The authors of Songs of Conquest want to return the popularity of the Jeanra of step -by -step strategies

Inspired by the classic games, Songs of Conquest seeks to bring modern gamers the same pleasure that players received in the late 1990s and early 2000s.

"This is what we loved to do when we were younger, and we just tried to make a game", – said Lavapotion Community Anders Edgar. "We made our version and returned to it everything that we love. This is fantasy. This is a step-by-step game with monsters, with the economy, with the construction of the city, with glorious battles and many, many beautiful pixels".

The first ideas of what Songs of Conquest was more than seven years ago. Starting as another game called Adventures of Conquest, it has become the subject of brainstorming due to a gap in the industry of traditional step-by-step strategic games.

"[The team] sat down and said: "This is a good gap", – Edgar said. "Why don’t they make such games anymore?".

With such thoughts, the Lavapotion team began to develop the concept of what such a game could be. What functions she could have? What elements of classic games could she rely on, and which to avoid?

Some of these features include the ability to be at a different level compared to other creatures during the battles, which gives an advantage or lack depending on the area. Another feature is related to the system of entities used in the game for magic and spells.

Instead of mixing and combining fractions, creatures inside the fraction are kept together to generate the essence used for spells.

"You get an essence depending on the number of units that you have, and on what unit is in this stack", – Says Edgar. "It does not depend on how many of them are in the stack, it depends on the fact that the stack exists".

Each of the four fractions existing in the game specializes in the production and use of certain types of essence. This essence can be used in battle as much or little to pronounce spells.

As for the development of the game, Edgar believes that the improvement of artificial intelligence in Songs of Conquest made the game much better for everyone.

"A couple of months ago, we launched a major renewal of AI, which made it much smarter than he was before", – Edgar said. "For an ordinary player like me, because I am a very casual gamer, seeing changes in the tactics of enemy AI, you know, I could deceive them with some good spells and the like. But finally, when these spells turned against me, it was nice. But, you know, it was not very pleasant".

Currently, the game is in early access, the fourth campaign and many other functions are scheduled for the end of this year. Version output 1.0 is also scheduled for 3 quarter of 2023. At the same time, Edgar honestly said that the team would sit down at the negotiating table later this summer, to determine exactly at what stage are things and whether the game will be completely launched at that time.

"Probably after the summer we will revise the situation a little, yes, because the business is so arranged", – he said. "Road maps – creatures variable in better times. I mean that the most important thing for us is 1.0, will it be a complete product? Because this is the most important, and we will not let out anything that we are not proud of".