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May's Show of Force

Hail Warriors

Our new Pirate Boss, Aegir, rises from below deck, and challenges your vikings in a new build (125)! He's a tough one, with a deadly crew to back him up. Get the demo, take him on in a Skirmish, and let us know what you think!

Investing Time Into Quality

And now for some bad news… Because of the work we are putting into combat, we are going to delay our release date (to make sure the game is up to the high standards we have promised you). This will allow us to fine tune everything and will give us much more time to gather additional player feedback and make adjustments.

Loot Is On Its Way

Great news! After a long journey, travelling miles to get here, they have arrived at our doorstep: The Backer DICE! We are now fulfilling the orders of our loyal Chieftains who stood by us in the Kickstarter. Thank you for your patience!

And lastly, for those MOST patient among us, we have the winner of our competition:  Defeat Jarhargal (our very first boss) with all 4 Vikings still alive... . That winner is…


shenying

Congratulations! You will receive your Steam Early Access steam key when Iron Tides arrives later this Summer.

We will have more contests and giveaways as we draw closer to game launch! Keep updated by following us on Twitter, Facebook, and drop us a line at support@irontides.com if you have any questions, comments, or feedback :)

Stay Ruthless!

April Advance

Hail warriors,  

The first bit of important news, first….   

Iron Tides became the first Gaming Pitch Finalist at SxSW 2017!  

SXSW logo.png

Co-founder, Carina Kom, was able to pitch her way through the competition to become a finalist in the first ever SXSW Pitch Competition! Iron Tides was pitted against indie juggernauts, prevailed as legendary warriors, and stood proud amidst the competition. With this new wind in our sails, we hope to push forward and gain increased momentum until our launch date. The gods smile upon us!  

Development Is Going Strong

Thanks to your feedback, there have been some big changes to the game. We are streamlining the battle process, adding lots of content for you to explore and conquer. More enemies, the extra Kickstarter classes, and special challenges. There are 42 new maps to fight on! There so much ground to cover, what do you think we should move on first?

If you haven't played the demo recently, now is a great time to check it out. We have a new Mac build that is up to date with the PC build (Build 117). All Mac players, and friends of Mac players, please let everyone know so we can get everyone leading their own raiding party! Let’s build up our army!   

Speaking of Building…  

Another feature you may notice in the demo is the ability to design levels. We have been able to develop a very nice internal pipeline for developing new levels, which we have turned into some tools for you to try out :D Let us know what you think and submit your levels to us!  

  • Build a level  
  • Press “Output”  
  • CTRL + V the text on your clipboard to share it!  

This streamlining of the map-building has also revealed some strengths and weaknesses in enemy and viking abilities, so we have made some minor changes as well as new abilities. This is the best time to get feedback you have about characters and enemies in to us. We want to hear from you!  

As always, you can catch us online at FacebookTwitter, or directly email us at support@irontides.com!  

Stay Ruthless!

Marching to SXSW

Hail warriors,

More work has been done behind the scenes. We have assets for maps, which has resulted in 30+ different levels; we will be rolling them out as we playtest and refine them. Quests have received a big update and are now with chained progression: as you complete quests you reveal more objectives and learn the stories of the Iron Tides!

We are also developing new classes. Once we have them play-tested, we’ll be submitting a limited build for Streamers and supporters (that means you!).

Kickstarter Backers

For those Kickstarter backers who are waiting for physical loot, the custom dice sets have been ordered! We are excited that you have chosen to support us, and look forward to the journey ahead. Steam Early Access is coming soon!

If you haven’t already, please check out our survey and let us know what you think. It’ll take all of 5 minutes, is 9 questions, and would help us determine where the strengths of the game are.

Crash Wave is going to South By Southwest!

Crash Wave games is travelling to Austin, Texas! We’ve been invited to participate in the gaming expo of South By Southwest! This will take Iron Tides to the next level. We will be there March 16-18; if you’re in the neighborhood, send us a message and let us know. We’d like to meet you!

Follow our Twitter, or Facebook for the quickest updates as the game develops, and drop us a line at support@irontides.com. Thank you again!

February Features!

Hi warriors,

What a wonderful month of development! We have new game music composed by John McKiever and several brand new features/milestones ready to be tested. We have also fine-tuned several character classes that are all available in the new Iron Tides demo. And lastly, we have three new boss submissions (thank you backers and volunteers) which will be available in Early Access!

