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Sphere - Faction presentation

Greetings, Lords!
[p] [/p][p]Second playable faction in the campaigns is Sphere. Let's take a closer look![/p][p][/p][p][/p][p][/p][p]Symbol of the Sphere (above) is a visual of a world exploding, as a result of the Calamity. Although that apocalyptic process has been dramatically slowed down, the image remains on the Sphere’s banners as a constant reminder of what unchecked magic can lead to.[/p][previewyoutube][/previewyoutube][p]Fun fact: This town was entirely sculpted out of air-drying clay by my fiancée, who goes by the nickname KungChan — complete with tiny embedded LEDs. Our original vision was to create the entire game with visuals inspired by The Neverhood, using handmade clay models. However, we quickly realized that this approach was far too time-consuming for a small team like ours, and without the support of a professional studio, the final result just wouldn’t meet the quality we were aiming for.[/p][p]Eventually, we decided to take a different route and looked for an artist who could bring their own visual style to the game. That’s when we found Mr. Szymon — he redrew all the original clay models created by KungChan (including the city, Patatuf, Hound, Phoenix, and a few others) and also crafted the character animations.
A big shoutout to him if he’s reading this! :)[/p][p][/p][p][/p][h2]Lore overview[/h2][p]As the world was crumbling under the overwhelming force of magical energy, a figure known as Aldasir appeared — a powerful being, perhaps a mage, who managed to slow the collapse. In doing so, he sacrificed his life to preserve what remained and give others a chance to rebuild.[/p][p][/p][p]Not long after the Calamity, a mysterious group calling themselves Aldasir’s Brotherhood emerged. They seems to try to reconnect the shattered lands and slowly piece them back into a single, unified continent.[/p][p]However, they are rarely seen, and little is truly known about them — adding even more to their mythic presence.[/p][p][/p][p][/p][p]Magic itself changed after the Calamity.
Once orderly and well-defined, split into schools and techniques — it has now become a wild, untamed force. It’s no longer a tool to be wielded, but a raging element that punishes even those who dare to use it.[/p][p]
Out of the four factions, only Sphere and Chrama have chosen to continue using post-Calamity magic, but both pay a heavy price for it.[/p][p][/p][p]Sphere mages gradually lose their physical bodies — as if their magic consumes their very existence, turning them into the void.
From the very beginning of their training, they must bind their souls to masks, which serve as vessels for their being. These masks are worn with lightweight cloaks that make movement easier — their only remaining semblance of form.[/p][p][/p][p]There is, however, a second path — one less destructive. In this form of magic, the body remains intact, but it slowly becomes covered in crystalline growths.[/p][p][/p][p]The division between these two magical paths is deeply embedded in the Sphere’s rules. Each mage must commit to one path only — a strict rule meant to limit the amount of power any one individual can amass.
This self-imposed restriction serves as a safeguard, meant to prevent any mage from ever becoming powerful enough to trigger another Calamity.[/p][p][/p][p]The Sphere’s ultimate purpose is to understand and eventually master this new, chaotic magic.[/p][p][/p][p][/p][p] [/p][h2]Campaign hero: Adalbert[/h2][p][/p][p][/p][p][/p][p]Adalbert is a skilled diplomat and Sphere’s foremost envoy when it comes to persuading towns to join their faction. He’s sent ahead to negotiate with independent settlements, building trust and forging connections with their inhabitants.[/p][p]
One such mission is featured in the Tutorial, where you experience firsthand how Adalbert works to win trust.[/p][p]He’s open-minded and pragmatic, even willing to bend the rules if he believes it’s the right thing to do. For Adalbert, principles are important — but not at the cost of missing a crucial opportunity for peace or progress.[/p][p][/p][h2]Units and heroes[/h2][p]Units:[/p]
  • [p]Mage – is a classic offensive spellcaster, capable of dealing powerful single-target magic damage or weaker attacks to multiple enemies at once.
