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The Whims of the Gods News

Let's look at the backstage #2



Hello, fans of strategic city-builders!

Today's announcement will allow all players waiting for the premiere of The Whims of the Gods to learn a little more about our studio and the production itself. It will be the second part; you can check the first one here! Our stars are once again:

Łukasz Janczuk - responsible for the design of the production
Paweł Truong - dealing with technical issues/programming
Magdalena Stadnicka - working on the artistic side of The Whims of the Gods

Let's give them a voice!

Łukasz:

The biggest challenge for me was creating cooperation in a city-builder game. What exactly would the players be doing? How should their responsibilities for the city be divided?

In the earliest version of the game, the division between players assumed that one would handle city construction, resource production, and the economy, while the other would take care of city defense and military training. This division seemed interesting because it offered asymmetrical gameplay and defined roles. However, we quickly realized this wouldn't work; we couldn't offer equal engagement for both players. Building an ancient metropolis is a long process that requires careful preparation and planning while defending the city is much more intense and fast-paced.

We tried to find a way to balance the players' involvement. One approach was to give each player as many tasks as possible. But we soon noticed that this made the game larger and more complex, almost as if we were creating two games at once. It was a dead end...

This forced us to rethink our assumptions and search for a different way to divide responsibilities. This is how the idea emerged to split each responsibility between players instead of assigning distinct roles. Rather than giving one player food production and the other steelworking, both would be involved in food production. One would focus on crop cultivation and processing, while the other would manage livestock farming. This approach allowed us to balance player engagement and, at the same time, created interesting opportunities for cooperation between them.

Paweł:

Creating a game is one of the more interesting activities, but it can sometimes be tedious...

Let's take, for example, a bridge. Sure, everyone knows what it looks like and what it's for, but how do you make it "come to life" in the game? This is where the collaboration between designers, programmers, and artists begins.

BEFORE

AFTER


Designers have a vision for why they need a bridge and how it should be integrated into the gameplay. As a programmer, I gather their information and extract repeatable scenarios with various parameters. I check whether we can use existing systems or if a new one needs to be designed. I have to be diligent, thoroughly describe the issue, and plan its technical implementation, but at the same time, I must avoid becoming too perfectionistic in trying to design the perfect system.

If I started coding right away, I might realize later that I overlooked a scenario, and all the time saved by skipping proper planning would turn into time spent on fixes—or worse, the code might end up being scrapped entirely. That's why designing and fully understanding the problem is key. Making changes to diagrams, electronic documents, or even on paper is easy and relatively quick compared to altering programmed structures, classes, methods, and assets. It's also important to ask designers how they intend to configure the functionality. If the system design covers all the identified scenarios, the next phase is creating a prototype. Placeholder assets can be used at this stage, allowing us to discover any unforeseen technical issues.

Once the artists refine the project, the testers find bugs in the old version, and the programmer creates fixes and tackles technical challenges like navigation, AI, collisions, calculations, network replication, textures, and models, the testers return, and once again, programmers watch the world burn.

Artist: K.C.Green

Magdalena:

At my first meeting, I was tasked with evaluating the content created so far from an artistic perspective. One thing was clear. It didn’t create a cohesive world, and the individual elements didn’t fit together. At this stage, I also had to make a final but important decision: do we go with a typical low-poly style and adjust everything to match that direction (including trees and water), or do we take a risk and try to create something more unique and individual?

The environment was the first focus. Rocks were easy - they fit perfectly with our style. Water had to wait, as it required more advanced technical solutions. Trees… well... they were the real challenge!



I knew the trees needed a simplified, geometric form that would align with the chosen style. I sketched some quick concepts, and the artist created a 3D draft. Unfortunately, the idea didn’t work. While the trees gained a stylized, geometric shape, they looked heavy, and increasing the density didn’t help much. In the meantime, I was giving feedback on the developing concepts and models for buildings, characters, and UI... Everything was going well—except for the trees! They were a real nightmare! I kept thinking about how they should look and what technical solution would work best for us.
So, I wrote on paper all the elements of ideal trees should have, like "fluffy but still geometric" and "let’s try creating the leaves as polygons," etc. In the end, we found the perfect result, and I love our trees! 🙂

Don't forget to JOIN OUR DISCORD to talk about The Whims of the Gods with the development team! All the people featured in this announcement are there (almost) every day!

