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Songs of Steel: Hispania News

Announcing the Official Release Date for Songs of Steel: Hispania!

We are thrilled to announce that Songs of Steel: Hispania will be officially released on July 11th! After months of dedicated work, we are excited to finally share this immersive strategy game with all of you.

Songs of Steel: Hispania transports players to the historic Numantine War, where the mighty Roman Republic clashed with the brave Celtiberian people. We had put immense effort into creating a gameplay experience that matches the rich narrative and historical depth of this epic conflict.

To celebrate this milestone, we are offering a 20% launch discount, giving you the perfect opportunity to dive into the game and command your own Roman or Celtiberian army.

Prepare for breathtaking battles, strategic decision-making, and a chance to make history. Add Songs of Steel: Hispania to your wishlist now and be among the first to experience this thrilling journey on July 11th!

Thank you for your support, and we can't wait for you to join us on the battlefield.

Don’t forget that you can also follow us on Twitter, Instagram, TikTok and Reddit at @songsofsteelvg

https://store.steampowered.com/app/2603300/Songs_of_Steel_Hispania/

⚔️ Special Event: Stream with the youtuber Andy's Take

On June 12th, join us for a very special event in celebration of our participation in the Steam Next Fest! 🎉

We will be streaming our newly released public demo of Songs of Steel: Hispania with the popular YouTuber Andy's Take, known for his passion for strategy games and RPGs, especially those centered on the mighty Ancient Rome. Andy will be joined by a member of our development team to provide an immersive and detailed experience.

During the stream, you'll get to see the beginning of the epic Roman campaign, discover the strategic gameplay of Songs of Steel: Hispania, and delve into fascinating details about this historical game. We will discuss the realistic historical approach to the Numantine War and much more.

📅 Date: June 12th
⏰ Time: 7:00 PM Spanish time

Songs of Steel: Hispania, DEMO available now! ⚔️

The echoes of the legendary Numantine War, a historical conflict that defined Hispania’s destiny, resound stronger than ever!

The first DEMO of Songs of Steel: Hispania is now available for all those players who want to experience this epic confrontation that put the powerful Roman Republic against the indomitable Celtiberian peoples of the Iberian Peninsula during two decades of intense and unforgettable fighting.

This demo includes the first three chapters of the Roman campaign, allowing players to immerse yourself in the artistic and narrative aspects of the game while testing your strategic skill with authentic Roman units and tactics.

It should be mentioned that in the final game you can enjoy both campaigns, both Roman and Celtiberian, so play the Demo now, Wishlist it, and be the first to know its release date (that will be pretty soon)

https://store.steampowered.com/app/2603300/Songs_of_Steel_Hispania/

DEV DIARY #4 - SONGS OF STEEL: HISPANIA ⚔️

Besides the functioning of the troops, climate and terrain were decisive factors in this conflict. And it couldn't be less in our game.

Taking advantage of the gorges, rivers or thick forests that covered the plateau at the time meant the difference between winning and losing each battle. Reflecting this in scenarios with a variety of unevenness and natural elements that completely influenced the battle, forcing the player to change their strategy, was one of our goals from the beginning.

A sling causes much more damage at a high point and fighting in a snow-covered area or in a river affects the troops: they take more damage and their mobility is reduced. The elements of the scenario decisively affect battles. Also, the targets in each battle vary, as well as the events that can occur in them: ambushes, counterattacks...

“Songs of Steel: Hispania” is a deterministic game: There are no critical hits, no success rates in attacks. There is no luck, STRATEGY is everything. The variables of terrain, troop types, and equipment determine how much damage each troop can take and how much damage it can do at each moment. This allows for great strategic depth that isn’t affected by conditions outside the player.

In addition, all the battles in the game have been meticulously crafted, with no random or automatic elements. Each one presents a new scenario to which the player must adapt.

If you liked what you read here, remember to add “Songs of Steel: Hispania” to your wishlist if you haven’t yet!

