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Iron Harvest DevBlog #25 - May 2020

[h2]News: No Compromises! Consoles Update![/h2]
It has been 2 years since our successful Kickstarter Campaign in April 2018 and we are getting closer and closer to the release of Iron Harvest 1920+. With your help, we were able to collect invaluable feedback from the closed beta. We’re trying to incorporate as many ideas as possible - again we want to thank you for the amazing support! Also don't forget to say hi on our closed Backer Discord Channel. There you can share your thoughts directly with the team and the community.

[h3]If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here. 
[/h3]

During our Kickstarter campaign we promised you that we will not commit to any compromises for any version of the game (Windows/PlayStation/Xbox). Each platform will get all the love necessary, and things look very promising. The closed Beta runs smoothly, and the feedback you guys gave us was overwhelming. The control schemes for PlayStation and Xbox are also up and running and we are continuing with internal testing. However, with the global Covid-19 pandemic raging for over 3 months and the resulting change of workflows, things got a little complicated.

Let’s rip off the band aid - To release the game simultaneously on Windows and consoles on September 1st we’d need to forgo many of the things which we promised you. For us, such a compromise, to force out the console version, is not an option. To give the game all the love it needs, and you deserve, we unfortunately have decided to postpone the release of the Iron Harvest 1920+ on PlayStation & Xbox Versions until Q1 2021. The Windows version releases unchanged on September 1st, 2020.



The console versions are very important for us and we strongly believe that with the extra time we will all get the outstanding console RTS we all are waiting for.

Also influenced by the current Covid-19 regulations are logistical problems we are facing concerning the physical Kickstarter rewards. Rest assured that every eligible Backer will get a digital game key on release day, however with our physical rewards production we are currently looking into possible delays that might occur due to the government lock-downs in various countries. We will do everything possible - however, we’ll have to wait for further Covid-19 pandemic developments and regulations. We’ll always keep you updated!

[h2]Info: Post-Beta, What’s Everyone Working On?[/h2]

[h3] Jan (Game Director)[/h3]
I’ve done tons of stuff in preparation for the release like discussing trailer ideas and ideas for other marketing assets. Besides that, I am testing a lot, giving feedback to our game designers, level designers and programmers regarding the feel of the game and the balancing.

I’m also working on the story / progression of the Kickstarter bonus campaign. There are many balls in the air at this point and there is a lot of stress involved, but I’m still super motivated because of the positive feedback we get! Thanks for that!

[h3]Julian (Executive Producer)[/h3]
Creating a dense battlefield of 1920+ feeling requires a lot of mixing and effects.


My focus right now is to synchronize our development with the publisher, balance creativity with business. Orchestrating our team with Jan and Nico to precisely hit all the beats on the publishing side from Age Rating to Marketing is a big challenge.

Tied to my living room and not being able to see all our partners at GDC or E3 is sad, but we are giving our best to expand our network to create cool new opportunities for Iron Harvest. The upcoming months will be BIG with a lot of cool stuff going on, so stay tuned!

Besides all that, I am also the Audio Director of the game. I have the great pleasure to work with Adam Skorupa, Krzysztof Wierzynkiewicz and Michal Cielecki from Music Imaginary on the music for Iron Harvest. So far, we have created around 1½ hours of music for the game and the mix of classic orchestra and industrial synths really shines and creates a unique soundtrack. Working with artists and choirs of all 3 representative nations from Germany, Poland and Russia is a great creative journey. Adam is also working with me on the weapon sound design, creating an authentic diesel-punk experience for every unit. My long-term buddy for SFX Clemens (since “The Book of Unwritten Tales”) created a lot of new unit animation sounds, tons of engines and scene atmosphere. Also mixing the over 1 hour of cinematic video material and processing thousands of VO files for radio and other effects.

[h3]Nico (Lead Producer)[/h3]
The entire team is working hard, pushing the game towards the finish line. Our implemented production logistics paid off and we made a lot of progress in the past months. 

The Corona pandemic brought a lot of challenges that we had to tackle if we were to keep the production as smooth as possible. In my role I have to talk to a lot of team members on a daily basis and right now I have more Skype calls in a week than in the last year combined.

