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General game developing news and updates.


© 2018 Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
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16 Aug 2018
Strategy does not believe in tomorrow, in the petty influence of mishaps or the crushing inevitability of time. No, ‘strategy’ is the art of the moment, of trying to achieve victory through nought but wits and wills. Preferably, it strategy believes in taking turns, although we understand real-time works too.
Not a strategy fan? We’ve got some great puzzle games you should check out.
Our latest codex will train and challenge even the most avowed enthusiasts with a maddening variety of scenarios and systems to learn and master. All platforms, playstyles (single- and multi-player), themes and scales of strategy, from the minute to the life-swallowing are represented.
Enjoy, and take your time digesting our top picks of the best turn-based games for Android, iPhone and iPad:
Publisher: A Sharp LLC
Platforms: iOS Universal
Price: $9.99

Some strategy gamers will find Six Ages‘ blend of (sort of) forced immersion awful, where others will lap it up. Fans of King of Dragon Pass – which this serves as a spiritual sequel to – will already be familiar with it. They’ll discover a smoother interface and a new setting in a new culture. Forgoing the traditional control and power fantasies of strategic empire-building is a hard habit to give up. But for those that can make the sacrifice, Six Ages holds a wealth of wonders few other games can match. It wants to tell you a tale of gods and humans, of mysteries and the mundane while still taxing your tactics. It’s a bold goal and, while it doesn’t always work, the narratives that it weaves are unlike anything else in gaming.
Publisher: Red Hook Studios Inc.
Platforms: iPad
Price: $4.99

With each passing year since its conception and release, Darkest Dungeon recedes into annals of history, into the collective memory of unspeakable legends. In other words: a horrid, demanding and sublimely satisfying little game is fast becoming an all-time classic. Some have balked at the fine-tuning numbers behind its challenges (e.g. pre-Radiant days, the initial Crimson Court balancing), but in general the game’s ‘give-no-quarter’ philosophy has won a die-hard following that keeps coming back for more punishment. With the next expansion The Color of Madness slated to arrive later this year, this is a game whose vicious, compelling cycle will continue for a long time.
Developer: Trese Brothers
Platforms: iOS, Android
Price: $9.99

Space marines versus xenomorphs, loosely derived from the Ur-horrors of Alien. Templar Battleforce owes some thematic debts to Warhammer and others, but its rapid-fire pacing and generous respect system are wonderful tools for experimentation and strategy. There’s some light characterization and world-building, sure, but in lieu of story one has to respect Templar Battleforce’s varied scenarios and equally creative squads allow divergent thinking. To a man with a hammer, everything is a nail, but to a commander with endlessly variable squads, the mutating threat can be met with an equally sundry…battleforce.
Publisher: 2K
Platforms: iOS Universal, Android
Price: $9.99

XCOM: Enemy Unknown is still the golden standard for turn-based tactical gameplay, so let’s take a moment to revisit why. Squad-based, knife’s edge combat constantly challenges commander’s ability to scrape victory from defeat. Players make overworld and between-scenario decisions for which soldiers to train and tech to pursue, every bit as decisive as the individual commands given to the squad members in the heat of battle. The game has its hallmark AAA production lustre and mankind-on-the-brink storyline, and these conventions work in its favour. Keep your squad intact, do the mission, save the world, piece by piece. The Enemy Within expansion content makes this turn-based strategy game even better.
Publisher: Midjiwan AB
Platforms: iOS Universal, Android
Price: Free (additional Tribes as in-game DLC)

Polytopia takes the crown for best Civ-lite. If this sounds like damning with faint praise, it’s quite the opposite. Because civilization-building builds its challenges and satisfactions with a grand scope and timeframe in mind, trying to miniaturize this genre experience can go pear-shaped in several ways. In Polytopia, the tribes are separated by a single tech (with some glaring exceptions), and the map has been foreshortened to a grid of 256 squares. Units and tech are the same for everyone, but the simplicity of this means a shorter list of decisive, vexing choices. There is no diplomacy system, but victory is determined by points and not necessarily conquest. The game’s blocky, loose artstyle and easy interface make it an easy game to learn and hard to put down. Only just recently did the support for online multiplayer finally make its debut, and it is this latest change that elevates this title to a must-try.
Publisher: Klei Entertainment
Platforms: iPad
Price: $4.99