We have new navigation tools used to carefully plan your next move. The map is a mix of random and procedurally generated algorithms and we’ve added a bird’s-eye-view to assess your next move. With this navigation system in place, there is no reason to starve on the seas... wasted movements aren’t wise…

 The View of the Gods!

 The View of the Gods!

Backer rewards are also due this month. Again, we thank you for your support. We look forward to sending out your loot, and finally finishing what you helped us accomplish. We are humbled by your patronage and continued support as late backers continue to come in through our site. 

Last chance to try out our (free) demo!

Build 105 is available for download, but will permanently be closed as we draw close to Steam Early Access. We're slaying many new milestones and features, stay tuned to our Twitter and Facebook pages for the fastest updates! If you need to contact us about anything, please send us a line at support@irontides.com!

Stay Ruthless!

Travelling Raid Blog: 2/3

We have four days left on Kickstarter and are coming to the end of our adventure. Our campaign is different from many others because we spent most of our time voyaging past the storms of Vancouver (a literal stormin attempt to playtest and gain exposure. 

Iron Tides is a viking-themed game that combines elements of survival and strategy. You step into the boots of a Viking Chieftain and prepare your crew for raid! As developers, we drew massive inspiration from our surrounding environment and personally find ruthless behaviour amusing and fun. 

Recap: Travel Blog 1/3

  • First we raided Full Indie at a bar called the Butcher and Bullock (had to get mead).
  • Then we raided an IndiePod at the Profile (recruiting warriors).
  • We joined a Women in Games Event at EXP gaming themed restaurant and bar (we have no comment). 

 

These creators know how to handle a community. They are the heart and soul of Downtown East Side and are known to throw epic parties across Vancouver. East Side Games are friends of ours who know a lot about user-testing and mobile games. They have a lot of swag in their stride, and are the core people behind Indie Power. 

Akimbo Creations

The new indies on the block, Akimbo Creations, have a snazzy office space with a chandelier. Perhaps it was the glint of the dangling crystals that drew us into this space -- the promised gem of Vancouver. Akimbo Creations are currently working on Arc Continuum, a third person action adventure game with rich lore and an epic soundtrack. 

Vancouver Film School

Across the way from East Side Games and EXP Bar and Restaurant, Vancouver Film School is the perfect place to stop by. This time, a Unity Developer's meetup kicked off the evening with a series of talks from game developers working in mobile games and pc games. 

We're not done yet!

We have one last travel blog to write up and are happy to announce our last raid with Capcom Vancouver will be featured in the write up. 

Thank you to the entire Vancouver community for coming together and allowing us to stop by with our game.

We're onto our final days on Kickstarter and at the time of writing this, we are 84% of the way there!

If you're unsure about our game, take a look at our demo and follow us on Twitter and our Facebook pages for more info.

Have a wonderful, ruthless day. 

Travelling Raid Blog: 1/3

cash wave.jpg

Hey folks! We are two Vancouver Vikings who are making a rogue-like dungeon crawler in the spirit of raiding and pillaging your way to the top. We are inspired by turn-based tactics like Final Fantasy meets Darkest Dungeon and Chess. 

Our game is called Iron Tides and it's currently on Kickstarter right now!

We are more than 50% of the way and hey, community, you've been great. In the last stretch of our campaign, we're aiming for bigger and better updates. Until now, all of our campaign exposure has surrounded the idea of "raiding" Vancouver for support and rallying new troops into joining us. We get asked how this works, and so we're introducing a series of blog posts that capture all our raiding adventures.

Our very first Raid.

With trusted axe and game demo, our very first raid began before our campaign was launched. From our hometown Vancouver, at local Full Indie Games meetup,  we stepped up to showcase our game.

Vancouver is a primordial soup of game talent eager to gather and meet. Game developer meetups are the blood-cells that pump the industry with life and meaning. Without getting too sentimental, Full Indie is a place for creative individuals to meet and demo their games for play testing purposes (before trades shows or otherwise), and also to mingle and network. Being a part of that space is sort of like the introduction to any very curious story. Oh you made a game? Where did you start?  Who knows who you'll meet in a crowded place. Full Indie is often held once a month and is visited by 200 patrons on average.

 

Build 40-something. July 2016.

Build 40-something. July 2016.