We now started polishing all areas of the game and it’s really cool seeing everything coming together right now.

[h3]Marilena (Assistant Producer)[/h3]
My usual duties continue to keep our project plan on track. I manage the outsourcing system; help coordinate our art department and assign tasks. All while identifying constraints and working to resolve them together with the team. Even though we are currently working from home, our internal communications methods have worked out well and I’m happy with how we have adapted to the new challenges.

[h3]Tessa (Junior Producer)[/h3]
Currently, I am working on the KING Art internal management tool. During the development of Iron Harvest we have discovered many limitations and room for improvement, so we are currently adapting and improving it to be ready for the next big projects!

[h3]Max (Lead Game Designer)[/h3]
As always, I have been busy arranging tasks within the game design department and coordinating our efforts with everyone else in the Iron Harvest team. Recently, I’ve spent a lot of time looking at gamepad controls for the Iron Harvest console versions. I’ve also set up the first set of achievements (for consoles and pc) and started crunching the numbers on a lot of the metagame elements. Finally, we have been taking a close look at all your feedback, evaluating the improvements and changes, as well as prepared everything for upcoming feature updates of the game! I hope you are all excited for what’s to come!

[h3]Dominik (Game Designer)[/h3]
Over the course of the last month, the problems and challenges facing the games balance has changed a lot. With all units and features narrowing down to their final state, a lot of edge cases came up. For example, discrepancies between abilities that work perfectly fine in multiplayer, but tear any campaign map apart.

In addition, we made our first steps towards collecting and evaluating telemetry data. For example, the win ratio per faction, damage dealt by each unit type and whole lot more. This, combined with your feedback, will help us to improve balancing further and will become an invaluable tool to find the optimal solutions to our balancing related problems.

[h3]Elliott (Game Designer)[/h3]
This month I've been working on localization: helping translators ensure Iron Harvest is released in multiple languages upon launch.
I additionally worked on submitting forms to the various ratings boards across the world so we'll know which age rating Iron Harvest will have! 
Between all that, I worked together with Francis to fix a long-standing issue with Victory Point bonuses to prevent exploitation. Read his entry for more information on that!
Otherwise, I've mostly been fixing minor bugs and begun looking at how we can polish our units further to make them feel even more awesome!

[h3]Francis (Game Designer)[/h3]
This past month, Elliott and I have been hard at work creating a prototype able to crunch the numbers on the effects of different victory point bonus systems. The current implemented system has (some) positive impact on matches, but it’s exploitable and this is something we really needed to address. Something we’ve finally found the time for. We have been analyzing the full extent of the system's current effects and comparing it to a "no bonus" system and different new proposals. A new design for the system has been picked and will now be implemented into the game!

Furthermore, I have been looking into everything to do with playing Iron Harvest with a controller, finding the current issues, and researching & designing solutions



[h3]Philipp (Lead Programmer)[/h3]
Most of my time was spent busy managing our awesome team of engineers. I try to come up with a good plan for whom should do what and when. We always have plenty of issues, ideas, improvements, and obligations to juggle with and it is not always easy to decide on what would be the best route to further improve the game. But, when I sometimes take a step back, and try to look at Iron Harvest from a greater distance, I can clearly see how much it improves with every week of effort we put into it. I hope you can feel that too when you have the chance to look at the game (again).

[h3]Thomas J. (Technical Director)[/h3]
Following your Beta feedback, I’ve been working on improving the responsiveness of infantry units. To allow players to feel like they are really in command of the war effort, their units should be able to abort their current action and work towards their new goals as soon as possible. This is especially important for units that are designed to be slower, like the MG infantry, which is powerful once setup but takes several seconds to deploy and redeploy.

[h3]Arne (Programmer)[/h3]
The past month was quite different at KING Art. Firstly, we had to make sure that the workflows we used to have at the office still worked with all my colleges and myself working from home. Especially, getting out daily (or sometimes hourly) builds to the team was quite a challenge. On the other hand, I was working on getting the Iron Harvest client ready to meet all the requirements of the console platforms, also quite challenging!