The future came and went, (Invisibly) and it has been cruel to all but a select few supranational, extraterritorial megacorps. Your ragtag bunch of spies and specialists will scour the globe for intel and supplies so they can make one final run, wipe their identities from the omni-vigilant database and live off the grid in peace. Each run escalates if the agents are detected by the guards, cameras or drones, yet the stealth aspect of the game is only one kind of risk calculation among many. The game’s AP and power systems mean that even successful runs can be tight, and sometimes making a clean escape is a failure if the team did not steal enough resources. The game’s generous learning curve belies an experience in which knowledge can lead to perfect play and challenge runs for pacifist or no-item wins at even the most fiendish difficulty.
Publisher: Versus Evil
Platforms: iOS Universal, Android
Price: $9.99

The Banner Saga is the first entry in a critically acclaimed trilogy about the story of a nomadic group travelling through an inhospitable landscape inspired by Norse mythology. The game’s storyline changes based on the player’s decisions, and its memorable, well-written characters give the unfolding game greater resonance and depth. Other perks include the hand-drawn aesthetic and excellent soundtrack, but honestly the battles themselves are the best part. We’re eagerly looking forward to when the recently released third entry makes its eventual journey to mobile.
Publisher: Aspyr Media
Platforms: iOS Universal
Price: Free Limited Trial, $29.99 IAP for full game

Civilization VI is a premium game at a premium, no-fuss price, albeit one that’s made many a mobile gamer flinch. Friendships have been shattered and lesser men driven mad by the game’s epic arcs starting with the cradle of civilisation and culminating in space travel and the digital age. Production, culture, warfare, science and diplomacy are all concerns when cultivating your civilisation. The original thrill of growing from a single city in misty, distant obscurity to a global force shaping the course of (simulated) human history really doesn’t boil down to a punchy recommendation. For those living under a rock, this is a game which actually merits those common adjectives bandied about to praise games: epic and awesome. For strategy gamers, Civilization 6 will consume all of the free hours of your life.
Publisher: Michael Brough
Platforms: iPad
Price: $3.99

Imbroglio sounds like a mess; it is in the name. But of all Michael Brough’s excellent, sparse designs, this one has the most player-driven customization and controlled random inputs. Here is ample proof that roguelikes can offer as much strategic challenge as the best of classics. Each character has their own ability and weakness, and the 4×4 grid on which the game unfolds is filled with tiles doubling as weapons. Swiping towards an enemy will activate that tile and fire its ability, with every slain enemy adding experience to the weapon responsible.
The goal of the game is to collect treasure, which upon collection heals the character and causes the walls of the grid to change configuration. Enemies spawn quicker and quicker as the turn count increases, so the whole affair is a race against time to level-up the sixteen tiles while staying healthy and collecting treasure at a steady pace. It is accessible but with a glut of weapons and characters to unlock and the final challenge to beat, it will reward sustained interest and focused strategic approaches.
What would your list of the best turn-based strategy games on mobile look like? Let us know in the comments!

August is a difficult time for football fans, what with the endless gossip pages to scrutinise, those deadline day live blogs to agonisingly refresh and the countless hours it takes to craft the perfect fantasy squad.
It’s also when many supporters come down with a strange disease known as wannabemanageritis. The main symptom is the trance-like involuntary repeating of the words ‘I could do better than {insert the surname of their club’s manager here}’ over and over again. It’s coupled with lots of tutting, and the condition can persist for nine months or so if left untreated.
The most effective cure is to switch on a PC and fire up Football Manager, the behemoth sports sim that gives players the chance to sit in the virtual hot-seat and run the club of their choice, proving they really are a Guardiola-like tactical genius or a wheeler-dealer of Redknapp proportions.

