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Dev log 2 - Splash Damage

[h3]Greetings Everyone![/h3]



Let’s Talk Splash Damage

Some features don’t come from code or spreadsheets. They come from a single question: "Wouldn’t it be cool if..." That’s exactly how Splash Damage was born.

In Apes Warfare, Splash Damage is a special attack mechanic used by more advanced indirect units. Think of it as the result of a massive shell hitting the ground, sending out a shockwave of destruction around the target. It’s chaotic, cinematic, and adds a new layer of tactical risk.

Let’s be clear. We’re not trying to reinvent Advance Wars. That game is a legend. Many of us started learning strategy games because of it. And yes, we still go back and replay it when we’re unsure about balance or mechanics. It’s a masterclass. But that doesn’t mean we can’t explore new ideas on top of it.

Splash Damage was originally proposed by one of the developers. He imagined that big explosions should feel big, not just a hit on a single tile, but something that leaves a mark. That led to some interesting design questions. Should Splash Damage hurt only enemies? Or also allies? Should terrain be affected?

[previewyoutube][/previewyoutube]

We’re still testing how far it should reach and how powerful the effect should be. Right now, the main tile takes 100 percent damage, while the surrounding tiles get less. But how much less? 50 percent? 30 percent? That’s where playtesting and your feedback come in.

These kinds of mechanics are what make development so exciting. You’re not just building a system. You’re building a moment players will remember. And they raise the question: what are the advantages of indie game development? Which is actually my next point!

What are the advantages of indie game development? Is it that a small group of developers can freely create what they want without restrictions? The speed of communication and decision-making is fast, and developers are always happy working on what they make. Danny and I spent nearly 15 years working on Call of Duty, contributing to more than eight titles since Call of Duty 2. While those were great years filled with many lessons, working at a large studio requires a lot of energy to apply personal styles and ideas.

So what about the downsides of indie development? There are so many things to do that I could probably write about them for days. Haha. What do you think about indie game development? Do you believe a team of five can create a military turn-based strategy game like Advance Wars?



Here are the units we have added over the past four months. Quite a lot, right? I work on modeling, texturing, animation, and VFX while Danny handles design and audio. He also does the level work. The reason a small team like ours can achieve so much in a short time is that we both really enjoy developing Apes Warfare. Are you interested in indie game development?

Up Next
In our next Dev Log, we’ll share how Splash Damage is visually represented and how its impact changes the flow of a match in unexpected ways.

Our First Closed Beta Playtest 🔥

[h2]Greetings Everyone![/h2]



We come with some exciting news! We are happy to announce the start of our first Closed Beta Playtest for Apes Warfare.

We are giving you first dibs on being able to playtest the Apes Warfare feature before anyone else. We only have a few spots available, so hurry in if you want to be one of the first folks to experience everything we've been working on!

[h3]How do I take part❓ [/h3]
  1. Apply using the form here (Ensure to fill in all information).
  2. Be on our Discord server if you aren't. (if you are inviting one of your friends)
  3. We will send you a game key that gives you access to the game using your email

[h3]📅 Ends September 14th[/h3]

[h2]👉 Secure a spot here 👇 [/h2]
🔗 https://forms.gle/96hozWj1mxVkaBpw9

Limited spots available, Apply Now!

~See you there! 😉

Apes Warfare - New Demo Incoming!

[h2]Greetings Recruits![/h2][p]
Over the last few months, our team of five has been hard at work cooking up new features to keep every turn fresh, strategic, and just a little unpredictable. Here’s what’s new:

[/p][h3]Feature Spotlight: Snipers, Drones, and Mines[/h3][p]We wanted a system that feels like rock-paper-scissors… but with more explosions.
[/p]
  • [p] Mines – Invisible hazards that stop careless units in their tracks.
    [/p]
  • [p] Drones – Detect and safely defuse mines.
    [/p]
  • [p] Snipers – Eliminate drones from across the map in a single shot.[/p]
[p]Snipers excel at eliminating enemies from long range, but they’re vulnerable to fast-moving drones. Drones, on the other hand, can get the job done quickly, but only if they survive long enough to reach the mines.

[/p][h3]Seezor & Jack - Now More Animated (Literally)[/h3][p]Our rival mascots are back with fresh designs, new animations, and a dose of comedic charm. We’re experimenting with cutscenes where these two go from fierce enemies to reluctant allies. (Or just frenemies who occasionally save each other from getting blown up.)

[/p][h3]New Game Mode: Capturing LABs[/h3][p]Until now, victory meant either capturing the enemy HQ or wiping out their army. But LAB Mode changes the rules: you must capture every laboratory on the map to win. Think fast, because your opponent is racing to do the same.

