





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Fixes: - Misc UI fixes - Fixed appearance of buttons in unit stats panel - Fixed battle not triggering after failed test in IO - Fixed dungeon quests rewards - Fixed broken enemy company with only dead units - Fixed battle related achievements - Fixed EA clock item position in hand Added content and improvements: - Added posibility to exit dungeon mid-run to world map where player can save map or decide to abandon current dungeon run (keeping already gained exp/loot) to prepare better and try again - Improved visibility of tiles on tundra battle maps - First batch of enemy and player units balancing - Improved failsafe teleporter for when character drops under the map - Changed possible combinations for item enchanting - Added unit stats tooltip in camp panel
Fixes: - Fixed game lag when exploring - Fixed two broken cities in volcanic biome - Fixed dialogue in Valrenay campaing ending too quickly - Fixed issue with main quest not progressing after obtaining item from fight - Fixed first second of outro cutscenes overlaying multiple scenes Improvements and changes: - Improved worldmap loading times by about 25% (depending on pc configuration) - Reduced RAM usage by about 20% - AI is now less focused on killing captain and will now target other more profitable targets (near death unit for example) Added content: - Added info panel for unit that is being currently deployed. - Added posibility to select units in unit panel by using keyboard arrows or clicking on portraits - Latest items obtained are now displayed as first in company stash - Added filters for item types in flea market - Added sorting option in flea market - Added tooltips for enchanting and crafting
Fixed issue with quest not updating correctly after some fights.
Fixed issue with items/recruits generation in cities under some circumstances.
Fixed issue that prevented assigning units in the camp by dragging them.
Bug fixes: - Fixed bug that prevented overwriting existing saves when saving manually. - Fixed playtime counter - it will now start to properly track time. - Fixed bug where swapping two-handed weapon with one-handed weapon + shield casues shield disappear. - Fixed unwanted map closing while editing custom marker description. - Fixed dialogue loop after fight before Tundra dungeon. - Fixed losing dungeon after last enemy dies due to poison. - Fixed inability to cancel some side quests. Added or adjusted content: - Increased frequency of settlement refreshing content of market and tavern. - Nerfed some weapon enchantments. - Added failsafe that will teleport player onto the terrain after falling under it. - Added missing SFX's to UI buttons. - Adjusted amount of items, health and energy gained from pickups. - Added popup with info for which region player walks into. - Added info before fight about dungeon lenght and inability to return during it. - Tweaked values of armor protection and armor penetration of equipment. - Increased food consumption of companions but reduced how fast they get hungry - it will now be better tied to company energy and camping. - Increased active quest limit. - Increased sensivity of scroll in few panels.
Fixed issues: - improved performance and reduced FPS lag when exploring (some of it is still there - we are working now on fully removing it) - Fixed company size achievement - Interactive points will now be properly marked as used after battles Other changes: - Small balancing round for ranged weapons (firearms got buffed and throwing weapons got nerfed to better reflect their prices) - Added sfx and message to the log when picking up healing pickups. - Added possibility to downgrade unit stats to respec them - Changed AI priorities - they should now use more balanced approach to fights instead of going fully ranged. - Added passive for player captain that will reduce damage they take by 10% making them less vulnerable to first round death. - Added tooltips to loot in screen after battle. - Tweaked Deer and Doe spawn rates in enemy companies to make them more balanced instead of favouring one type over the other. - Added version text in the bottom left part of the screen
Fixed Issues: - Broken quest progression after visiting Frostveil (please go to Frostveil again, it should show the dialogue and fix the progression from there) - Missing "continue" button in dungeon - Missing discard quest button - now if you want to discard quest you can use the red X on the quest entry on the left side of the screen. - Villagers appearing after the quest should now either disappear properly or be at least dissmisable from company panel. Know issues: - Game will sometimes lag during exploration - ETA for fix is for monday 23.12 - Units cant be moved to reserves and from reserves after dungeon fight - ETA for fix is for monday 23.12
Fixed issues: - Fix for whole game sometimes crashing after certain fights Changed how fast company log in lower left corner fades out. It will now be visible much longer.
New content: - Added voice overs and lore for dungeon fights. - Added EA special items (they will be granted to everyone that bought the game before 20.12. These items will be added to already existing saves). - Added special shield made as "thank you" for our friend Kornel who have helped us with testing and good word before 1.0 release (it will also be added to everyones inventory). Fixed issues: - Fixed rare instance of infinite loading screen after certain fights. - Replaced some old tutorial images. - Fixed company level up panel not refreshing properly after spening points. - Fixed company equipment panel replacing equipment from wrong units. - Fixed quests in journal not displaying properly after being completed. We are aware of lag that sometimes appear during exploration and we are working on the solution for this as our main priority now.
Fixed issues: - Quests not counting kills after battles - Apply button missing from main menu - Changed locations of unreachable pickups and interactive objects
Hello there, Companions! The Big Day Has Arrived! Together with the entire Ancient Forge team, we are incredibly proud and excited to officially announce that Glorious Companions has just left Early Access! After years in development, and valuable feedback from our amazing community, the game has reached its full release! [previewyoutube=gQ3qG8aR4iU;full][/previewyoutube] You can grab the game today in its refreshed form, and theres no better time than now because the Steam Sale is here! That means you can get Glorious Companions 40% off!
Dear Companions! As we gear up for the launch on December 19th, the preview build of Glorious Companions is making its way to the media. With this milestone, we wanted to take a moment to share an update on whats new and exciting in the game since Early Access. We also want to thank you for being a part of this journey with a proper gift! Whats New Since Early Access?
Hello, Companions The grand release of Glorious Companions is just around the cornermark your calendars for December 19th! As we approach launch day, were thrilled to share some amazing updates and an exciting event that will keep you on the edge of your seats!
Were excited to announce that Glorious Companions is part of the Autumn Sale! This is your chance to grab the game at a special discount before our big December relaunch.
Sale's time frame: from the 27th of November to the 4th of December
Upon full release, Glorious Companions will offer:
Hello there, Companions!
Let's make it offical - Glorious Companions is finally leaving early access!
