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2022 Roadmap for Warsim

Happy New Year everyone!

So I'm going to try my best but I've been super busy with life recently, I need to get back into the swing of things and want to be pumping out Warsim updates again as usual!

We've also had 1000s of new players pick up Warsim so far over the holidays so thank you so much everyone, I hope you're all enjoying the game and thank you all so much for continuing to allow this game to exist.

So I've been asked a few times about a roadmap for Warsim and I totally understand why people want one. It's awesome being able to look and see what's planned for a games future.

The reason I haven't put an official one out previously is that Warsim's dev cycle has always been quite chaotic and free-flowing, arguably the main reason the game is what it is today... and has been in early access for so long.

I have written a 2022 roadmap with my ambitions for the year and I'm going to genuinely try to hit these targets, but this may be subject to change as things pop up.

Without further ado.

[h2]ROADMAP[/h2]

[h3]SMALLER THINGS[/h3]
* Smaller Updates
* Permadeth Mode (A fan suggestion from a while back, save deleted as soon as you die)
* Beangort Update (A secret update adding a new goblin character)

[h3]BIGGER PROJECTS[/h3]
* Multi Attack System (This is something I was working on a little while back and got pulled from. I want the player to be able to launch multiple attacks per year. Many fundemental things must change for this to happen though so It's been quite the workload)
* Battle Commanders (Those armies you send out need to be commanded by someone, and so do the enemies..)
* Automated Combat (Don't want to deal with the War part of Warsim? Have your general take control)
* Dunelands (The last region of the game unfinished, I have a huge plan for this and hope to unveil the update soon after the combat stuff is done)
* Adventurers Overhaul (Adventurers were never finished and will be given a fresh coat of paint and a bunch of new features)
* Goblin Clans Overhaul (The minor goblin clans suck and are the last of the old school warsim factions not to be updated with the times, I plan to change that)

[h3]OTHER STUFF[/h3]
* Warsim Trailer Project (Our god awful trailer is going to be a thing of the past, I have the new trailers audio all recorded and have the storyboard done, I just need to get the videos filmed and edited)
* Warsim Demo Project (I'm likely going to create a demo version of Warsim, I've just yet to figure out how it's going to work, and what's going to be blocked to make it a 'demo')

[h2]POST-RELEASE[/h2]

I aim to release Warsim when all the above are complete, but that does not mean I will stop working on Warsim, quite the contrary... That will be when I start having a lot more fun with it. I'd love to spend a lot of time working through my 1000+ piece list of fan suggestions and my own ideas that currently aren't in the game but that could be added.

That has always been Warsim's bread and butter, and years and years of these constant suggestions being acted on has resulted in so many features and weird quirks and I'd love to make Warsim even more dense with them.

That's pretty much it so far but I'm happy to answer any questions

Cheers

Huw

EDIT: Oh and I nearly forgot, anyone who's not on our subreddit has missed this gem of a post by u/Tribune_Bunduk







Whatever happens in 2022 I hope it includes seeing more of u/Tribune_Bunduk's incredible Warsim fan art and comics!