    In addition to offensive spells, the Mage can also shield an ally with a protective sphere that absorbs the first incoming hit.[/p][p]Like all magicians, the Mage starts with 100 Mana, which is consumed when casting spells.
    Each round, 10 Mana is restored, but running out of Mana too soon can leave your Mage powerless at a crucial moment.[/p]
  • [p]Sculpture – a barrier-type unit. It cannot attack or counterattack. Instead, at the start of its turn, it emits a Decay Aura that damages all adjacent enemy units.[/p][p]Though immobile in offense, the Sculpture excels in battlefield control — use it to block chokepoints or protect your more vulnerable allies.
    When fighting against a Sculpture, it’s wise to move away from it as soon as possible, to avoid damage from its lingering aura.[/p]
  • [p]Obelisk a crystal-based ranged unit, slow but durable.
    In addition to ranged attacks, it can sacrifice a portion of its own health to restore Mana to an allied magician — making it a valuable support on magic-heavy teams.[/p][p]Its second ability allows it to regenerate its own health once per combat, letting it stay alive after it sacrifice some health in exchange for Mana.[/p]
  • [p]Battlemage – when a Mage falls in battle but their mask remains intact, the Wisemans of the Sphere can transfer the Mage’s consciousness into a magical construct — creating a Battlemage. This unit wields three spells: to summon Imp, to clone a friendly unit and to create Crystal Blocks on the battlefield (for example: to protect key allies from enemy warriors).
    Once it is out of Mana, the Battlemage can active a final ability: it receives a massive boost to melee damage for the rest of the battle — at the cost of permanently losing the ability to regain Mana.[/p]
  • [p]Phoenix – the Sphere’s second ranged unit, but don’t be fooled by the classification, it’s just as deadly in melee combat.[/p][p]When attacking from a distance, the Phoenix ignites itself, conjuring a blazing fireball with a mighty beat of its wings and hurling it toward its target.[/p][p]Its most iconic trait, however, is its ability to rise from the ashes — once per battle, when slain, the Phoenix will resurrect itself, returning to the fight reborn and ready to strike again[/p]
[p]Units in total: 2 Magicians, 2 Shooters and 1 Barrier.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Heroes:[/p]
  • [p]Wiseman – a mage-based hero that follows first path of Sphere's magic. He has an Aura of Power that increases magical damage for all magicians standing around. A perfect spellcasters leader.[/p]
  • [p]Strategist – an obelisk-based hero that follows second, crystal, path of Sphere's magic. With his Aura of accuracy, Strategist is a hero dedicated for a team based on ranged units.[/p]
[p]Heroes in total: 1 Magician and 1 Shooter.[/p][p][/p][p][/p][h2]Sphere's special actions: Spells[/h2][p]Every faction in the game has a set of unique abilities used on a worldmap. These special actions are unlocked by upgrading the Palace in your Capital to Level 2 or 3.[/p][p]For the Sphere, these are called Spells. Might be used for Mana and Sphere faction has 100 Mana point to spend that way.[/p][p][/p][p]Spells list unlocked with Lvl 2 Palace:[/p]
  • [p]Summoning – creates a portal to remote regions of the world to bring a spectrum. The spectrum can explore lands, but it cannot lead any units and will be vanished when faces with an enemy. At the beginning of next turn it will be dismissed.[/p]
  • [p]Harvest – picked controlled Province will produce additional income. This spell will be auto-used at the beginning of next turn, on the same area.[/p]
  • [p]Restoration – heals all your units for 25 hitpoints. This spell can also be used on an allied team.[/p]
[p][/p][p][/p][p][/p][p]Spells list unlocked with Lvl 3 Palace:[/p]
  • [p]Haste– a single targeted team receives two additional move points.[/p]
  • [p]Return – targeted team immediately returns to the Capital.[/p]
  • [p]Storm – deals 30 magical damage to every unit in enemy, targeted, structure (Watchtower, Town or Capital).[/p]
[p][/p][p][/p][p][/p][p]In compare, Order's Decrees are slightly stronger that above Spells. On the other hand, Sphere can use two spells per turn, while Order can use only one Decree.[/p][p][/p][p]This faction is available in Demo. The last two factions are not, but both will be playable it the Early Access version.[/p][p][/p][p]Coming soon: Chrama faction presentation. [/p][p][/p][p]Take care!
— Mateusz from Boargames[/p]

