general in Turn-based strategy games

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Our current priority is to bring units and battles to the economic mix of our current playable demo. Not surprisingly, for this feature we also need to draw a few dozen portraits for our unit types. Examples are still work-in-progress. :)

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As part of the small Quality of Life updates, I've turned regular tooltips to expanded tooltips. I still need to tweak how the information is presented, but it should make things easier to digest for a simulation game like Feudums.

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While the current focus is adding units and battles to the demo, I'm also working on to streamline the UX/UI a bit for issuing commands.

Still working on the next batch of features, but adding quality of life changes to the existing ones is also something I don't want to neglect. Part of this is showing in-progress constructions right on the world map for clarity and better immersion.

flumptys location teaser

Trying to imbed a loot system and interaction with some objects into the game. How do you like this idea? Feel free to give us feedback:)
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We are working on the next update, which will add units, battles and skirmishing to the already playable economic mix.

Because as the old medieval saying goes: where there is wealth, there are 'friends'. These two, for example, can't wait to pay a visit.

Jack's ability to scan weaknesses and increase squad dmg. Feel free to give us feedback about art, UI and animation in Twilight Wars game.
#twilightwars #wipwednesday #indiegames #turnbased #AI #cyberpunk

Alpha 2 demo is out now! First and foremost it finally adds SOUNDS and MUSIC to the game and contains lots of BUG FIXES, as well as balance changes to the already available 4 weapons, and difficulty scaling for the aliens.