Lastly, I am right now working on making sure that the Iron Harvest online services function without a glitch, so you can play your multiplayer matches, get XP and level-ups. We have quite some cool features planed that will arrive soon and I am making sure that all these things don't crash our servers when it is used by thousands of players.

[h3]Lukas (Programmer)[/h3]
As well as the game being on PC-Steam and GOG, I've been working on consoles and different PC stores. We want the game to eventually be accessible on as many platforms as makes sense for our game. No exclusivity anywhere. Unsurprisingly, there are a lot of fiddly details to work out for each individual platform. It’s frustrating work, but it’ll be worthwhile in the end.

[h3]Chris (Programmer)[/h3]
I've worked mostly on the A.I. and adjusting it to the needs of the level-designers. I improved the configurability and the performance especially for the campaign maps and made sure the level-designers can implement the A.I. within the structure of the specific Levels. 

To improve iteration-speed, I tried to adjust our internal tools to give the level-designers the up most freedom to configure and customize the A.I., as well as debug-Tools to better understand the decisions it is taking and which tasks are tackled at certain points in time. Otherwise, I’ve worked on general bug fixes and improvements regarding scripting, tools, and overall game play mechanics.

[h3]Patrick (Programmer)[/h3]
I've spent the last month mostly fixing bugs and supporting our level-designers. As a part of that I've improved the sequence-system that we use to stage and script the single-player missions. It now causes fewer delays, and is way better suited for skipping cutscenes, which is why we will now enable the skipping of cutscenes for players in a future update to Beta.

[h3]Janek (Programmer)[/h3]
I’ve been working on a plethora of different things: For instance, on the possibility to play the campaign co-operatively, on the localization of the game's texts into different languages, implementing a way for players to choose and configure their favorite hero and some call-in reserves in multiplayer matches. All exciting stuff to come.


[h3]Christoph (Graphic programmer)[/h3]
I‘ve made the environment more interactive: Vegetation now has a dynamic wind system with changing directions. Trees and grass react to explosion shock waves. Grass can be burned or trampled down. The terrain becomes beaten by craters, burned earth and oil spills. Units also leave trails in the snow. 


I also made performance improvements to make the game run faster. For example, I altered the rendering pipeline completely for destructible buildings. Shadow lengths are pre-processed, and dynamic occlusion culling discards all hidden parts from rendering, such as interiors of buildings and fronts that are turned away from sight.

[h3]Thomas B. (Programmer)[/h3]
I implemented a music system that can crossfade between two similar music tracks with different intensities. This can for example be used by our scripters to make the music more intense when a battle is starting without interrupting the music. I also fixed some bugs regarding shouts, savegames and other things.

[h3]Alexander (Programmer)[/h3]
I have been working on implementing and improving (fixing bugs) several different abilities for heroes and mechs. Working closely with the designers and animators to make the abilities function like they imagined.

[h3]Anh Tuan (Programming Intern)[/h3]
I am an intern starting to get to grips with this cool project. Currently, I am working on implementing a redesign for a better player experience and fixing some bugs.

[h3]Stefan (Art Director)[/h3]
Over the past weeks I’ve been busy adding, polishing, and finalizing vegetation tools and assets, so our level artists have everything they need to finish the campaign maps. I’ve also worked on more visual polish and fidelity like systems for rain, snow, and cloud shadows to breathe even more life into the world of 1920+.

Iron Harvest Beta Live Stream With HelpingHans

[h2]Join Helping Hans LIVE![/h2]
HelpingHans is a longtime RTS veteran and Twitch Streaming pro.
Watch as he takes a fresh look at Iron Harvest's New Beta and gives his views on our development.
Tons of new stuff to check out!

You'll find him here: https://www.twitch.tv/helpinghans

Interested?
The game's Beta is currently only open to our Kickstarter Backers, but it will release to the public, in full, on the 1st of September 2020.
Wish-List us and you won't miss out
https://store.steampowered.com/app/826630/Iron_Harvest/

Follow our social channels for more game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech hearts desire on our:
Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.