But this remedy proves too complex and overwhelming for some people, with an injection of full-strength FM known to have the side-effect of making heads explode, but fortunately there is a slightly softer alternative which comes in tablet form for both iOS and Android.
Cue Football Manager Touch, which offers the same accuracy and depth minus some of the time-consuming micro-management that has resulted in the main game becoming so bloated and life-consuming. There have been yearly versions of it since 2015, when it was initially known as Football Manager Classic in reference to how it harks back to the good old days of the series (and Championship Manager before it) when the focus was on tactics and transfers.

Don’t be fooled though – being retro-inspired doesn’t make FM Touch simplistic. Far from it. If you do want something basic (and overly easy in my opinion) you need to try the third member of the squad, Football Manager Mobile, which is much more stripped back and faster to play.
No, FM Touch is still very much a monster of a game which, despite the instant result function that lets you see the scores without sitting through long matches, still has the power to suck up many hours of your life.
How far from being a lightweight casual game it is becomes immediately apparent after you complete the set-up phase of choosing which leagues you’ll have in the game and which club you’ll take charge of from the vast array of real-world options (you even get to, slightly bizarrely, decide what your Manager ‘character’ will look like).

As you get comfortable behind your desk, figuratively speaking, you begin to explore some of the dozens, may hundreds, of pages of information contained within the game and you start to grasp the scale of the task ahead of you. Getting familiar with your playing squad and identifying improvements can turn into several hours’ work, with each player being rated on 36 separate attributes.
It should go without saying given how long-established this style of sports sim is, but it’s worth noting at this point that, in line with the main Football Manager game, FM Touch is based around spreadsheets and stats. The only action, so to speak, is watching a 3D representation of your team’s matches. The rest of the time the game is very much static, filled with menus, lists and charts. If that sounds ‘boring’ to you then 1) What are you doing here? and 2) You need to play a different type of footy game.
If you’re prepared to take a leap of faith and use your imagination to bring it alive and give it personality, this version is every bit as immersive and utterly absorbing as Football Manager has always been. There is never a shortage of things to do and decisions to make as you go through the day-to-day running of your club, dealing with contract negotiations, coach reports, training schedules and much more. You can delegate some duties to your virtual assistants but being a make-believe manager is still a big role – more involved and complex than many real-life jobs.

A lot of your time is taken up with those two Ts – tactics and transfers. Winning matches doesn’t just happen by magic, unless you’re very lucky. It takes meticulous planning and analysing as you pick the best formation for your squad, then pick the best player for each position, then give those players detailed instructions for how you want them to play both individually and as a unit. FM Touch’s tactical options are extremely deep, giving you near-infinite possibilities for how to set your team up.
While small improvements to the game’s interface and navigation have been made in this edition which help to marginally enhance the overall experience, some of the screens are still slightly fiddly to use. You have to tap on some small precise areas to pull up the information you want without ending up on a page or pulling up a menu you didn’t want. Despite minor and occasional niggles like these, it’s still a tactician’s dream to have so much freedom to devise that perfect strategy – and of course it continues into the matches when you have to call upon all your shrewdness to achieve victory by switching formations, changing playing styles and making substitutions as needed.

Getting into the transfers area of the game is like diving down a rabbit hole from which you may never escape. It’s easy to lose all sense of time as you set your filters, send your scouts out and scope out the ideal additions to your squad from the game’s massive database. There’s a real buzz to be had from identifying the perfect target, having a bid accepted and then getting through tense talks before coming to a successful conclusion. A nice addition this time is getting a score out of 100 from your scouts on how suitable a signing each player might be, which makes it just that little bit easier to decide who to go for.
FM Touch is a magnificent game in many ways. One of the best things about it is being able to tuck into such a meaty slice of Football Manager anytime, anywhere whether on the daily commute or relaxing in the armchair of an evening. As a huge footy fan and long-time player of Championship/Football Manager, playing such a challenging and satisfying game is one of the very best things you can do on an iPad, or other tablet. So, why then, does this not deserve full marks?

