[Dev Diary] Taking a Look Ahead and Where We Started.
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It's been an amazing week since launch! As we take in feedback, reviews, and talk to the community about future changes, we also wanted to take some time to look at where we are headed and the humble beginnings of Here Comes The Swarm.[/p][p]
[/p][h3]A Look at the Future.[/h3][p]We have a few exciting things in the pipeline, but we won’t spoil all the surprises!
First, there's a new Deity coming: Yangwhu, who is economy and utility-focused. Essences are going to tie directly into Yangwhu's kit, making economy-focused builds really strong. [/p][p][/p][p]Second, we want players to be able to save and load their Deity loadouts so you can quickly try out new builds without having to redo your previous one.[/p][p]
Play with all three Deities, Karkadann, Tiamann, or Yangwhu, soon![/p][p]
One of the updates we are most excited about is the addition of a new unit (sorry, we can't spoil it just yet!). It's going to open up a lot of variety in how you approach each run. [/p][p][/p][p]But it's not just the unit itself. Alongside it, we're introducing new Essence types that feed directly into the build crafting part of the game, the Arcanum. Those extra options work as a huge multiplier on all the builds you can create. That ties right back into the loadout saving and loading system, so you'll be able to experiment, save your favorite setups, and swap between them.[/p][p][/p][p]The depth this adds to the build crafting loop is massive and should result in many more fun runs to find out which playstyle fits you best and to see how long you can survive in the endless mode![/p][p][/p][p]That said, before the update above was even a spreadsheet, we started a universe away. Literally...[/p][h3] [/h3][h3]The Game: Remnants... Reaper's Moon ... Here Comes The Swarm.[/h3][p]Here Comes The Swarm started as Remnants. That game was about the last surviving colony, the last remnants of civilization. From there, the project became Reaper's Moon, where the concept had you reaping different planets, and your job title, your rank, was called a Reaper.[/p][p][/p][p]Both names stuck around for a while before we landed on Here Comes The Swarm.[/p][p]
Reapers Moon title screen. See any similarities?[/p][p][/p][h3]The Identity Change.[/h3][p]The name was not the only change, about three years in, we made a big pivot. The original sci-fi theme was everywhere. The Arcanum was sci-fi themed, the main menu and the level select screen, it all carried the Reaper's Moon identity. [/p][p][/p][p]But the reality was that the dark Lovecraftian art style was too demanding for a single artist on a four-person team. [/p][p]
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Some of the original screens from Reapers Moon.[/p][p][/p][p]On top of that, we needed gameplay to be readable at a glance, and we weren't confident we could achieve that with a dark palette and very limited art development time. [/p][p][/p][p]We switched to a light desert biome with high-contrast unit colors, red for enemies and blue for friendly units. If you look at some of our early screenshots (where we already made the switch to a desert terrain, which already increases the visibility so much), you can actually see the problem: the Swarm is pushing against a wall, but it doesn't look threatening at all because everything blends into the dark tones. [/p][p][/p][p]The switch to a bright, contrasting art style with a bright sun as directional light fixed so many of our problems while making the gameplay instantly more readable.[/p][p]
Before the change. Very dark, hard to visually read what's going on.
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After the change. Much brighter, much clearer.[/p][p][/p][h3]What Stuck. [/h3][p]The first thing that remained true to our original concept was an RTS. From day one, the vision was an RTS at its core. We wanted They Are Billions-style swarms with the snappy unit controls of StarCraft, layered with roguelike elements. [/p][p][/p][p]On top of that, we took heavy inspiration from Anno for the city-building side and looked to Diablo for the talent and build-crafting systems. That mix of influences hasn't changed, those are still our core design pillars.
That wasn't all. Structures like the tents, housing, church, and field hospital all survived the transition and are still recognizable. [/p][p][/p][h3]What Didn't Stick.[/h3][p]Other things had to change. The ballista, for example, was redesigned to feel more tower-like. The biggest change was the settlement itself. It used to be a spaceship. We turned it into the fantasy-themed Core, which now fires the devastating eradication charge that wipes out all remaining enemies at the end of a skirmish run.[/p][p][/p][p]It looks awesome to see all those enemies flying into the air, but it also fits perfectly into the story of cleansing the planet step by step.[/p][p][/p][p]
Before the changes.
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After the changes.[/p][p]
We've come a long way in Here Comes The Swarm's development and have a longer road ahead of us as we now look towards updates, feedback, and the march to 1.0.[/p][p][/p][p]Thank you for taking this trip into the future and down memory lane with us! If you'd like to know more about the behind-the-scenes of Here Comes The Swarm and our inspirations, you can also read our first Dev Diary.
[dynamiclink][/dynamiclink]For today, we'll leave you with this and hope you are as excited about the future of Here Comes The Swarm as we are.[/p][p]
See you in Ulora,[/p][h3]
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[/h3][h3]Recent News[/h3][p][dynamiclink][/dynamiclink][/p][h3]Community Events[/h3]
First, there's a new Deity coming: Yangwhu, who is economy and utility-focused. Essences are going to tie directly into Yangwhu's kit, making economy-focused builds really strong. [/p][p][/p][p]Second, we want players to be able to save and load their Deity loadouts so you can quickly try out new builds without having to redo your previous one.[/p][p]
One of the updates we are most excited about is the addition of a new unit (sorry, we can't spoil it just yet!). It's going to open up a lot of variety in how you approach each run. [/p][p][/p][p]But it's not just the unit itself. Alongside it, we're introducing new Essence types that feed directly into the build crafting part of the game, the Arcanum. Those extra options work as a huge multiplier on all the builds you can create. That ties right back into the loadout saving and loading system, so you'll be able to experiment, save your favorite setups, and swap between them.[/p][p][/p][p]The depth this adds to the build crafting loop is massive and should result in many more fun runs to find out which playstyle fits you best and to see how long you can survive in the endless mode![/p][p][/p][p]That said, before the update above was even a spreadsheet, we started a universe away. Literally...[/p][h3] [/h3][h3]The Game: Remnants... Reaper's Moon ... Here Comes The Swarm.[/h3][p]Here Comes The Swarm started as Remnants. That game was about the last surviving colony, the last remnants of civilization. From there, the project became Reaper's Moon, where the concept had you reaping different planets, and your job title, your rank, was called a Reaper.[/p][p][/p][p]Both names stuck around for a while before we landed on Here Comes The Swarm.[/p][p]
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That wasn't all. Structures like the tents, housing, church, and field hospital all survived the transition and are still recognizable. [/p][p][/p][h3]What Didn't Stick.[/h3][p]Other things had to change. The ballista, for example, was redesigned to feel more tower-like. The biggest change was the settlement itself. It used to be a spaceship. We turned it into the fantasy-themed Core, which now fires the devastating eradication charge that wipes out all remaining enemies at the end of a skirmish run.[/p][p][/p][p]It looks awesome to see all those enemies flying into the air, but it also fits perfectly into the story of cleansing the planet step by step.[/p][p][/p][p]
[/p][p]
We've come a long way in Here Comes The Swarm's development and have a longer road ahead of us as we now look towards updates, feedback, and the march to 1.0.[/p][p][/p][p]Thank you for taking this trip into the future and down memory lane with us! If you'd like to know more about the behind-the-scenes of Here Comes The Swarm and our inspirations, you can also read our first Dev Diary.
[dynamiclink][/dynamiclink]For today, we'll leave you with this and hope you are as excited about the future of Here Comes The Swarm as we are.[/p][p]
See you in Ulora,[/p][h3]
- [p]3/6: Endless Mode Challenge #2: HAPPENING NOW[/p]