Order - Faction presentation

Greetings, Lords!
[p]
Each passing day brings us closer to the release of our game in Early Access. It’s the perfect time to begin introducing the playable factions and shedding more light on the world of Lords of the Void. [/p][p][/p][p]Today, we focus on one of the central powers in this shattered realm: Order faction. [/p][p][/p][p][/p][p][/p][p]Symbol of the Order (above) depicts a mighty tower. It's the final bastion of humanity standing against monster and magic.[/p][p]To fully immerse in the spirit of this faction, I recommend listening to their musical theme: [/p][previewyoutube][/previewyoutube][p][/p][h2]Lore overview[/h2][p]Long ago, the Allmajesty united the entire world under a single rule. His reign was absolute, his power unmatched — but even he could not escape the grasp of mortality. As the years wore on, his desperate search for immortality grew ever more extreme, culminating in the casting of the most powerful spell the world had ever known.[/p][p][/p][p][/p][p][/p][p]The unleashed force was cataclysmic. It spiraled beyond control, triggering The Calamity — a world-ending event that tore the land into floating fragments suspended above the void. Though the collapse of reality has slowed, the decay continues, and all that remains moves ever closer to annihilation.[/p][p]This magical disaster warped every living thing it touched. Nothing remained unchanged. Yet, a sliver of humanity managed to survive. Despite mutations, they endured. From these survivors rose The Order — last bastion of mankind in a world consumed by monsters and ever-twisting magic.[/p][p][/p][p][/p][p][/p][p]The Order’s mission is clear: to protect humanity and eradicate all practitioners of magic. This makes them the sworn enemies of the Sphere and Chrama factions. According to the teachings of the Order, only by purging magic from the world can its disintegration be halted.[/p][p]