Don’t forget that you can also follow us on Twitter, Instagram, TikTok and Reddit at @songsofsteelvg

DEV DIARY #3 - SONGS OF STEEL: HISPANIA ⚔️

Since the beginning of Songs of Steel: Hispania, it was clear that we wanted to produce a turn-based strategy game. On the one hand, we are great fans since we played our first games of “Age of Empires” in our childhood, and on the other, it was the perfect genre, since this war was like a long game of chess between two great strategists.

On their side, the Numantines at the beginning of the war managed to have about 25,000 men available by joining several tribes, who confronted (and defeated) a much superior Roman army of 30,000 soldiers. In the second half of the war, the difference between the two sides was enormous. The Numantines were never more than 8,000 warriors of fighting age and faced an organized Roman army whose troops ranged throughout the conflict between 20,000 soldiers and 60,000 (at the end of the war). With a difference so evident, the fact that the local side resisted for two decades is the result of great intelligence in the art of war.

The Celtiberians knew and used the terrain in their favour to make elaborate ambushes, were excellent riders, and worked the metal with such superiority to the Romans that the famous gladius was inspired by the techniques of the Hispanic blacksmiths. On their part, Rome had something that the Celtiberians did not. A production of weapons at an almost industrial level, a constant renewal of soldiers in each campaign and the determination that they would lose battles, but not the war. They already had the experience of having defeated many enemies like Carthage. Their military strength allowed them to apply siege techniques to the city that were unaffordable for the Numantines. Although the Numantines made them suffer like that famous and fictional “village populated by indomitable Gauls” of Asterix and Obelix, which is very reminiscent of Numantia.

At the beginning of the game we wanted to capture the superiority in numbers of the Romans, but to balance the sides we had to give more strength to some Celtiberian troops. This generated an interesting game system, but that did not take full advantage of the imbalance and was not quite accurate with reality, since the Celtiberians were not superheroes stronger than the Romans, just troops with a better strategy. To apply mechanics that were faithful to the reality of the battlefield, we incorporated Meteorbyte Studios into the project. Their work as developers faithfully reflected the way the troops of both sides operated, elevating the gameplay. There always must be a balance between historical accuracy and gameplay, and in case of doubt, it is always preferable to lean toward gameplay. But Meteorbyte has been able to use reality to enhance the gameplay. A great example is how armies work.

The first line of the Roman army that initiated the attack was composed of the young Velites (usually under 20 years of age), who harassed the enemy with weapons such as the pilum (javelin). They were barely protected. After the start of the battle, they were quickly replaced by the first shock troop: the Hastati, who were protected with light armour and carried spears or swords. They were still young (20-24 years old) and less experienced. Behind them were the Princeps, with similar weapons but with more protection, wearing chainmail or cuirass, and also with more years of war on their shoulders (25-35 years old). The last group of infantry was the Triari, with long spears and heavy armour, which protected the rear. They were the most veteran troops and only intervened if the battle became complicated - hence the ancient Roman expression "the thing came to the Triari" to refer to a problem that has become complicated. The characteristics of all these troops are translated into the game organically: enemies take more damage after being attacked by Velites, so it's smart to use them first. On the other hand the Triari become stronger if they stay several turns in one position without moving, so they work well to resist attacks once the rest of the troops have worn out in the initial turns. There are also special units that can change the course of a battle completely, such as war elephants. They were the downfall of Consul Nobilior in Numantia, but we give the player the chance to try to correct his mistake. We will unveil the special units in future dev diaries.

On the other hand, Celtiberian warriors use a system closer to “guerrilla” techniques ("concursare", as it was known at the time). Their units have more mobility and must use it to win. They have troops that receive upgrades if they move before attacking, or that can retreat after an attack, or that are immune to enemy opportunity attacks (they can disengage from combat easily). They do not have the strength or discipline of the Romans, but they do have greater morale: they are defending their land. It is also documented that battle songs were common among Celtiberian tribes and that there were religious representatives in their societies. We have taken the liberty of uniting these two customs into the figure of a druid, semi-heroic units whose chants can give certain strategic advantages to the troops, and further differentiate both armies.

On both sides, the game system based on positioning, flanking, and coverage was the best choice to achieve that balance between historical accuracy and gameplay.

If you liked what you read here, remember to add “Songs of Steel: Hispania” to your wishlist if you haven’t yet!