Where the boys stop giving 110 per cent and where I feel as sick as a parrot at the end of the day Brian, is in how this version of Football Manager hasn’t changed much since its arrival in 2015. Now, like Ronaldo and Messi over the past few seasons, it’s had no equals so perhaps hasn’t needed to advance very far – but it means the complaints I had after the first edition still remain. The 3D match engine looks and works better, the tactics are a bit deeper, the game has more polish but there are still a couple of big omissions which I think stop this from going from Premier League regular to global superstar.
First is the near complete lack of any press or media work during the management journey. Sports Interactive boasts that FM Touch allows players to speed through seasons without “the pre-match build up and media fuss” – true, this makes the game quicker to play but it also sucks a lot of fun out of it. Crafting a media image and then using it to your advantage is a big part of a modern football manager’s job, like it or not, and its absence here makes the game feel less authentic.

The other key thing missing is human interaction. There are very few ways to communicate with players and staff at your club, or with rival managers and players. There are no team talks, no cosy chats, no taunts. This, combined with the lack of press conferences and interviews, makes the whole thing a little too passive – like it’s all about the numbers and not the people. It’s like being locked away in your office with no contact with the outside world.
Adding these two wishes into the game would fatten up FM Touch and take away some of the reason for is existing in the first place separate to the main FM game, but they really need to be represented in some way when FM Touch 2019 comes along in November. Leaving them out yet again would be something of an own goal.
It’s another unchallenged trophy-winning season for Sports Interactive’s mini beast but I’m hoping for something just a bit more next time to stop this series getting stale.

To be completely honest, Sabotage Studio’s The Messenger completely snuck up on us at Gamasutra. But today on the Gamasutra Twitch channel, with some prodding from our friends at Devolver Digital, we were surprised to discover it’s a unique side-scroller that stands out from a sea of competitors both by aping a early ’90s console aesthetic, but also by borrowing modern, fluid ideas for gameplay and animation.
That’s just the tip of the iceberg in a game that also boasts a mechanic that switches between 8 and 16 bit mechanics, and we were lucky enough to explore all of these ideas with game director Thierry Boulanger earlier today on the Gamasutra Twitch channel. If you’re a game designer working in two-dimensional spaces (especially if you have in your game’s animation), you should not hesitate to watch our full chat, which is now embedded up above!
And while you’re at it, be sure to follow the Gamasutra Twitch channel for more developer interviews, editor roundtables and gameplay commentary.

In this GDC 2018 talk, game developers and professors Douglas Wilson and Bennett Foddy present a close look at the “Game a Week” model of game education and discuss the challenges involved in successfully running such a class.
Inspired by the Experimental Gameplay Project, Foddy and Wilson discuss how they’ve been teaching two versions of a class in which students (working alone or in pairs) make a digital game every week of the semester.
The two also go over the results this method has produced: a body of critically successful prototypes as well as students who have rapidly improved in terms of technical competence, design flexibility, and creative vision.
It’s an informative talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!
In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
Gamasutra and GDC are sibling organizations under parent UBM Americas.

Treasure Hunters Fanclub, an indie investment group founded by Australian indie label Fellow Traveller (previously known as Surprise Attack Games), has announced it’s investing in five new independent games, bringing its overall total committed funding to $500,000.
As detailed in a press release, Treasure Hunters Fanclub is adding two new members to its roster, including the developer of Fez, Phil Fish and Twitter founding team member Britt Selvitelle.
The new games to be funded include noir adventure Genesis Noir, planet exploration game In Other Waters, survival game Neo Cab, asymmetrical VR multiplayer game Panoptic, and solitary farm sim The Stillness of the Wind.
The investment group works to find interesting projects in need of funding, and after deciding which projects to back, provide mentorship from experienced members of the industry and marketing support via a publishing deal with Fellow Traveller.
“I’m so proud to be helping these amazing and diverse teams to bring their visions to life,” said Chris Wright, managing director at The Treasure Hunters FanClub. “Developers have responded very positively to our model as an alternative to traditional publishing terms and we hope to grow the group of members to be able to meet the demand from the studios we are talking with.”
Treasure Hunters FanClub is also accepting pitches from developers with unique and original projects, and more information on how to pitch and the kinds of games that are suitable can be found here.