[/p][h2]Campaign hero: Eiswald[/h2][p][/p][p]Eiswald is a young knight hailing from the modest town of Kalis. Driven by a strong determination, he begins his journey by pledging his loyalty to the Order. Vowing to dedicate his life to defending the world from the monstrous forces that threaten its very existence.[/p][p]His is not a static figure; Eiswald character will evolve throughout the campaign, shaped by the trials he faces and the consequences of the choices he makes. The ideals he clings to at the beginning may not survive the harsh realities of a world unraveling... and neither may he. [/p][p][/p][h2]Units and heroes[/h2][p]Units:[/p]
  • [p]Footman – a steadfast warrior trained for both offense and control. His abilities can stun enemies (that pushes the attacked unit’s action at the end of the combat round) and his presence blocks nearby enemies from reaching more vulnerable units behind the front lines.[/p]
  • [p]Archer – the only ranged unit among the Order’s ranks. Might launch an area damage attack, with reduced damage compared to a single target shot, but it’s highly effective against a large group of enemies, summoned creatures and breaking protecting barriers.[/p]
  • [p]Hound – a fast-moving, high-damage unit bred for precision strikes. Deals bonus damage to shooters, making it their natural counter. However, Hounds have low health so leveling them up might be a real challange. If you achieve that, you will command a fearsome beast, capable of taking out enemy shooters with a single attack.[/p]
  • [p]Cavalier – a second fast unit in Order’s ranks. Unlike the Hounds, Cavaliers attacks with crushing charge, dealing damage to the enemy unit and half damage to the target standing next to it. This ability must be handled with care, because misplaced charges can injure allied units as well.[/p]
  • [p]Templar – clad in heavy armor, Templars are warriors granted with parial resistance to magic (due to his mutation). Through prayer, can boost magic resistance of allied unit. Using pillum can reach foes at the backline. Specialized in countering enemy magicians.[/p]
[p]Units in total: 4 Warriors and 1 Shooter.[/p][p][/p][p]Heroes:[/p]
  • [p]Knight – a cavalry-based hero focused on speed and aggression. His skills boost unit movement and favor a blitz strategy.[/p]
  • [p]Paladin – a templar hero built for defense. With his Defensive Aura, he becomes a near-unkillable force as he levels up, shielding allies and holding key positions.[/p]
[p]Heroes in total: 2 Warriors.[/p][p][/p][p][/p][h2]Order's special actions: Decrees[/h2][p]Every faction in the game has a set of unique abilities used on a worldmap. These special actions are unlocked by upgrading the Palace in your Capital to Level 2 or 3.[/p][p]For the Order, these are called Decrees and might be used once per turn.[/p][p][/p][p]Decrees list unlocked with Lvl 2 Palace:[/p]
  • [p]Scouting – all Teams and Structures on the map increase their visibility range until the end of this turn. [/p][p]Usefull if you are not sure where the opponent is or you wish to search for a glyph on the map.[/p]
  • [p]Economic – picked Town or Capital will produce additional income from every Province it controls next turn. This decree will be auto-used at the beginning of next turn, on the same area.[/p]
  • [p]Medical – all your units, in every Teams and garrisons, will restore additional 15% of hitpoints at the beginning of your next turn. (basic hitpoints restoration per turn is 10%, with this decree it is increased up to 25%). Allied teams will also be affected by this Decree.[/p]
[p][/p][p][/p][p][/p][p]Decrees list unlocked with Lvl 3 Palace:[/p]
  • [p]Logistic – All your Teams gain additional move point.[/p][p]It is recommended to lead few teams, not only one, and this decree gives extra movie point for each of the team. So the more teams, the more beneficial this action becomes.[/p]
  • [p]Training – Selected Team, that has at least 4 move points, will spend these move points on training. All units of that Teams will gain 10 experience points. Units cannot level up this way.[/p]
  • [p]Plunder – Selected Team, that stays at enemy Province and has at least 4 move points, will spend these move points on plundering. This enemy loses 5 resources from that region and you receives these 5 resources.[/p][p]For now I'm not sure if Plunder is balanced or not, or even if it's usefull in real PvP situations. To this point I played LotV one time with friends on hotseat. Just once, because of lack of time. [/p]
[p][/p][p][/p][p][/p][p]This system might be expanded or changed. We'll see what the situation will be after the Early Access release. If there will be some feedback, I probably will react to it.[/p][p][/p][p]This faction is available in Demo with one story focused mission called Rudrig's quest. [/p][p]Rudrig is a close friend of Eiswald and he of course takes part in the campaigns.[/p][p][/p][p]Coming soon: Sphere faction presentation. [/p][p][/p][p]Take care!
— Mateusz from Boargames[/p]

Demo Patch Notes - 23.06.2025

[p][/p][p]Welcome Lords!

Next few small changes and bug fixes. [/p][p][/p][p]Updates:[/p]
  • [p]every faction can now use one Special Action on an ally:

    Order -> Medical decree improves hit point regeneration for the player’s teams and the teams of all their allies.

    Sphere -> Restoration spell can now be used on the player’s teams or allied teams.

    Chrama -> Kupala Night ritual allows the player to teleport one team to another, if both are standing in forests. It can now also be used to teleport to an ally’s team.

    Nest -> Field Hospital investment now heals the player's teams and any allied teams standing in the same province or in a neighboring one, with additional hit points.