Check out the trailer for the new, completely refreshed Glorious Companions
[previewyoutube=ZB9_fV_qop8;full][/previewyoutube]
Upon full release, Glorious Companions will offer:
Hello, Companions! You noticed that the loading time is too long, and we managed to improve the loading time and quality of life with a small hotfix uploaded yesterday. Hotfix 24.10.2024 - Improved loading time up to 20% - improved optimization for lower specification hardware configuration - Improved balance for the first fight with eliminating chance to spawn a high level warg in the enemy ranks We continue to work on implementing your feedback. Thank you, for the ongoing support! Ancient Forge Team
Hello, Companions! Its time for another news from us! A new hotfix has been released, addressing the inability to move the company after certain interactions or fights. We appreciate everyone who took the time to report the problem. The fix is now live in the main Glorious Companions build. This patch also adds the missing portraits for dungeon enemies along with some missing texts. Thank you for your continued support. The Ancient Forge Team
Hello, Companions!
Its time for another news from us!
A new hotfix has been released, addressing the inventory issue that was reported, along with a few other quality-of-life fixes.
We appreciate everyone who took the time to report the problem with opening the inventory and management tiles after obtaining 25 items. The fix is now live in both the New Era Demo and the main Glorious Companions build.
This patch also corrects location detection in the starting quest and reduces the strength of the wolf pack in this quest, which had been locked as a high level horde.
Thank you for your continued support.
The Ancient Forge Team
Hello there, Companions!
Here we come with the new update of Glorious Companions!
Although, we are constantly working on many things right now to make the game ready for the upcoming December's re-launch - we wanted to show you the progress we are making as soon as possible!
We are happy to inform you that the new map is already available on a current game build.
Don't forget, that you can also play the demo of Glorious Companions right now - it presents all the changes weve made throughout the recent period of time.
Unfortunately old saves are not compatible with the new build.
Please keep in mind that the works on the game are still in progress
Thank you everyone for your attention and support!
Ancient Forge
Hello there, Companions!
Its been a while, but we are back with the best news possible!
We are finally ready to announce that the new era of Glorious Companions is coming to Steam this December! For the last few months, we have been really focused and dedicated to refresh the game and rework a lot of things. To catch a glimpse of whats coming - check out the teaser below:
[previewyoutube=g4UiE5a0fp0;full][/previewyoutube]
From the 30th of September to the 7th of October, we will be attending Steam Turn-Based RPG Fest and its a great opportunity to try out the demo of Glorious Companions! It will not only be free, but it will also present all the changes weve made throughout the recent period of time. During this time you can also grab the game 50% cheaper and it will be the only occasion to do that before the decembers re-launch.
Let's focus a little bit more on what you may expect in the refreshed version of Glorious Companions!
BRAND NEW MAIN MENU
THE PROLOGUE
Prologue storyline with cutscenes (and voice over!), dialogues, story quests and more. After this prologue (available in the demo as well!) the game allows for more free exploration with some main quests/goals included.
THE WORLD MAP
Whole new handcrafted world map. With new places to visit, explore and challenge.
Before
After
BRAND NEW BATTLE UI WITH IMPROVED UX AND INFORMATION READABILITY
Improved unit control in battle - long gone are the days when you had to change actions to attack enemy or had to rotate to move backwards. Movement and attacking is now omnidirectional and contextual - just hover mouse over the enemy to attack or on the ground to move.
Despite these changes, units facing still plays a big role in combat - attacks of opportunity are made only in front of the character and backstabbing enemies gives multiple bonuses.
THE JOURNAL
We added journal for easier bookkeeping of active and finished quests. There is also a tab with all tutorials that player already encountered.
NEUTRAL ENEMIES
Visual and mechanical upgrade to neutral enemies. Animals even got array of new skills and passives to provide You with better challenges.
POINTS OF INTEREST
A lot of new points of interests with various interactions - some of them will even provide unique quests or challenges.
Above all, we prepared over 60 new battle maps - there are custom maps for story battles, for new dungeons and each biome on the map got their own unique maps in various sizes!
Challenging dungeon battles with new enemy types with their own weapons and unique abilities. These battles will take you through series of encounters one after another - better prepare for it!
We made some changes to the equipment as well. It now comes with various tiers that modify their stats and bunch of enchantments with secondary effects (burn, poison etc). There might be even some more new mechanics for them - stay tuned!
Thank you everyone for your attention and support!
Ancient Forge
Today on May 7th, all of us celebrate Ancient Forge's 5th anniversary . The GC team wants to thank all the players who have been with us during this journey. We gathered the experience, tailored the strategy for our future titles and have watched our team grow from 20 to 50 amazing individuals over the past few months, and we're just getting started!
The Future of Glorious Companions
After the success of The Tenants, our team has been busy refining Glorious Companions, a turn-based tactical RPG set in the fantasy world of Navaroth. We're aiming for a full release in early December this year, bringing loads of new features and enhancements based on player feedback from the Early Access phase.
Here are some key changes and additions we've made to Glorious Companions this year:
Hey everyone!
First of all, we need to apologize for being so quiet for a while. For a long time we were processing the feedback coming from you to the Glorious Companions team, and while we were working on The Tenants to close all the publisher milestones, we had more than enough time to start thinking about new features for you! Now its time to get back with some great news, a big sale, and whats most important, a full release date!
But first, let me share with you our special news. Today on May 7th, all of us celebrate Ancient Forge's 5th anniversary . The GC team wants to thank all the players who have been with us during this journey. We gathered the experience, tailored the strategy for our future titles and have watched our team grow from 20 to 50 amazing individuals over the past few months, and we're just getting started!
The Future of Glorious Companions
After the success of The Tenants, our team has been busy refining Glorious Companions, a turn-based tactical RPG set in the fantasy world of Navaroth. We're aiming for a full release in early December this year, bringing loads of new features and enhancements based on player feedback from the Early Access phase.
Here are some key changes and additions we've made to Glorious Companions this year:
Hello there, Companions!
We know that it's been a long time since the last update so we wanted to share some light on the development of Glorious Companions. Unfortunately over the last year we've had some major problems related to the development of the big update that we've been working on. We've had a few issues with important refactors of key systems, as well as the ongoing war in Ukraine also had an impact on the development.