Just over a year ago I wrote up a post of mobile games reminiscent of Diablo in some form or fashion. While the games I chose are all fun in their own right and share characteristics with Blizzard’s hall-of-fame RPG series, none quite matched the exciting combat pacing of Diablo III on a PC. Turns out I was just thirteen months early. Barbearian is a real-time game that features frenetic combat full of huge hits against vast hordes of enemies. The constant motion, explosive hits, and overwhelming odds of it reminds me of running around Diablo III maps looking for more to kill.
In Barbearian you are a bear-clad barbarian. Thus, you know, the puntastic title of the game. You didn’t start out that way, the barbarian part anyway. Abducted and brought to a strange world, you were forced to battle for your life and berserker-mode is just how you roll. The game isn’t just a quest for a survival, but one to unwrap the mysteries of a group of weirdos known as the Arbitrators and to find the way back home.
Any hope of a return home lay through the challenges arrayed before you. The game consists of a series of portal-connected worlds. Most portals lead to worlds full of people, creatures, and things dedicated to your death. Your job is to smash your way through these haters and take out all of the bosses on each of the three levels, thus defeating the world. Once you take out all of the bosses on one level a portal opens and will, ready or not, eventually suck you through to the next level. As you destroy foes, trees, walls, and really anything food and gems will drop which are the currency of the game. There are buildings back in non-combat worlds where you can buy access to special weapons which will then drop as loot in game.

Each level also has a peasant and fellow abductee that you can rescue. Those you rescue become part of your warband and you can buy them a kit to be knights or archers and they can be brought into battle to help with the carnage. They die easily, but luckily you can also buy revival magic to bring them back from the dead. You recharge these revivals by destroying enemy critters, which you were going to do anyway, and it’s easy to respawn a good portion of your warband over and over while in the enemy world.
Combat is the biggest part of the game, and it is fast, fun, and fierce. You start out with an axe attack and a charge attack the recharges after a few seconds. You’ll quickly find yourself looking for the biggest bang for your charge and slamming into dozens if not hundreds of foes, sending them flying lifelessly in all directions. Once you purchase the new weapons—machine guns, boom sticks, and many more—you’ll start finding them as you fight as well. In addition to these there are special temporary power ups that do things like make you invincible, faster, or give you a temporary ball-and-chain-type thing that swirls around you mowing down anything around you.
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Not only is combat great but Barbearian‘s levels are hand-crafted, attractive, and fully destructible. You can run around and bash down every tree and Kool-Aid Man your way through fences and walls if you want (and I want) and doing so yields extra fruit for your trouble. There’s a lot of great attention-to-detail aspects of the game that go a long way toward enhancing the feel of the game as well. Charging into a huge pile of enemies and sending their corpses scattering in every direction is a visceral delight and the kick-back from the machine gun that proves, even in a video game, that every action has an equal and opposite reaction are two of my favorite examples.
Barbearian is a challenging game, most people should expect to need a couple to a few tries on each portal, but it is far more forgiving than a lot of real-time games. You don’t need crazy-fast reflexes to beat a level or some precise order of moves and attacks to beat bosses. You will need to get good at wheeling around avoiding the masses arrayed against you, firing off various weapons as you go, and charging through tightly gathered mobs when the time is right. Certainly, anybody with experience kiting in other real-time games will feel right at home.
The biggest challenge factor in the game is health attrition. Your mighty bear has only one way to regain health: one shrine placed on each level where you pay to get back to full health. This creates some tense levels where you’re at a sliver of health and really need to get to the next shrine, which may be on the next level! The single chance to heal per level works well with the portals that open when you’ve killed the last boss, because you’re going through that thing whether you’ve healed or found the abductee on that level. You can run for it, and charging helps, but you feel the pull of the portal like a dog straining at the leash. It’s a cool effect and adds an interesting timing challenge to the game. Do you take a sub-optimal heal when you’re at half health or do you bet you can get back to the shrine without killing the last boss?