Iron Harvest DevBlog #24 - April 2020

News: Backer-Beta Released!

It’s here and we’re proud of the result. This is a major milestone for us and puts us in good confidence going forward towards our full release date of September 1st.

Here are some patch note highlights, so you know what to expect and what to look forward to next time you boot up.

[h3]New Units and Fortifications![/h3]
Saxony Gunfort: SKS 300 "Kaiser" (right)
A high end mech armed with a deadly cannon and multiple MGs. It can deploy to enable its rocket launchers to shoot.

Polania Gunfort: PZM-24 "Tur" (left)
A large walker that fires huge explosive shells from its twinned barrels. To get rid of smaller enemies it can fire a bunch of mortar-like shells to clear the area around its feet.

Polania Exoskeleton: PZM-2 “Rycerz”
Exoskeletons with female operators that use the additional power of their augmentations to maintain high speed while wearing armor. Their multipurpose gun is able to damage armored targets.

Saxony Heavy Flavor Unit: MWF 28 “Stiefmutter”
A walking factory that constantly unleashes drones that greet their target with a deadly explosion.

Bunkers now come in an unarmed version which is the new default version. This can be upgraded into the MG bunker that can only be built by veteran engineers. This can be upgraded once more into the new cannon bunker that can otherwise only be built by elite engineers. All of them can be garrisoned.


Engineers can now build field mines. These are little mechs that dormant until a larger enemy mech walks into its detection range. They then charge towards them and detonate on contact.


[h3] New Abilities! [/h3]
The PZM-9 "Straznik" new veteran ability is “Overdrive”. The unit becomes immobile while firing successive short intense burst of bullets at each enemy within its reach.


The PZM-16 "Nosidelko" veteran ability is “Fortify”. The unit becomes immobile and hunkers down to reduce incoming damage and increase the garrisoned unit’s rate of fire.


The SLL 33 "Erlkönig" veteran ability is “Flare Shot”. This Saxon artillery unit fires a projectile that illuminates through the fog of war within an area for a short time.

The Pkp 17 "Eisenhans" underwent some changes. Before, they were just yet another artillery unit at Saxony’s disposal. While they still fire long range mortar attacks, they now perform devastating melee attacks. As slow as they are, you might think they’ll never reach their target, but they also received an armour upgrade and so are now very hard to kill.

[h3]New Features![/h3]
Resources: The whole resource system has been overhauled. Iron, oil, and victory points stay, basically everything else has changed. The mid-game has been delayed a lot. This results in more distinct gameplay phases that still blend smoothly. The improved pacing gives every unit a time window to shine which results in a huge increase in strategic potential.

Suppression: Overall the speed with which infantry gets suppressed was reduced significantly. To accommodate for this, being suppressed is now a huge disadvantage. It might help to survive a little bit longer, but fire rate and movement speed are impaired a lot more than before.

Veterancy: All units are now able to reach veterancy with comparable effort.

All mechs are now able to shoot over obstacles they should be, visually, clearly be able to.


Grenades, artillery shells and rockets now deal a portion of their damage to targets further away from the explosion’s origin.

Infantry units now deal different amounts of damage while melee fighting.

New responsive and more dynamic A.I., particularly on the 4th and 5th Polanian campaign mission.

Living up to our name, wrecks from destroyed mechs are now harvestable!

[h3]New Maps![/h3]
The 1st five Polanian campaign maps are playable and we’re pleased with the result. These add a whole lot of depth to the world of 1920+ and we know, like us, you crave that in RTS games.


New 2 vs. 2 multiplayer and skirmish map, fight for the cargo of fallen airships.


New multiplayer and skirmish 3 vs. 3 map. Don't get lost and use this challenging landscape to your advantage.
  • Improved challenge map.

  • Lots of general map polishing.


[h3]New Animations[/h3]
  • Animated all new units! Seriously, check out the moment of the “Stiefmutter”! We’re very happy with how that turned out.

  • We made sure that every unit has a proper flinch reaction. Shoot it and you'll see what we mean!

