate it. “Using white also helps color-blind people to actually notice the differences between the cards without changing it too much”, Lauralie explains. Indeed, it is important for the studio to ensure that as many accessibility criteria as possible are always considered during the development of its games.

Pictogram and Illustration
Lauralie also had to create a specific pictogram and illustration for the cards. “We are still not sure whether the effect cards will be part of a neutral faction with the same visual attribution, or part of existing tribes, but we needed a pictogram that could be associated with effects in general”, Lauralie continues. The user interface was designed with geometric shapes such as squares and diamonds which Lauralie adapted to create the personalized star.



The cards illustrations’ main purpose is to be understood with just one look at it. Since those two new effect cards are mostly hand related (draw 2 new cards and retrieve a unit), Lauralie focused on showing actual hands on the concept. “It is a way of emphasizing the player’s action on the game”, Lauralie adds. When buffs are introduced to the game, their illustrations will obviously need to depict the buff’s effect. “Each unit has its own art illustration that is made specifically for the card, so we’re still thinking about whether effect cards should have the same type of illustration or not”, Suzanne explains.

Example of a unit art illustration: The Cura - Citizen of Illustran Deck

Adapting the Gameplay Ability System
The implementation of the Gameplay Ability System has made adding new cards easier and faster. "The advantage of the GAS is that we can add cards without having to rework the whole architecture of the game each time", explains Benoît Djerigian, Lead Developer.

Replication for the draw phase

Because playing a card that did not spawn a unit on the battlefield is a new feature, most of the work had to be done during this update. All effect cards use the same events to display explanatory text, handle targeting if necessary and trigger the ability via the GAS. So adding a new effect card in the future will only require coding the specific ability.

Breakdown of the game phases

Online multiplayer games like Vestiges: Fallen Tribes are usually divided into two phases: the preparation phase and the resolution phase. It's important to keep in mind the concept of replication and the management of information stored and transmitted by the server. "When a player uses the 'remove a unit' card, they don't want the opposing player to know about their action before the resolution phase, so you have to remember to disable replication on the server side," explains Benoît. Once the player confirms their choice, replication is reactivated on the server side, and the resolution phase reveals each player's choice.

Join us now in the open beta of Vestiges: Fallen Tribes! This is your chance to experience the game firsthand and help shape its future. We are particularly interested in your feedback on the types of effect cards you'd like to see added. Your input will be invaluable in enhancing the gameplay and making each match even more exciting. Share your ideas with us and become a part of our growing community.



There are a few ways to give us your feedback on the game :



Don't hesitate to wishlist the game in support:
https://store.steampowered.com/app/2511780/Vestiges_Fallen_Tribes/

Thank you for being a part of this exciting evolution, and we can't wait to see where the Closed Beta takes us!