    Yes, I'm fully aware that Chrama and Nest are not included in the Demo 😄[/p][p]But they're fully completed and will be playable in the Early Access version.[/p][p]I'm currently working on the final mission of the third campaign for release.[/p][p][/p]
  • [p]during battles, an open character card panel now blocks interactions with the battlefield (as intended)[/p]
  • [p]improved Bot algorithm for Anurar.[/p][p]This froggy dude is now smarter and will use Self-Explode ability more effectively.[/p]
[p][/p][p]Bug fixes:[/p]
  • [p]numerous fixes to abilities and actions during battles.[/p]
  • [p]fixed a visual issue related to map destruction. (This only occurs in one mission in the Demo 😉)[/p]
  • [p]fixed the notification system for Bot players.[/p][p]This system handles important events that occur outside of the player's turn.[/p][p]For example: If a Bot attacks your team, and your hero wins and levels up, you can’t pick a new ability right away — you’ll need to wait until your next turn.[/p][p]The Bot uses a similar system, but it's automated. There was a bug in that system which could cause the game to freeze during the Bot’s turn. That should now be fixed.[/p]
  • [p]other minor fixes related to gameplay stability.[/p]
  • [p]short tutorial texts were acting up... but that should be fixed now too.[/p]
[p][/p][p]Coming soon: Order faction presentation.[/p][p]
I’ll be preparing lore and mechanics presentations for every faction in the game.[/p][p][/p][p]Take care![/p][p]Mateusz from Boargames.[/p]

Demo Patch Notes - 06.06.2025

[p][/p][p]Welcome Lords!

Today’s update brings a few small changes and bug fixes.
[/p][p]Updates:[/p]
  • [p]right-clicking during battle now cancels the selected ability (suggested by a player)[/p]
  • [p]the Escape key now opens and closes the in-game menu (suggested by a player)[/p]
  • [p]it's no longer possible to recruit a unit from a Ruin (e.g., the Imp Spire) if the party leader doesn’t have the Leadership. Previously, this was possible and caused inconsistencies[/p]
  • [p]a second Dragon Egg can no longer be added to your party from the Hideout. Inconsistence again[/p]
[p][/p][p]Bug fixes:[/p]
  • [p] fixed an issue with the Diplomacy skill and the option to chase away a neutral party into another Province (reported by a player)[/p]
  • [p] improved how the game responds to mouse cursor input during battles[/p]
[p][/p][p]Also, I’ve heard that it's annoying to select unit abilities from the panel during battle. Just a reminder: you can always use hotkeys — Q, W, E, R, 1, 2. [/p][p]Not sure if everyone noticed, but yep, hotkeys are there! 😊[/p][p][/p][p]That’s all for now — take care![/p][p]Mateusz from Boargames.[/p]

Demo Patch Notes - 28.05.2025



Welcome Lords!
A small update today, mostly focused on bug fixes.

Updates:
  • Towns now generate less gold again (25 gold, and 50 after the Treasury is built — this just felt better)
  • two new sound effects; one for constructing and one for destroying Structures on the map
  • I had to rework the logic behind Town Portals. While testing the Early Access version, I discovered that in some cases, the pathfinding system didn’t automatically choose the optimal route when there were multiple Portals and Town Portals on the map. No wonder most games don’t implement it this way! 🙂

    Now, the game will only consider Portals during pathfinding. To use a Town Portal, the player must be inside a Town or Capital — then, other Towns will be highlighted, just like in the screenshot below.




Bug fixes:
  • fixed a critical bug in the new combat system that allowed units to move across the entire battlefield due to a logic gap
  • fixed cursor behavior during battles. It should now work better, though it's still not perfect
  • fixed several battle abilities. Some, like Bless, could be accidentally skipped if the player clicked on the caster
  • fixed shadows for Structures
  • fixed an issue with the Fog of War. The shader rendering the fog had a limit that was a bit too strict — on the largest maps, some areas couldn't be revealed. That limit has now been increased
  • another Fog of War fix: when a third (person) player joined a game with two AI players already present, the minimap was fully revealed until the person took first turn
  • fixed the Determined effect
  • hopefully fixed the rare loading screen freeze — once in a while, the loading screen could hang with no error. I've implemented a fix for what I believe was the cause


As you can see, the new combat system and Fog of War brought not only new features, but also some fresh bugs. But! I'm still here, doing my best to fix every issue and deliver a solid game this year.

Take care!
Mateusz from Boargames.