Hey!
Small update on what I’ve been working on and where the playtest is at.
Some of the core mechanics just weren’t fun enough, so I ended up redesigning a big part of the gameplay.
That rework is finally done, and the game feels much better now.
This was the main thing blocking the playtest, and now it’s basically around the corner :D
The UI had a lot of placeholders that didn’t fit the game’s style at all.
I added support for 3D models inside the UI, which already makes things look way more consistent.
Also removed the last ugly AI placeholder icons that were still sneaking around.
With most of the gameplay systems ready for the playtest, I’m focusing more on visuals.
Walls were still using placeholder meshes textures and were now updated.
Small life update: I had to pick up a job, so development is part-time now.
Progress will be a bit slower, but I’m still fully committed to finishing Siegebound.
I'm currently designing and implementing several combat units and buildings as the game currently only features a handfull of them. In addition i am fleshing out the Hub Area a little bit as it is kind of empty still.
The playtest is planned for the coming months.
What to expect in the playtest:
One full level (maybe two)
About 8 Combat Units with a branching upgrade structure as well as a variety of buildings
A chance to help shape the mechanics with your feedback
You’ll be able to opt in directly on the Steam page when it goes live.
💬 Join the community on Discord to chat, give feedback, or follow development!
Thanks a lot for sticking around and wishlisting the game.
It really helps, especially as a solo dev working part-time.
— Matzgo, Peasant Games
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