However we're still commited to release the 1.0 version with everything we mentioned in the last devlog. Recently we've managed to get the gears going and involved new programmers in the process, so we're hopeful that it'll go much faster now. Taking into consideration the scope of changes and additions we don't want to throw random dates at you and we'll keep working on the storyline until we have a more realistic release date to share.
Thank you for your understanding,
Ancient Forge Studio
Hello there, Companions!
As we're approaching the release of our biggest update yet, the Titans Rising Update, we wanted to share a summary of what you can expect to change when it goes live. We've been working on this update for one and a half years so we're extremely excited to finally reach the end of its development.
As the game currently stands, we're pretty happy with the battle mechanics and the big aspect that we've wanted to change for a long time already is the world map gameplay. While the foundation is here, the overworld lacks clear direction and progression, as well as it is hard to balance properly, due to the procedural generation approach.
With the Titans Rising Update we're remaking the World Map from the ground up. The whole map will be carefully handmade with various areas and biomes to explore. On top of that we're introducing a fully-fledged storyline with cutscenes, NPCs, side-quests and most importantly, the main story with vital choices. We don't want to spoil it here, as we'd love for you to experience it first-hand.
Anyhow, let's finish up this lengthy introduction and go over the major changes and new additions that you'll find in the Titans Rising Update.
Hello there, Companions!
Today were releasing the long awaited Update 0.8 that introduces a complete itemization overhaul that aims to make each playthrough more unique and exciting. Additionally, we took the time to rework a few other procedural generation systems, including the very important part of the game that is responsible for spawning and maintaining NPC companies on the map. Oh and by the way: you can grab the game cheaper with the -33% Weeklong deal!
Lets dive right into what the update brings into the game:
Hello there, Companions!
It's been quite some time without any news on the development of Glorious Companions, which doesn't mean that there wasn't any progress being made. Anyhow, now when we're getting close to releasing the new update, we're back with a fresh development log.
Without any further ado, let's go over the biggest changes and new additions that this update will introduce into the game. Of course as usual there'll be some balance changes, bug fixes and QoL tweaks along with a few new abilities, but for now let's talk about the big stuff.
Hello there, Companions!
Were back with some fresh news and development updates. We want to share with you some details on the slowly upcoming update. In this post well focus on one particular part of it - the item rework.
The current item design stems from the design of the multiplayer mode - we wanted all the weapons to be equally viable and on equal footings with each other considering the differences in their costs, strengths and weaknesses. Obviously what works well for a multiplayer gameplay doesnt always work quite as well in singleplayer.
The biggest problem here is that the current system doesnt allow for good progression, which is crucial for gameplay to be enjoyable. As it stands now the player can get access to the most powerful items in basically no time. In most RPGs itemization is a really important and fun part of the game, just as we want it to be in Glorious Companions.
Lets go over what changes were currently working on!
Hello there, Companions!
Today were releasing Update 0.7 that introduces a few new features and a variety of important balance changes & bug fixes. Were laying important foundations for the next update, which will finally bring the new World Map. Oh and by the way: you can grab the game cheaper now with the -33% Weeklong deal!
Lets dive right into what the update brings into the game:
Hello there, Companions!
Today wed like to share some news on how the development of Glorious Companions is going at the moment. There are currently two updates that were working on simultaneously and a bunch of upcoming features that were extremely excited about.
As for the medium-sized update that is nearing its release, itll be mostly packed with various bug fixes & tweaks. However, youll also get the chance to finally hear the lacking sound effects for all the new abilities we introduced in the last patch. On top of that, weve also prepared a new feature that allows you to flee from battles, at a cost of course, and its also scheduled to be released in the same patch!
The big update will take a longer while to finish up properly. Were essentially working on a complete visual overhaul, both for the World Map and the battle scenes. With it, we hope to make the environment look more consistent and unique, and well also be releasing a fresh soundtrack to fit with the new vibe. But the changes arent limited to only the visual side of the game - together with the 0.8 Update well introduce new major gameplay mechanics. The most important one is the Dungeon System, where youll be able to take on new enemies and try to take down the big and ugly bosses guarding powerful artifacts in a series of challenging encounters.
Were also working on major improvements to the equipment system. We want to introduce much more variety into the items that you see throughout the course of the game and thus were working on an item class system that will feature items of varying quality and stats. Of course it wouldnt be a great rework without some visual upgrades, so weve also decided to overhaul all the old weapon models and to add a bunch of new items (and new item types) along with the update.
Let us know your thoughts in the comments and remember to follow the game for more updates!
Hello there, Companions!
Today were releasing the Update 0.6 that introduces a completely reworked Ability System and a glorious Visual Overhaul for the Valrenay race among many other things. Other notable changes are the new Dialogue System and over 40 new abilities for you to choose from. Were also putting the game on a -40% Weeklong Deal!
Lets dive right into what the update brings into the game:
Hello there, Companions!
We're happy to announce that you can buy Glorious Companions cheaper for the Steam Summer Sale's duration. While we're at it we wanted to show you some of the stuff from the upcoming update that we plan to release in July.
First of all, as you can see in the image above, we'll be releasing our visual overhaul of the Valrenay race. Our goal was to make them more consistent, so they all look like they're from the same faction. We also wanted them to fit better into the fantasy world of Navaroth, which the previous iteration hasn't quite achieved.
We decided to focus solely on the textures and not change the meshes, as that would require us to also update the animations, etc. (Though the Blade Dancers and Gunners will probably receive new Run and Idle animations winter2019coolyul)
Another big change that we're implementing is an actual Dialogue System that will enable us to create more meaningful and immersive quests. It should greatly improve the interactions with NPCs while making the whole world feel more alive and organic. Here's a rough WiP of the new dialogue window (of course the important stuff happens under the hood):
Those are only a few of the things that we've planned for the next update, so keep an eye out for the full changelog when the patch airs (or perhaps another devlog that'll go into more detail about the upcoming update).
Also consider leaving us a review if you like the updates that we keep pushing out, it matters a great deal to us! winter2019happyyul
Let us know your thoughts in the comments and remember to follow the game for more updates!
Hello there, Companions!
