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Here Comes The Swarm News

Devlog #1

[p][/p][p]Hi, I’m Davey Boy Hoek, one of the four developers and the artist working on Here Comes The Swarm. Back in the day, I used to spend days playing strategy games like Stronghold and MMORPGs like RuneScape. Later, I got into shooters like Halo and Call of Duty, but eventually found myself gravitating more toward strategy games again. The feeling of defending and attacking large castles in Stronghold and the satisfaction of watching cities grow in Anno both left their mark on me. Later, They Are Billions introduced me to the rush that only comes from standing against impossible numbers.[/p][p][/p][p][/p][p][/p][h3]Journey to Development[/h3][p][/p][p]When I played Halo as a teenager, I found myself less focused on the shooting and more so looking at the environments and how the world looked, studying the way flora was made and how concrete rubble looked with the limited performance budget that was available back then, wondering if I could create my own fantasy world in 3D. That curiosity pushed me to start watching gamedev videos online and eventually shaped my career path. I went on to study at the Grafisch Lyceum Rotterdam, where I earned my diploma in Game Art.[/p][p][/p][h3]How Here Comes The Swarm Began[/h3][p][/p][p]When They Are Billions came out we all played it and were talking about how we could create our own RTS game with some influences of other genres. We brainstormed what we would think could be fun mechanics that would keep the core loop interesting, give players lots of replayability and also keep the time between waves challenging.[/p][p]Our earliest concept of Here Comes The Swarm, back then named Reapers Moon, leaned into a lovecraftian “light versus dark” theme, but over time we realized that this was not going to fit our artistic and gameplay focussed needs.[/p][p][/p][p][/p][p]After some additional brainstorming, we settled on a fantasy desert theme, this allowed for better readability, giving players instant visual feedback to what was happening during combat.[/p][p][/p][p][/p][p]Eventually we dropped the whole light versus dark to get even better readability, and we did quite some iteration passes for the unit colors to get to that perfect instant readability.[/p][p][/p][p][/p][p]The desert setting we switched to gave us everything we needed artistically, design and performance wise: sharp contrasts, immediate readability and less lights to manage. That visual philosophy where clarity is important, was one of the pillars for the project.[/p][p][/p][p][/p][p]Our goal was to pull together what we loved most from the games that shaped us: the sharp, responsive combat of StarCraft, the city-building of Anno, and the overwhelming enemy waves of They Are Billions.[/p][p][/p][p][/p][p][/p][p]Our combat is inspired by Starcraft, where animations are not leading but instead the player input is and animations follow, we really tried to get that snappy feeling of being in total control.[/p][p][/p][p][/p][p][/p][p]As for building, we wanted it to feel like your settlement is expanding as if it was a real human population. This meant buildings should be connected to roads and dwellings have cravings before they can upgrade to the next tier. These cravings are met through other buildings like a church and tavern, these buildings have a sphere of influence resulting in pockets of upgraded dwellings after some time. The auto upgrading feature we have implemented is clearly visible in this gif.[/p][p][/p][p][/p][p][/p][p]As for the Swarm we like to let the game speak for itself. 🙂 We have done quite some iterations over unit collision, color and silhouette to get that swarming feeling of units and have taken our main inspiration from real life insects and bugs instead of games.[/p][p][/p][p][/p][p][/p][h3]My Role & Passion in the Project[/h3][p][/p][p]As one of the studio owners, I wear many hats. But what drives me most is making sure Here Comes The Swarm communicates through play itself. Settlements evolve visibly, from tents to wood to stone, as you expect from city-builders. On the battlefield, silhouettes, shapes, and colors guide player decisions without words. I love all the small details that go into that “just right” feeling. This can be achieved in various ways, think movement, animations, particles and sounds, and when everything comes together you get this amazing fluidity in a game. My passion is making sure mechanics and visuals fuse seamlessly so players always know when they’re safe, when they’re threatened, and when they’re thriving.[/p][p][/p][h3]Closing Quote[/h3][p][/p][p]At its core, Here Comes The Swarm is about agency and adaptability. Every battle is yours to shape, and that’s what I can’t wait for players to experience.[/p][p][/p][h3]What's Next[/h3][p][/p][p]We are currently working on a new unit for the Swarm, keep an eye out for one of the next devlogs![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

At Gamescom

[h2]Our Very First Gamescom[/h2][p]“The absolute cherry on top? Seeing our own game out there on display, a moment we’ll never forget.”[/p][p][/p][p]This was our very first Gamescom as a studio and our first time showcasing Here Comes The Swarm at such a large event. We showcased with our publishers at the Infernozilla booth, going with big expectations, which Gamescom blew out of the water![/p][p]It was incredible, bigger, louder, and more exciting than we ever imagined. [/p][p]
Three out of four of us from CableHook made the trip this year (the fourth was off on a well-deserved holiday), and for two of us it was indeed our very first visit to Gamescom.