Tarnished Blood is coming to Early Access, October 2nd!

Hello, fellow Hunters!


The day has finally come, we are ready to release our game. After many months and hours of crafting, producing, and playtesting, Tarnished Blood is ready to drop onto Early Access.

In less than 2 days, the Early Access will be available to all of you who have supported us and encouraged us to keep going. Your feedback, especially during major events such as Gamescom, PAX West and Tokyo Game Show, has been incomparable, and we’re more than grateful for it. Your criticism and pointers helped the game take the shape it has today.

The game will launch on Steam October 2nd at 7pm CEST.

But that's not all !!!


We are thrilled to announce that Tarnished Blood has claimed the #1 spot on the Popular Upcoming list during the ongoing Turn-Based RPG Festival! 🏆🔥



With the release of our Early Access version set for Wednesday, we wanted to give back to our amazing community by updating the Steam demo right now! 🚀 This update includes new features, polish, and a few surprises to give you an even better taste of what’s to come in the full version!

With immense gratitude,
The Juggler Games Team

PS. We hope you decide to play our game and share your experience with us through our social media channels or discord.

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If you want to be up-to-date with all the news regarding "Tarnished Blood", join our Discord and follow us on our social media

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Development update #1



Hello, city-builders fans!

Today we share with you the first update of the work on The Whims of the Gods. It will be short and technical, but we want you all to know how our game is changing day by day. For the better, of course.

So...

  • We have added the ability to click on the citizens to view details about a specific villager

  • After your feedback at the fair (Gamescom and PAX West), we have added support for the ESC button to close the interface windows

  • We have improved the behavior of building workers. Now, when they are full, the residents will take everything out of them before starting a new production cycle. Previously, they would take everything out only once to make some space and then go back to work

  • We are testing saving the game and we have completed the ship - the Ark - which is one of the ways to end the game

  • We are also presenting the first version of the tool showing which buildings connect, e.g. houses connecting to food distributors. The reference video attached below shows how it looks now (of course, the appearance is not final)


[previewyoutube][/previewyoutube]

We are happy that the production of The Whims of the Gods has entered a phase where we can publicly document the daily progress. And it will be even better!

PS: Do not forget to join our Discord. To do so, just scan the graphic on our Steam card or click the button below. Only in our community will you know more and a little earlier than others.

Let's share the good. The streaming of our game!

Dear City-Building Enthusiasts,

You couldn't be with us at last year's Gamescom and PAX West? No problem! We are thrilled to invite you again to the live stream of The Whims of the Gods. Whether you're a strategy fan, a city-building enthusiast (even beyond the bounds of ancient settings), or simply eager to experience the gameplay firsthand, this stream is just tailored for you.

🕹️ What awaits you:

In-game footage: see The Whims of the Gods in action!
Co-op mode: Build and conquer alongside a friend!

Head to our Steam page to watch this exclusive gameplay footage. We hope you like it!

Oh, and join us on Discord. It will be a real pleasure to have you there!

The Whims of the Gods at the PAX West!

Hello, fans of strategic city-builders!

We hope you are ready for unforgettable emotions during the upcoming celebration of games and gaming culture - PAX West in Seattle. The event takes place in the huge exhibition hall of the Convention Center, filled to the brim with the best industry games, recognizable publishers & studios, and guarantees an unforgettable experience.

Our team is already in Seattle and yes! - they present The Whims of the Gods to all interested parties while inviting people to visit the stand to test the demo of the trade show. You absolutely cannot miss this opportunity! Meet our people and play our production. Be sure to visit us!



Look for us in this location until September 2, 2024:

[h3]Booth 1125 right next to the PAX Rising Showcase[/h3]

Join us at PAX West and try to turn a small village into a bustling ancient metropolis!