Were excited to announce that we have a new, big update for you! It addresses a lot of the core problems with the gameplay, balance and progression in Glorious Companions. To make it even better were coupling it with a -33% Weeklong Deal!
Lets dive right into what the update brings into the game:
Hello there, Companions!
We've decided to lower the base price of Glorious Companions to $19.99, which will stay this way at least until the Full Release. We feel that this new price better reflects the current state of the game, especially that we're planning to stay in Early Access for another year.
Now when we're about a month away from our 0.5 update, which will introduce a lot of gameplay improvements, new features and a better progression balance, we thought that it's the best time to drop the base price of Glorious Companions.
We're glad for your support so far and hope that you understand our reasoning here lunar2020contentgoat
Check out what's coming in the future updates in our recent devlog (including a sample of the new and awesome soundtrack): https://steamcommunity.com/games/1001040/announcements/detail/2224158720771427187
Let us know your thoughts in the comments and remember to follow the game for more updates!
Hello there, Companions!
Were back with some fresh news and development updates. Well talk about our plans for the future of GCs development, as well as the contents of the next update. To be frank, in the recent months weve thought a lot about the direction were taking with this game and weve spent a lot of time analysing the feedback weve received since our EA release.
Weve decided that what the game lacks the most at the moment are not new races or abilities. Our biggest priority right now will be fixing and improving the gameplay foundations, and youll see the first batch of that in Update 0.5. Weve come to the bitter realization that no amount of new playable units will make the game fun, when theres little to do on the world map and the battles dont offer enough challenges and/or variety after the first few.
Fortunately, based on the feedback weve received and our own conclusions weve got a solid plan on how to get the game to where we want it to be. Itll require a lot of hard work but were confident that itll be for the best.
Hello there, Companions! Here are a few more fixes for the bugs you've reported and we've found ourselves.
Hello there, Companions!
Turned out that the amount of new additions to the game in our 0.4 Update kind of impacted the stability of the build. To be honest it was one of the most thoroughly tested builds that we published, unfortunately we weren't able to catch some of the bugs before the Update's release.
Anyways, we've fixed a number of game-breaking bugs that you've reported and the game should be much more stable now. If you encounter anything else, please send us your Player.log and save files to contact@gloriouscompanions.com or post them on the Bugs subforum.
Hello there, Companions! We're back with another small fix.
Hello there, Companions! We've managed to fix a bug some of you've reported, it happened when you exited to main menu right after a battle and tried to 'Continue' or start a new game.
Hello there, Companions!
Were happy to announce that the new playable race, the Scarres, has been added to the game in the biggest update since our Early Access release! To celebrate this were launching a Weeklong Deal that puts Glorious Companions at 50% off until Feb 24th. This is the biggest discount so far and the price wont drop this low for quite some time, so get the game cheap while you can! winter2019joyfultearsyul
https://www.youtube.com/watch?v=dQJmVahRIAA
The Scarres took us longer to develop than we initially thought, but in the end we didnt want to launch them too soon, without dedicated Captain Calls or fully working special abilities for each one of the red lizardmen. Unfortunately the changes in this patch will require you to start over from the beginning. To sweeten that weve added some features and tweaks that will improve the initial campaign experience.
If you want to learn more about the new race check out our special Scarres Steam Guide here -> Scarres 101 Guide
Anyways, lets dive into what the update brings into the game:
Hello there, Companions!
Were back with a very special teaser announcement for the upcoming Scarres Update (0.4). This one might be the biggest update since weve launched the Early Access version of Glorious Companions. Well be pairing it up with a 50% off Weeklong Deal on Steam to spice the whole thing up.
So, without any further ado, lets dive right in to what the 0.4 version will bring into the game.
Hello there, Companions!
We're back with another -34% sale for the end of this year!
Also we're still making progress on the development of the new playable race - the Scarres. Check out a few of their portraits below:
We've just hosted a small in-house tournament at our team to test out the new units and their abilities. It turned out to be lots of fun and we've even managed to record footage from the final best-of-3 match. You can watch the full gameplay videos from all three games below, however keep in mind that they're still work in progress!
https://www.youtube.com/watch?v=Rs8SBY7qM1c
https://www.youtube.com/watch?v=HvBP6ustSew
https://www.youtube.com/watch?v=KvKavUxFlMY
Have fun and let us know if you have any questions or feedback!
https://store.steampowered.com/app/1001040/Glorious_Companions/
Hello there, Companions!
So, its been six months since our Steam Early Access release and weve learned a lot during this time. Weve released a total of 7 big updates during the first half of the year that Glorious Companions has been out. We thought that it would be the perfect time to sum up how it all went.
First of all, we want to thank all of you who supported us throughout the release and up to this point. Weve received countless quality feedback reports and suggestions on how to improve the gameplay experience. We know that weve launched really early and were glad to have your support during the development process.
Hello there, Companions!
After our yesterday's update we're back with a nice sale for Glorious Companions. Until December 3rd you'll be able to buy it for $10 less! steamhappy
Hello there, Companions!
Today were releasing an update that introduces a new Valrenay playable class, Trapper. Weve heard your feedback regarding male playable characters and weve decided to rebrand this whole idea. We want you to think of these characters as classes, each with their own strengths and weakness, but ultimately with plenty of room for you to customize. While each race will feature 5 classes total, we plan on making the final class (until now known as the fifth unit tier) a prestigious one (thus not playable as a captain) that youll have to spend extra coin on to hire.
Weve also finally updated the character portraits to a higher quality artwork, as opposed to the old renders that looked really out of place. Heres a brand new look for our Blade Dancer & Trapper.
The update also features a new Easy Start option when starting a new campaign playthrough. This should come in handy if youre just starting out, or you want to get through the boring bits a little bit faster.
Hello there, Companions!
We've prepared a short video showcasing some of the changes in the Halloween Update:
[previewyoutube=bIARCcQLuEs;full][/previewyoutube]
Here's what's new:
Bug fixes:
Hello there, Companions!
Today were releasing a Halloween themed update that also introduces a big, new gameplay mechanics into the game, the Camping system, along with a bunch of new content and fixes.
To celebrate this, the game is now 25% off! Make sure to tell your friends and family!