It wasn’t just about our game either. We loved wandering through the halls, checking out upcoming games, marveling at the insane amount of merch, and just standing in awe at some of the jaw-dropping booth designs and art. [/p][p]
It was also super nostalgic to catch glimpses of the games we grew up with. And the absolute cherry on top? Seeing our own game out there on display was a moment we’ll never forget. [/p][p][/p][h2]What We Learned[/h2][p]“It’s so motivating to watch people having fun.”[/p][p][/p][p]It’s one thing to gather feedback with a form, but there’s nothing quite like seeing players dive into your game in person. Many players powered through the demo all the way to the end, and some even went back to tackle the hardest difficulty just for the thrill of it.
[/p][p]That level of dedication is incredible to see, and it shows that Here Comes The Swarm is already connecting with players exactly as we hoped.
[/p][p]There is nothing more motivating than watching people having fun, and we can’t wait to see what surprises await and what else we will learn as more players try it.
[/p][h2]Player Feedback and Its Importance[/h2][p]“Pure gold”[/p][p][/p][p]Player feedback is pure gold. We’ve already gotten some amazing thoughts, but honestly, we want way more! 
[/p][p]We want to know everything.

What you loved, what you’d like to see improved, and even the tiniest quirks you think could make the game better. Don’t hold back, we can take it! Every bit of feedback helps us shape the game into something better, and we’re super excited to keep hearing from everyone who plays both in person and online.
[/p][p]Your insights are what push us to keep improving, so keep them coming, we’re all ears![/p][h2] The Future[/h2][p]“This year was already fantastic, and next time we’d love to share the game with even more players.”[/p][p]
If we get the chance, we will absolutely be back at Gamescom! This year was already fantastic, and next time we’d love to share Here Comes The Swarm with even more players. [/p][p][/p][p]There’s nothing quite like seeing someone play your game for the very first time. It’s thrilling, a little nerve-wracking, and the best way to spot all the blind spots we’d never notice ourselves after playing it so much.
[/p][p]We enjoyed it so much, we’re keeping our eyes wide open for exciting opportunities to showcase Here Comes The Swarm. While we don’t have news on future events just yet, stay tuned.
[/p][p]Finally, one thing that really stood out at Gamescom was just how many booths were focused on creating the perfect photo op. Next time, we might have to join the trend and set up a giant fiend for people to snap selfies with!
[/p][p]Being part of such an energetic celebration of games was inspiring, and it makes us even more excited to keep building and sharing our game with all of you.[/p][p]
With all our hearts, THANK YOU to everyone who stopped by the booth, played the demo, and for all the support.[/p][p]- CableHook Games

Join the community on Discord[/p][h3][dynamiclink][/dynamiclink]
[/h3]

ICYMI: The First Big Demo Update!