  • Infantry can now vault over short walls and fences. This includes "Wojtek", the bear, and he ain’t half cute/deadly while doing it.


  • Added unconscious state to some units.

  • Animated NPC civilians.

  • Minor animation improvements on structures.

  • Loads of other cool things you can't see yet.


[h3]New Cinematics[/h3]
The narrative behind our RTS is truly enhanced by all new cinematics between campaign missions.


  • Vegetation is livelier than ever. It can now burn, be bombed away and trampled down or just peacefully wave in the wind of a nearby explosion.

  • Units now leave tracks in deep snow.

  • Likewise, explosions now affect the terrain.

  • Landscapes are more varied now. Including lush flowery fields or barren sand plains.


  • Cutscenes for the Polania Campaign have been polished and are close to our vision for the final product.
  • All blockout-assets for the Polania Campaign have been replaced with their finished counterparts. This includes improved industrial buildings, more varied walls and hedges as well as the incredible train you'll commandeer in the 5th Polanian mission


  • Finalized all unit portraits


[h3]New Audio[/h3]
  • A lot of new weapon and unit SFX (engines, steps, explosions).

  • New music, including Choir and Solo instrument recordings.

  • More unit shouts!


[h3]New Programming [/h3]
  • Tons of new Visual FX

  • Introduced multi-threading for several subsystems to improve performance and reduce lag spikes.

  • Trains now navigates along its tracks better. Full Steam Ahead!

  • A.I. is now using cover & throwing grenades, as well as general improvements all over, especially in campaign maps.

  • Vaulting behaviour.

  • Mines now do interesting things when triggered.

  • Manual and Automatic saves of games can now be made.


Like what you see? Then:
https://store.steampowered.com/app/826630/Iron_Harvest/

Info: How To Access The Backer-Beta
Our Backer Beta is only accessible by all the people who backed us during our early-supporters phase. We’re sorry that inevitably people missed out on that campaign. However, stay tuned as there may be opportunities later and September 1st] isn’t that far away.

If you already have the Alpha3 in your Steam library, you shouldn’t need to do anything. Steam should auto update.

If you are new, welcome, thanks for joining us and here’s a quick guide to get you stomping:
  1. Go to our website www.iron-harvest.com

  2. Click the KingArt yellow and blue symbol in the top-right of the screen.

  3. Click on “My KingArt” and log in using the same email address you used for Kickstarter or when you previously purchased.

  4. Click “claim purchases” and enter your email again. The same addressed used for Kickstarter or past purchases.

  5. You’ll receive an email with instructions and see your PC-Steam game key in your “Library


Info: Feedback and the Community


Firstly, we can’t thank our community enough. Iron Harvest wouldn’t be where it is today without your tireless support and feedback. We’ve already seen the positive impact of your feedback and look forward to continuing to make Iron Harvest better with you.

When you enter Iron Harvest, you’ll see a button in the bottom of the main menu screen. Please remember this is here. Click it and fill in the Beta survey as soon as you’ve completed the campaign missions, then again after the challenge map and/or once you’ve played roughly 10 Skirmish/multiplayer games.


We have a great and growing community and you’re all welcome to be a part of it. A lot is going to be happening between now and full release so please like, subscribe, follow and all that jazz. It helps us get noticed and make the game more of a success.

You are free to stream Iron Harvest gameplay etc. Please make it clear to your audience the game is in Beta, use #IronHarvest and @ us so we see it. Share you game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech heart’s desire on our:

Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.

Really keen? If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here. 

Our Backers-only Discord is the best place to arrange multiplayer games, discuss, compete in tournaments, win prizes and get 1-on-1 with our Devs. Come September 1st we’ll open it to the public.

Looking Ahead

Considering the recent difficulties, we’re extremely pleased and excited to have reached this major milestone. However, as much as we’d like to take a break, now is the time to ride the momentum towards the finish goal of September 1st.

We’ll be taking a good look at your feedback as it comes in over the next few weeks. We’ve still got lots to do, and when we’re ready, we’ll no doubt have a Beta 2 to release with some hot-fixes and perhaps some new additions for you to try.