If you encounter any bugs with new systems, please report them on our Forums or on our official Discord Server. Keep in mind that youll probably have to wait until the next in-game week to access new quests, items, etc if youre using an old save file.
Hello there, Companions!
This time were here with a short tease of the upcoming Halloween Update for Glorious Companions. Aside from the Halloween-themed additions, well also release a brand new gameplay mechanic - the Camping system.
Hello there, Companions!
Today were releasing a long awaited update that introduces special abilities for all Valrenay units. Now everyone will have at least a few to let them shine on the battlefield. It is by no means the complete selection of unit skills, we plan to have at least 10 special abilities to choose from for each unit.
If you have any questions or suggestions, head over to our Steam Forums or our official Discord Server.
Hello there, Companions!
Today were releasing a small update with the promised Barons special abilities and some QoL improvements / bug fixes.
Hello there, Companions!
This time weve prepared something for you that we actually thought will take us a few more months to roll out - online multiplayer! Coupled with it, we have also implemented the Battlecrew Builder and the Custom Battle mode where youll be able to play out various scenarios against AI, another local player (in a hot-seat mode) or via the online multiplayer.
Along with our grand update, weve got a brand new trailer video and a new Steam banner art. Let us know what you think of them!
https://www.youtube.com/watch?v=FMzE7Y8MBNc
Thanks to the new game mode and the battlecrew management options, well also be able to focus more on the games balance and well gladly welcome any suggestions on this from the community.
Bear in mind that its merely the first iteration of the online functionality, so there might be some issues and lacking features here and there. Wed love to hear your feedback on how the multiplayer mode works, along with reports of any bugs or odd situations youve encountered during your playthroughs.You can either post those on the Steam forums or on our Discord server.
So, without further ado, lets get to the changes in the games newest version.
Hello there, Companions!
(ui layout work in progress)
As weve mentioned in our last post were currently working on a bigger update that we plan to release in the second half of August. Were also at the same time preparing for the next big update which will be the playable Scarres race.
In the meantime we wanted to show you some development progress and tell you more about what to expect from the upcoming patch for Glorious Companions.
So lets start with the latter; the major new additions to the game will be:
Hello there, Companions!
We continue with improvements to the core aspects of Glorious Companions. We know that weird behaviors and actions taken by the computer-controlled opponents may instantly put you out of immersion and thats why weve decided to focus on reworking the AI system early on.
Wed love to hear your feedback on how the new AI plays, along with reports of any bugs or odd situations youve encountered during your playthroughs. You can either post those on the Steam forums or on our Discord server.
So, without further ado lets get to changes in the games newest version.
Hello there, Companions!
Were back with the first content update for Glorious Companions - the Captain Update. Weve mostly focused on strengthening the games core mechanic and the main goal of the battle, which is to kill the enemy teams captain before yours dies.
IMPORTANT: Save files from the previous version wont work on the newest update. Unfortunately youll have to start a new playthrough, although the changes weve made would impact the games beginning and its balance so itd be wise to start with a new company anyhow.
Hello there, Companions!
With the weekend in sight weve decided to hotfix a few other bugs that have been missed previously as well as implement another batch of QoL tweaks. Hopefully youll be able to play without any game breaking interruptions! Meanwhile were returning to work on the next weeks content update which you dont want to miss. Stay tuned!
If you notice anything report-worthy please let us know about the issue in the Bug Reports forums board.
Hello there, Companions!
Today were pushing the very first update that should address all the game breaking bugs and issues you have reported so far. Weve included a bunch of small QoL changes and weve already started working on a bigger update that should come next week.
Wed like to send a big Thank You to all the people who have already bought the game and are supporting us with positive feedback, suggestions and bug reports. Were very aware that the game is still in an early stage of development and would like to say that its totally fine to wait with purchasing GC until its more fleshed out / a more complete experience. Nonetheless, were very happy to see that a number of players are already having fun with the game in its current state and believe in the final product weve envisioned.
We cant believe its been almost 10 years since the first time the initial idea for Glorious Companions sprinkled into our minds. We had been dabbling in pen-and-paper RPGs for a while and we thought itd be really cool to one day create a video game, where we could share the vision for all the mechanics and the world of Navaroth with a broader audience. At that time, the game was really tiny. 2D avatars moving around the board in an awkward and sluggish way and yet we were so happy to our ideas come alive. This is why we have stuck with game development as its a very satisfying medium to share your vision.
https://www.youtube.com/watch?v=xWTGDnHtST8
Today marks a very special day. Were releasing Glorious Companions in Early Access - the first milestone out of many others to come. While the day in itself is special, we want to stay humble and treat it as a beginning of something new, not a finale to the whole journey. Weve got amazing plans for this game and wed love to invite you all to get on that ride with us.
Heres a rough content & feature plan for the Early Access. There are all the planned features that we want to complete before moving out of Early Access. Keep in mind that depending on the games financial success, some of those features and content might be out faster and some of them might take a little bit longer to roll out.
Hello there, Companions!
Weve been a bit quiet for the past couple of months, but we really wanted to focus on the project to ensure that we can deliver the best product that we can for the EA launch. Today were releasing an ultimate video update, showcasing the top 10 biggest changes that the project has seen in that time. Make sure to watch the whole thing!
https://www.youtube.com/watch?v=itc61QHLQ8M
Well be releasing a content & feature plan as well as the roadmap for the Early Access tomorrow, alongside all the details that youre asking for. Tonight though, weve still got some work to do and a few bugs to iron out, so set your alarms for tomorrow, 8:00 AM PDT, 17:00 CST. You dont want to miss it.
As you might've noticed we've just updated our Steam capsule for Glorious Companions.
Now instead of a dull landscape it features a vibey artwork that shows a Trapper sitting by a campfire, resting between tough battles. What do you think of this scene?
Here's a gif showcasing all the steps of progress:
It's been a few years since I drew anything and I'm not perfectly happy with the outcome here, but we think it'll do better than the last version for now.
We plan to revisit the capsule artwork in the coming months, hopefully with better results. Do you have any cool ideas on what it may feature? Something brighter perhaps steamhappy
We've also sent out the first batch of closed alpha invites to that applied through our Glorious Companions website. Check your email inbox to see if you got selected in the first wave! cozybethesda
Greeting, Companions!