[p]Hello Champions![/p][p][/p][p]Here Comes The Swarm got a big update last weekend, in case you missed it, here are all the changes. With the first update comes several new additions, localization, changes, and a ton of bug fixes! Check out everything new and fixed below.[/p][p]Run into a bug? Let us know on our official Discord.[/p][p]Thanks and good luck with the Swarm![/p][p]-CableHook Games [/p][h2]
Patch Notes from August 21st & 24th.[/h2][p][/p][h3]🎮 Additions[/h3]
  • [p]Arcanum Fragments are now rewarded, and two socket slots in the Arcanum can be unlocked[/p]
  • [p]The default language now uses the Steam language[/p]
  • [p]Added voicelines for the narrator[/p]
  • [p]Added localization for the majority of the languages[/p]
  • [p]Added sound to the core destruction on defeat[/p]
  • [p]Improved the soundscape of the settlement by adding reverbs[/p]
  • [p]Added disclaimers to better describe the scope of the Skirmishes in the demo[/p]
[p][/p][h3]✏️ Changes[/h3]
  • [p]Updated all localization with the latest translated batch[/p]
  • [p]Neutral buildings can no longer be multi-selected[/p]
  • [p]Removed TAA as an anti-aliasing method[/p]
  • [p]Limited the possible resolutions in the dropdown, as it showed a bit too many[/p]
  • [p]Building destruction audio is now also played when the building is manually removed[/p]
  • [p]All abilities now also show up as buffs on the units when unlocked[/p]
  • [p]Improved pathfinding performance[/p]
  • [p]Added more variety to the background music, especially when the final wave is coming[/p]
  • [p]Added reverb to all audio in the world[/p]
  • [p]It is now not possible to leave the Arcanum tutorial[/p]
  • [p]Added demo version logo[/p]
  • [p]Updated the desktop icon to the Arbalist [/p][p][/p]
[h3]🛠️ Fixes[/h3]
  • [p]Fixed a bug where the Arcanum tutorial was misplaced when the menu HUD scale was not 1[/p]
  • [p]Fixed bug where some autosaves would fail[/p]
  • [p]Fixed the issue where buildings and units could be added to the same control group[/p]
  • [p]Removed some spammy logs[/p]
  • [p]Fixed the Gain Population talent to actually provide population[/p]
  • [p]Fixed a variety of errors that could slow down the game[/p]
  • [p]Units killed and lost are now also saved, so they are correct in the end screen[/p]
  • [p]Fixed an issue that made it impossible to remove save games while in a match[/p]
  • [p]Fixed the issue where building multiple marketplaces would break them[/p]
  • [p]Fixed bug where completed research would not be unlocked when loading a save[/p]
  • [p]Increased performance for longer-lasting games[/p]
  • [p]Fixed bug where the tutorial lines could not be skipped during cinematics[/p]
  • [p]Fixed bug where keybindings were not working as intended when swapping between grid and non-grid settings[/p]
  • [p]Fixed bug where units could get stuck on a movement order[/p]
  • [p]Fixed bug where the maps would be full of grass if the texture settings were low[/p]
  • [p]Fixed bug where audio could, in some cases, play in the wrong ear[/p]
  • [p]Fixed bug where if two buttons have the same keybind, the first one is used instead of none[/p]
  • [p]Fixed some keybinds that were duplicates by default[/p]
  • [p]Fixed a deep code system issue that would cause a variety of hard-to-find issues[/p]
  • [p]Fixed the issue where the command audio would play on more than 1 actor in the selection[/p]
  • [p]Fixed the issue where the destroy audio would play when dwellings are upgrading

    [dynamiclink][/dynamiclink][/p]

Share Your Settlements to Win!

[p]Hello Champions, and happy Gamescom! [/p][p][/p][p]To celebrate our recent Demo release and Gamescom, we want to see your settlements![/p][p]While we are at Gamescom (come say hi if you’re there too!), you can jump into our demo and begin your crusade against the Swarm. A big part of surviving is building a well-defended settlement. We want to see how you do just that. [/p][p][/p][h3] 🖼️ How to win[/h3][p] Starting today through September 1st, take a screenshot of your settlement and share it on Discord, subreddit, or our social media, and you could win a $25 Steam Gift card.[/p][p]
That's it! Enjoy the demo, and if you are at Gamescom, you can play in person at the Infernozilla Mega Booth: B-032g in Hall 10.1!

Good luck against the Swarm!
- CableHook Games Team

Additional Guidelines[/p]
  • [p]Must be a screenshot from the demo.[/p]
  • [p]Share on Discord, Reddit, Steam Community, or X to enter.[/p]
  • [p]Must be able to accept the Steam gift card in USD.[/p]
  • [p]Event ends September 1st.

    [dynamiclink][/dynamiclink][/p]
[p][/p]

Demo Available Now!

[p]That's right! Starting today, you can dive in and try your hand at surviving the swarm. No Gamescom ticket necessary.

Get a slice of what's to come when Here Comes The Swarm arrives in Early Access, and try your hand at defending your new world. [/p][h3]What to expect:[/h3]
  • [p]The tutorial.[/p]
  • [p]A short skirmish with the Normal, Hard, and Expert difficulties.[/p]
  • [p]Tiamman Deity up skills till level 4.[/p]
  • [p]Tier 1 buildings and units, with a few Tier 2 ones as well.[/p]
  • [p]The Arcanum with 3 slots and 10 essences.[/p][p][/p][p][dynamiclink][/dynamiclink]Have feedback or run into a bug? No problem, join our official community Discord to report, we'd love to see you!

    If you are in Germany, swing by and say hi over at the Infernozilla Mega Booth: B-032g in Hall 10.1.

    Enjoy Champions!
    - CableHook Games [/p]