Iron Harvest is growing!



The no.1 questions we get from our fans is which platforms will IH be on?
or will IH be on this platform or console I love?

[h2]So as well as PC-Steam&GoG, PS4 and Xbox1 we can now proudly announce #IronHarvest for Gameboy! Long live retro gaming![/h2]
For more information visit: https://tinyurl.com/IHonGameboy

Wish-list us here so you don't miss out:
https://store.steampowered.com/app/826630

Iron Harvest DevBlog #23 - March 2020

News: Covid-19 shortly delays our Backer Beta!


As you may be aware, the games industry has been hit hard by the Covid-19 outbreak with many gaming events cancelled and projects delayed. Unfortunately, we are no exception and we must now announce a short delay to the Backer Beta we had planned to release this week.

While we are just as disappointed by this as you are, be assured that we are doing everything within our means to bring together our teams online and adapt. We are adjusting our workflow to new challenges and we will deliver the Backer Beta as soon as possible.

[previewyoutube][/previewyoutube]
Here’s a taster of things to come. Some of you have already spotted new things ;)

Thank you to everyone who has expressed their support and encouragement to us through Facebook, Twitter, Reddit and Instagram. Join us there and share your Iron Harvest thoughts, questions and fan creations.

We’ll let you know the moment we’re able to release, hopefully sometime in mid-April.

If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here. 

Info: Previews Are Here!

Fortunately, and just before the European Covid-19 lockdown, game industry veterans got to grips with the latest version of Iron Harvest during PaxEast2020 and a Berlin Press event.

No better setting than an abandoned WWI factory complete with an air-raid shelter and Pretzels!

This was intense, but a lot of fun and a great way for us to get independent feedback of our game for you. If you’re unsure if Iron Harvest is for you, here are some highlights and new screenshots:

[h2]“I feel confident this game, with its fanciful depiction of a world at war in a universe where mechs are the primary vehicles of battle, is going to sink its hooks into me deeply when it comes out later this year”[/h2]
- Seth Macy for IGN UK, full article here



[h2]“Iron Harvest’s use of movement, unit-variety, and light fantasy elements elevates the experience beyond static trench warfare”[/h2]
- Colin Campbell for Polygon, full article here



[h2]I’m struck with sadness when I manage to get Wojtek killed in battle.How can I continue? How can I go on? How can I conquer an army without my killer bear?"[/h2]
- Gina Lees for PCGamesN, full article here[/h2]



[h2]“What is unique are the stories and characters of Iron Harvest.”[/h2]
- Chris Wray for Wccftech, full article here



[h2]“Everything feels lived in and believable. This game definitely has an extreme level of detail, the care and time put into the overall experience shows.”[/h2]
- Dave Rottino for Rated G for Games, full article here



[h2]“The company's devotion to those who believed in them is admirable”[/h2]
- Nedim Hadzic for AltChar, full article here



[h2]“In general terms, this is a great game approach! We found the ravages that they (the mechs) can cause on the battlefield to be truly insane”[/h2]
- Sergio Cejas for Vidaextra, full article here



[h2]“Iron Harvest takes inspiration from the likes of Company of Heroes with squad based RTS gameplay, but instead goes for a post-WWI alternate reality where mechanized armies dominate the battlefield”[/h2]
- Erick Tay & Michael Higham for Gamespot, full article here



[h2]“Conclusion Spoiler: fans of bustling real-time strategy battle and base building will have their joy. Real-time battles with tactical depth, clear base construction and a really exciting scenario, I really liked the first missions from Iron Harvest”[/h2]
- Ulrich Wimmeroth for EuroGamer, full article here

https://store.steampowered.com/app/826630/Iron_Harvest/

Looking Ahead

All these previews, and the many more out there, motivate and encourage us as we look ahead. Of course, there is still a lot to do, and an unprecedented new situation to adapt to, but our morale is high.

We wish you and yours good health and we will release the backer beta as soon as possible.

Never want to miss an Iron Harvest DevBlog or update?

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