Weve just opened a sign up form on our website for Closed Alpha participation. You can also sign up for the newsletter if you only want to get a notification on the release. There will be a few waves of the closed access invitations, starting with the smallest one which will be probably around 20 people.
Head over here to sign up: gloriouscompanions.com
Well be sending the game out to randomly selected people that signed up for the closed access. Companions with access to the Closed Alpha will have their own secret channel on our Discord server and will be able to post on our secret forum here on Steam.
We hope to gather insightful feedback about the gameplay, mechanics and the user experience in Glorious Companions. Well also gladly welcome any suggestions for future features and other ideas.
GC Discord server: https://discord.gg/732xV6N
Well appreciate if you spread the word about our Closed Alpha sign ups for Glorious Companions. And get ready to dive into the world of Navaroth!
Greeting, Companions!
Today we have released a new gameplay trailer for Glorious Companions steamhappy
https://www.youtube.com/watch?v=Y_dvHOrAVSs
Let us know your thoughts on it in the comments!
Moreover we've had some long discussions and in the end decided to postpone the Early Access release a bit further down the road. We know that many of you waited for the upcoming release but we don't want to disappoint you as we can make the first impression only once. Saying that, we really appreciate the positive reactions and feedback we receive from the community here on Steam and we want to deliver a great game!
There are some features and (more so) content that we really feel like we need to include in the EA release, to name a few: visual representation of armors which requires a lot of parts designed for each unit archetype separately, special abilities and spells, and improvements to the battles such as fog of war.
However, as to not leave you empty handed we'll be hosting some closed alpha tests for the game, we'll let you know how to get into them in the next devlog. You can also join our Discord server to not miss them: https://discord.gg/vQJ33s
As always we'll really appreciate sharing the word about our project and / or the new gameplay trailer. Thanks for staying with us and we hope you understand our decision!
Hello there Companions,
Today our Steam store page has received a bit of a lifting. Be sure to check out all the new screenshots as theres a couple of new interesting things to be found.
Weve also created a Discord server for our community as were getting closer and closer to the EA launch, which should happen this month, in April. Be sure to join the server if you want to chat and mark your calendars!
Official Glorious Companions Community server on Discord
Weve reached out with preview access to some youtubers that we thought would like Glorious Companions and well see if anyone picks it up. If you know any good content creators that would be interested in GC, let us know in the comments!
Heres our email address for press inquiries: contact [at] gloriouscompanions.com
Hello there Companions,
https://www.youtube.com/watch?v=rbywG3Qx5tc
Today we have something special to show you - the first official gameplay video from Glorious Companions, and it's whole 10 minutes of unedited gameplay with a developer commentary on top!
Let us know your thoughts and please share it, we'll greatly appreciate it steamhappy
Hello there, fellow Companions!
This time we want to share with you some informations about the company leaders skills. However, we should start with explaining the basic attributes that each character in Glorious Companions possesses and is defined by. Lets cover them one by one.
[STR] Strength - its used to calculate your companions melee attack accuracy. On top of that most weapons have at least some STR damage modifier, and while when fighting with a sabre the amount of Strength your companion has wont make that much of an impact on the resulting damage, having more STR will significantly increase your damage output with weapons such as axes, maces and polearms. The only weapon types that dont take STR into consideration are firearms and crossbows. Strength is also used to calculate companions chance to Parry an attack (which can be only done in melee combat).
[AGI] Agility - used to determine the accuracy of ranged attacks, as well as your companions ability to dodge incoming strikes and projectiles.
[DEF] Defense - reduces the amount of damage your companion receives and is also used to calculate the probability of blocking an incoming strike with a shield.
[MND] Mind - its crucial for both casting powerful spells / special abilities and surviving arcane attacks or curses.
[SPD] Speed - a permanent attribute which can not be leveled up, each unit archetype starts with a given amount of speed and itll stay that way forever (unless the companion breaks their ankle or something). It determines how many AP points it costs to move a given distance. Its also used to calculate the travel speed of the whole company on the world map.
[HP] Health - this one is pretty obvious, dont let it get down to zero or your character will die.
[AP] Action Points - a crucial attribute, the more AP your companion has, the more it can do on the battlefield. First off in each turn you can only use up to half of units Action Points for movement. Then each possible action has its own AP cost assigned, be it swapping weapon sets or rotating (positioning in very important in GC). Also each weapon has a different cost for attacking (and some also have an additional cost for reloading), for example a dagger uses only 4 AP per attack, while a heavy halberd will require 8 Action Points.
[RES] Resource - each race in Glorious Companions has its own resource along with a unique mechanic paired up with it. In short it allows units to use the special abilities they have learned.
That sums it up pretty well, we didnt want to go with too many base attributes as to make each one count - so the players dont just keep leveling up only a single stat.
Next we have the Leader Skills, and as the name suggests, only the companys leader has those. Lets cover them one by one as we did with the attributes.
Leadership - increases the maximum party capacity, the more you level it up the bigger your company can get.
Trading - increases your bartering ability, youll receive fairer prices when buying items from the merchants of Navaroth and youll be able to make a bigger profit when selling.
Tactics - increases the range of your deployment zone at the beginning of a battle.
Intelligence - when leveling up this skill the tooltips will start giving you more and more info on enemy parties in the world map and on enemy troops on the battlefield.
First Aid - increases the chances of your companions not permanently dying after receiving a fatal wound.
Spoil - increases the amount and/or quality of loot your receive after a won battle.
Wayfaring - impacts your companys travelling speed on the world map.
Construction - decreases the amount of time it takes to construct new buildings in the settlements you own, as well as the time it takes to properly fortificate your camps (more on that in future devlogs).
Surgery - increases the rate at which your companions regenerate their health passively on the world map.
Thatd be it for this weeks update, thanks for staying with us! Which Leader Skill will you be maxing out at the beginning of your journey?
As always remember to add Glorious Companions to your Steam wishlist and share the game with your friends!
Hello Companions!
Come and see how weve made the new character for the Valrenay race - from the concept stage to the finished low poly, textured model.