[/p][h3]Enter the SUPERPOWERS[/h3][p]No commander exclusives here; every player has access to the same set of ridiculous abilities in each level:
[/p]
  • [p] Fly Swatter – Smack enemy units for damage.
    [/p]
  • [p] WD-40 – Repair your tanks with industrial-strength spray.
    [/p]
  • [p] Bug Zapper – Instantly fry enemy flying units.
    [/p]
  • [p] ...and more exciting Superpowers are on the way![/p]
[p]It’s chaotic, it’s unfair, and it’s glorious.

[/p][h3]Weather That Fights Back[/h3][p]We’ve added dynamic snowstorms that freeze rivers and seas, creating new paths for your troops. But beware, if the thaw comes while you’re still on the ice… well, hope your units can swim.

[/p][h3]And More![/h3]
  • [p] New units with Double Strike ability
    [/p]
  • [p] Fresh maps for new tactical scenarios
    [/p]
  • [p] Updated UI for clearer decisions
    [/p]
  • [p] New BGM to keep the battles groovy
    [/p]
  • [p] Community feedback from Discord—implemented, tested, and balanced[/p]
[p]Deploy your drones carefully, protect them from snipers, and maybe… don’t stand on thin ice.

The new Apes Warfare demo is ready for you to try. See you on the battlefield.

[/p]

Dev Log 1

[h3]Greetings, everyone![/h3]



It’s always a bit emotional to look back at old work, especially when you realize how far things have come. Today, we’re pulling back the curtain on something that began over 6 months ago: our first comic storyboard for Apes Warfare.

At the time, we needed a strong visual storytelling piece to showcase the mood, tone, and humor of the world we were building. Dave, one of our core artists, helped kick things off by creating this early storyboard sketch. It was rough, gritty, full of energy, and exactly what we needed to prototype the comic page style.

As many indie devs know, building a game means wearing a lot of hats. Sometimes you're designing levels, sometimes you're hiring freelancers, and sometimes you're scrapping a whole art style that just doesn’t click. That happened to us more than once. Trial, error, learn, repeat.

We explored multiple art styles based on Dave’s sketches. These prototypes helped us narrow in on the emotional tone we wanted: fun but intense, expressive but clear. And that led us to an exciting transition point: welcoming LEO to the team.

Since joining, LEO has helped reshape the character designs with fresh eyes and strong vision. We’re now in the process of updating our comic pages with his work, reworking scenes with refined expressions, stronger silhouettes, and a more unified tone across the project.

[previewyoutube][/previewyoutube]

It’s wild to look back at what we made half a year ago. It reminds us how much has changed and how much Apes Warfare has grown. And yes, while the ARC CORE is still missing... we promise it’s all coming together soon 😏

Every strategy game needs that one unit that changes how you think about the battlefield. In Apes Warfare, that’s the Sniper.

This unit isn’t something you’ll find in Advance Wars, and that’s exactly why it was such a fun challenge for us to design. Giving a unit long-range might sound exciting, but in early tests, the Sniper had too few weaknesses. Sitting across a river and picking off enemies without retaliation? That’s not balanced. That’s domination.

So we started tweaking, testing, and tuning. The solution? We introduced a counter-unit: the Drone, a mobile scout and strike unit that hunts down Snipers with precision. We’ll talk more about the Drone in an upcoming Dev Log, but let’s just say Snipers won’t be safe for long.

One of the Snipers’ standout mechanics is their vision. They see farther than most units, and even better, when they climb a mountain tile, their vision increases by +2. It’s a small detail that makes a big difference, and it mirrors real-world logic. Higher ground means a better line of sight.

But the Sniper isn’t invincible. Up close, they’re vulnerable. A single unit slipping past your front line can take them out. That makes every placement decision matter and adds layers of strategy we’re excited to see players explore.

[previewyoutube]https://youtu.be/WR0hV_vufNg[/previewyoutube]

As for animation? The Sniper’s combat pose, scope glint, and firing frames are some of our team’s proudest work. There’s a certain rhythm and weight to it. One shot, one impact.

Up Next
In the next Dev Log, we’ll show you the updated comic pages with LEO’s designs fully integrated, share how those visuals are being used in both narrative and gameplay, and introduce the Drone, how it works, why it exists, and how it brings a whole new level of counterplay to Apes Warfare.

Apes Warfare @ BIC – Busan Indie Connect 2025!

[h2]Greetings,Recruit![/h2]



We’re thrilled to announce that Apes Warfare will be part of BIC 2025! 🎉

Whether you’re joining us in person or checking in online, this is your chance to jump into the game and play our latest demo. Get ready to experience our new demo, features, and units, and so much more.

And maybe even join a few giveaways we’ve been preparing to celebrate the BIC. 😉

[h3]📅 Quick Details:[/h3]
  • 🏠 Offline: August 15 – 17, 2025 – Play the demo, meet the Devs (In-person), and join the fun in Busan!
  • 🌐 Online: August 8 – 29, 2025 – Play from anywhere and be part of the festival online.

[h3]Full Event Info 👇[/h3]
🔗 https://bicfest.org/

[h3]Gear up, commanders - we’ll see you in Busan! 🔥[/h3]

~ GigaQuestS Team