What if the game feels too difficult, or too easy for that matter? Barbearian has you covered in the form of three difficulty sliders. You can adjust the game speed, damage taken, and loot value both up and down. Using those sliders, you can micromanage the difficulty of the game and tune it to where it’s the most fun for you. I really love when games give that level of control to the player over their own experience.
Another very cool option in the game is the ability to customize its controls. There are default layouts for both small and large screens as well as a fully customizable layout where you decide exactly where all the buttons go. It’s a very smart plan that accounts for different screen sizes, hand sizes, ways people hold or prop up their devices, and even gaming posture. Oh, it also features controller support for you mobile-game-controller enthusiasts. Display wise, I think Barbearian is perfect for an iPad. It plays well on my iPhone 6S Plus, but I definitely prefer the bigger screen as it’s much easier to destroy all the things without your fingers getting in the way.

If you’re a fan of real-time combat games Barbearian is easy to recommend as it is certainly one of the better mobile titles in the genre. It looks great, is loaded with smashy goodness and visceral feel, and is a ton of fun to play. It offers plenty of challenge without nearing the rage-quit-and-never-look-at-the-game-again reaction some similar games seem to elicit. The ability to micromanage the difficulty and completely control the UI layout is just icing on the cake.


Friends, Romans, countrymen, lend me your ears! Feral Interactive have just announced that the release date for the iPhone port of Rome: Total War.
The iOS specialist developer originally brought us Rome: Total War on iPad in November 2016, and then preceded to port both the Barbarian Invasion and Alexander expansions as separate apps in 2017. We first heard about the iPhone version of Rome: Total War back in October last year, but the iPhone version will finally be releasing ten months later on August 23rd, 2018. That’s next week!
This is not a separate app – Rome: Total War is now essentially going ‘universal’ on iOS, so you’ll be able to play the same saves on both devices, and if you already own the game you’ll be able to install the iPhone version for free. Here’s a new trailer showcasing the iPhone UI to get you excited:
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Remember, you will need an iPhone 5S or later, iOS 11, and 4GB of free space to install the game on your iPhone. We reported on the full list of requirements and compatible devices at the start of the month.
Rome: Total War is currently available on iPad for $9.99/£9.99/€10.99.

The Bard’s Tale Trilogy is Now Available on Steam!
The Bard’s Tale Trilogy is a complete remaster of the iconic series that helped define the RPG genre. Featuring updated graphics and optional quality of life gameplay features, this is the ideal way to experience the dungeon crawling challenge that made the original games beloved classics.
If you haven’t yet picked up a Nintendo Switch system or are looking to jump start your holiday shopping, Walmart has a great exclusive deal starting on Sept. 5. For a suggested retail price of only $359.99, you get the Nintendo Switch system and digital download codes for two great multiplayer games – Mario Tennis Aces and 1-2-Switch – providing hours of family-friendly fun.
With Nintendo Switch, you can play games anytime, anywhere. In addition to Mario Tennis Aces and 1-2-Switch, the system is the home to critically acclaimed games like The Legend of Zelda: Breath of the Wild, Super Mario Odyssey and Splatoon 2, as well as popular franchises like Fortnite from Epic Games, EA SPORTS FIFA from Electronic Arts Inc. and Minecraft from Mojang AB.
This holiday, three of Nintendo’s most popular series are coming to Nintendo Switch, with Super Mario Party, Super Smash Bros. Ultimate, Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!
For more information about Nintendo Switch, visit https://www.nintendo.com/switch/