We start off with a blueprint for each character, its a base for further modelling. We focus here on the general proportions and the silhouette of a unit, as well as its color scheme. However, we often change the latter in the later stages of production. The blueprint is also a nice reference for texturing further down the line.
The next step is creating a sketch of the character in high poly. Its important to get the overall proportions of the model right at this stage. Considering that it allows us for a faster iteration speed, its the stage where we can implement any of the last minute ideas that we had not thought of during the concept art phase. After that, we try to make it a rule to leave the geometry alone and use texturing to polish everything up.
The low poly model is subsequently created based on the high poly version. After that, we get to the most important part in bringing the character to life - the hand painted texture.
On top of that, to be fully game-ready, the model needs to be rigged and properly animated.
Engineer is the 4th Tier unit of the Valrenay race and has unique access to the Engineering skill tree. She is known for her vast array of different gadgets that she deploys on the battlefield as well as surprisingly high defence capabilities. Shes able to control the battlefield well, making it harder for enemies to pass through the initial line of your formation. Pair her up with a couple of Marksmen and suddenly youre cooking with gas.
Thats all for this week, make sure to tune in for the next weeks devlog!
As always remember to add Glorious Companions to your Steam wishlist and convince your friends to do so too! steamsalty
Hello Companions!
Today we'd like to talk a little a bit about the intricate process that is procedural world generation. It is a vast topic, a core feature of the game and something that we're constantly improving and as such we've decided to split this material into few parts. In this devlog we're going to focus on landmass generation.
First, in order to construct our terrain we generate two maps represented as 2D textures that contain information regarding the elevation and moisture of the island where our players (that would be you guys) will play. These textures are created by taking simple noise functions which are subsequently manipulated to fit our needs. The elevation map has more details as we don't want our terrain to be too boring whereas the moisture map provides us with more general areas that affect the environment.
Both maps have the dimensions analogous to the vertices count of the mesh they're describing. The whiter the pixel in the elevation map, the higher the vertex of the mesh becomes. Likewise, blue areas of the moisture map constitute wet areas on the map.
All that information is taken into account when constructing our terrain. Elevation is scaled and modified accordingly to not be too overwhelming considering the camera angle and the zoom of the map that we're targeting in the game. On the other hand, moisture alongside elevation dictates the specific texture and biome of the area. For instance, flat regions just above water with little moisture will produce a desert, whereas regions with the same height but high moisture will yield beautiful meadows.
In order to avoid a situation where the terrain would stick out above water like a sore thumb, we've implemented a gradual yet steep falloff outside the coastline where a plane with a water shader seamlessly blends with the mesh and produces a nice illusion of the water gently lapping the beaches.
Looks pretty cool and it's just the beginning! In the next part of the series we'll cover generating our cities and vegetation to bring some more life onto the playing field.
As always remember to add Glorious Companions to your Steam wishlist and convince your friends to do so too! golem
Hello Companions!
This week we've only got a short news update for you. As you can see in the image above we have a brand new logo for the game and we're gonna update all the promo materials in the nearest time. Let us know if you like it and what came to your mind when you've looked at it at first.
Other than that we already have the quest system working and it should be easy now to add new types of quest objectives and rewards, and generate proper quests for the player at various stages of his gameplay.
Currently we're laying down the fundations for the politics system as well as world generation process. Wish us good luck with that!
That's all for this week, thanks for staying with us and don't forget to comment what you think of the new logo! cozybethesda
As always add Glorious Companions to your Steam wishlist and convince your friends to do so too! cozyroe
Hello there, fellow Companions!
We are remaking all the character models from the ground up and wed like to share with you the first unit that went under the chisel - Trapper from the race of Valrenay.
Heres a before / after comparison, whatchya think?
The downside is that the process of redoing both races will take time and well have to wait even longer to start making the armor assets but the upside is that all the units will have the same, consistent style and will be ready for customization and further development.
Weve spent some time compiling a list of all the animations that each character will need, not including the animations for using special abilities or casting spells which will depend on the units skill tree. Itll total around 25 animations per character if we group up some similar types of melee weapons together as a starter which is still a pretty significant amount to make.
Weve also planned out the geopolitical system in detail but well talk about it on a later date since its a pretty big topic on its own. For the time being lets just say that weve already started working on the procedural generation of the world map for each playthrough and more news will come in the upcoming weeks.
Thats it for this week, remember to add Glorious Companions to your Steam wishlist and tell your friends to do so too! steamhappy
Hello there, fellow Companions!
This week wed like to talk a bit about the health system in Glorious Companions and the approach we took in making sure our players stay wary of the threats on the battlefield without the frustration that a fluky permadeath can cause.
In Glorious Companions characters whose health drops below 0 HP faint and are unable to continue the battle. After the end of the battle, you will be able to perform first aid on the fallen companions (thus healing them by a small amount). However, if in spite of that the final blow causes them to drop further below 25%+ of their max health (the exact percentage depends on the units Agility) a couple of things happen.
First, we roll whether or not that character makes it. Units with a higher Defense stat have a lower chance to die, although the probability is rather slim anyhow. If the unit doesnt die it suffers from an injury which are grouped into two categories:
Hello there, fellow Companions!
This week we want to shed some light on the system behind cities and other estates in Glorious Companions.
There are a few different types of interactable objects on the world map, these include cities, outposts, resource gathering facilities and others. Cities start as just a City Center surrounded by fortified walls, along with some empty space inside to build various buildings as the time goes.
Each building serves a special function, for example Lords and merchants can trade in the Flea Market, wounded units can be healed in the Temple. Mercenary groups look for new recruits in Taverns. The types of recruits that are available in a specific Tavern depend on the other buildings built in the town - Scarrlings Den will bring wanderous Scarrlings looking for work and so on.
Then there are also buildings which allow your companions to learn special abilities if theyre left to train there for a few days. Each skill type has its own school, i.e. aspiring magicians will learn new spells in Roth Academies.
Outposts are similar to cities but they have less space for buildings and a more limited selection of them. Although there are some constructions that can be built solely in the outposts too.
At the beginning of your adventure therell be estates around you at various stages of development. So for example if you want to recruit some Avengers into your party straight from the get go, even if you had the money youd have to first find a city that has the Ancient Palace built in it. You can always try to wait it out, maybe some other Lord will build it in his town soon enough?
Or better yet - you may decide to besiege the city and after you take it over build whatever you want. That is if you have enough resources and gold for the construction.
Hello there, fellow Companions!
Today we'd like to talk about the issue of User Interface and how tricky it can get to relay information well - in a way that is both simple and yet descriptive enough to satisfy player's interest.
In Glorious Companions, a player unit can enter multiple modes during combat. The three basic orders include: the move command, the basic attack command and the rotate command. The remaining three slots are taken up by your unit's special abilities that you select and level up however you see fit. The battlefield's map grid changes depending on the active mode and our tooltip system should tell you everything you need to know regarding its mechanics.
We've crafted it so that every action builds it own descriptor and has a custom UI control. That way it allows us to to manually build a unique template for each command - even if it's an ability that has unique mechanics that no other ability posses. For instance, when issuing a basic attack command, the UI is already able to show you a bunch of interesting details that go into the math behind our system.
Here the attack tooltip lists all the modifications that go in your favor in green and all the effects that help the enemy in yellow. Red is reserved for effects that directly preclude you from performing the action. The consistent color coding allows us to "train" the players so that a quick scan over the tooltip will immediately help them to intuitively tell if the attempted action is complicated to execute, while the numbers will be essential for those who like to do the math by themselves.
We hope to deliver a system that is easy to read and yet sufficiently detailed, as we'd really hate it if our players had to google things up by themselves while keeping an open tab with the game's wiki on the other monitor. We'll keep you updated as we continue to polish our interface with this goal in mind.
Hello, fellow Companions!
This week we bring you a throughout look at the first race in Glorious Companions, the Scarres.
Scarres are a tribal race that originally had lived solely in the desert, though in recent history they have been spending a lot of time fighting Anderian troops for access to greener lands. Their tribes are usually led by older Shamans or in some cases by the mighty Raiders or Avengers. They have a strong pro-war culture, they prefer fighting their opponents face-to-face and rarely use ranged weapons (especially bows, crossbows and firearms).
Their unique resource required to cast special abilities is called Vengeance. They start each battle with zero Vengeance and they gain it when fellow companions get hurt or die nearby. So the remaining soldiers get more powerful the fewer theres left of them.
Scarres are split into two kinds: smaller ones (Sca-cerya) and the bigger ones (Sca-valya).
Hello there, fellow Companions!
Today we'd like to talk a bit the approach we've taken into designing and building our combat AI systems. In a combat heavy game it is paramount for the AI to behave in a realistic and seemingly smart way. Players want it to be challenging and yet play fair - by the same rules that the game world imposes on them.
In order to check all the boxes and build an easily extensible module, we've decided to explore and utilize the so-called Utility AI approach (used in games such as Hitman or Civilization). Instead of following a bunch of set defined rules the AI system takes a look at all the possible actions and scores them using a list of considerations. The decision making layer then takes all these scores and chooses an action in one of the few possible ways, i.e. by simply choosing the best one or by performing weighted randomization where each option's weight is represented by its score (in other words: if attacking a unit has a utility score of 5 and moving away has a score of 1 then attacking would be 5 times as likely to roll compared to running away).
We've quickly found out that in Glorious Companions simply looking at a single action ahead wouldn't be enough to build an immersive system. Consider the following:
In this situation if we were to analyze only the very next command, then the Scarrling on the right would almost always choose to attack the beefy Avenger that stands right next to him as opposed to moving to a different tile. There's way more immediate value to that, whereas the correct play would be to move past him and then attack the wounded captain in order to win the battle. What constitutes a reasonable play in context of the entire turn gets in fact quite complicated especially as you introduce more and more mechanics into the game.
In order to get the best response from our AI controlled enemies, we have implemented a solution which looks at all the different permutations of all the possible actions a unit can take. AI agents construct a list of command chains and then evaluate them as a set. For instance, suppose we only have two possible to execute actions: AttackAction and MoveAction and a scenario from the image above, the AI would build a list of the following chains:
The world of Navaroth has been carefully built and maintained by us throughout the years. The whole premise began as a pen-and-paper RPG system. Even the game itself had many different forms throughout the years. In 2009 it was a small mini-game with 2D cards representing the characters. However, it has turned into so much more.
As you can see the first prototype for Glorious Companions was created a decade ago, and the rpg system behind the game began its existance even earlier than that. Although naturally as we learn and gain experience our vision becomes clearer and we become less and less restricted when it comes to the execution side of development.
Compare what difference 10 years of learning makes:
2009
2019
So far our biggest problem was focusing on the multiplayer aspect too much, we wanted to start with a massive online experience with e-sport in mind. In the last year we finally decided to put that on hold and focus solely on delivering a great single player game that will gather a solid community around Glorious Companion's universe.
The code we're working with stays ready for addition of multiplayer later on so once we release GC we will probably restart the online mode development. We didn't entirely scrap our dreams but for the moment being we wanted to go about the development in a more realistic manner.
Add the game to your Steam wishlist and follow our community to stay up to date!
Hello there, fellow Companions!
First of all we wanted to say thank you to everyone that followed our game or added it to their Steam wishlist. We greatly appreciate it and are surprised by the positive response!
During the last month we managed to finish the design for Scarre armors, including both light and heavy ones for all units. Our goal was to make the armor look distinct between different units of the same race, but also give the visual feedback on how well the character is armored and what weapon to use against it.
The latter is pretty important as in Glorious Companions we have varied weapon types that are suited for different opponents. For example maces and hammers are great vs heavy armor users while sabres and scimitars will do better against lightly armored foes.
When deciding which armor to wear the players will not only have to consider its price and the damage reduction it provides. The heavier the armor the bigger penalty it applies to your companions Action Points and Dodge skill. The better light armors also require a certain amount of Agility attribute while heavy armors require higher Defence.
We also spent a lot of time discussing which version of heavy armor design will fit Scarre Shamaness and were still not quite sure. Which design do you like the most?
At the moment were skewing towards version C because of how cool those shoulder pads look on her. Let us know in the comments which version would you pick and why!
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