Launch Party, Indie Pod

For quieter ventures, Indie Pod is a network of developers who are looking for mentorship and guidance. We could all use the boost when starting up, and it's nice to see other projects take off. We joined JJ at his Indie Pod for our launch party where we demo'd our game again, but this time, with cookies. 

 JJ even records the meetings and introduction portion for us right here:

EXP Bar and Restaurant: Gaming Themed

If you're a gamer and you live in Vancouver, there are only a few places you can go to enjoy gaming themed menus and drinks. EXP Bar is located down the street from local games studio East Side Games, and is uniquely situated a block away from Vancouver Film School. It is also the hippest place to be if you're in the mood to play a game and check out new themes or streamers on the big screen. 

We're still raiding!

We need your support over at Kickstarter. We're over 50% of our goal and it's going to be tight... but there's so much you can do (other than pledging) to help us!

A Kickstarter Sneak Peak!

Hey Strategy Fans!

  • We're building a warband with our community! We welcome your support, and even if you can't back us on Kickstarter -- why not join our Twitter or Facebook following instead?
  • If you don't have a credit card ask a friend to help you buy a two-for-one special.
  • Join one of our social media campaigns and help us grab the attention of high-profile streamers and/or games editors! Pledge your support early and often

IMPORTANT: We want to stay in touch with you! Don't forget to sign up to our mailing list. *NEXT UPDATE: Iron Tides Sail onto Kickstarter*

Campaign Schedule.

We expect to be ready and available for all questions. Watch our Twitter stream for the following announcements:

  • Launch Day (Sept 28, 9 am PDT).
  • First Update: Launch Party! *An update for our friends on the other side of the world* (Sept 28, 10 pm PDT)
  • Reddit AMA: I Just Launched a Kickstarter, What do I do now? (Sept 29, 11 am - 3 pm PDT)
  • Second Update: Women in Games Social (Attending on Oct 3 with update Oct 4)
  • Third Update: Announcing the Winners of our Contest + Special Thanks to Early Backers (Oct 12)
  • SECRET UPDATE (TBA)
  • Fifth Update: Full Indie Summit (Attending on Oct 22 with update Oct 23)
  • Final Update: Final Stretch + Happy Halloween! (Oct 31)

We have many social updates scheduled in between with new Iron Tides features and builds once a week. Not convinced? Try the demo!

Community Driven Goals:

We'll be launching a few community stretch goals within our campaign too! Anyone who retweets, likes, or shares our posts will help encourage us to create new content. A few things the community will have control over:

  • A special in-game consumable: Stew (If we get 100 Shield Warriors)
  • The hunt for the "Epic Loot": If we find Epic Loot through our campaign, we create a randomly-generated skill that gives you +2 Glory for every space travelled.

Tier Structures.

We have different price tiers for every type of backer! The prices have been listed below. Check out our devlog on Tigs forum for a detailed examination. 

  • Thrall: $1.00
  • Plunderer: $10.00 (Early Bird)
  • Warrior: $15.00
  • Shield Warrior: $20.00
  • Chieftain: $35.00
  • Singing Chieftain: $55.00
  • Raiding Party: $75.00
  • Tale of Norhaven: $100.00
  • Paragon: $250.00
  • Viking Legend: $500.00
  • Undefeated Warrior: $1,000.00
  • Architect of Norhaven: $2,000.00
  • Epic Loot: $5,000.00
test.jpg

Working on the Iron Tides kickstarter video.

Massive Thanks and Shout Outs!

Thank you Video Game Break for your article, "Iron Tides could be the Viking Simulator you're looking for".

The 16bit couple interview us on their #Indieshowcase! It was a pleasure to sit down and chat with the dapper host, Duo. His free flow form of interviewing left me feeling energized and ready for more!

 

CynicalFate for testing out our game and defeating the warlord (first try).

 

Thank you Need2KnowGaming and thank you ProjectMQ for your continued support!

Press Forecast: Chance of Glory

Thank you to all our new subscribers who've signed up to our mailing list! It means so much to us leading into our Kickstarter launch on September 28. We're dedicating the next 12 months of our lives to this journey on the Iron Tides, and we greatly appreciate all your help along the way.

If you know of, or if you yourself happen to be a streamer or editor of a site, please feel free to reach out and spread the news of our Viking-themed Survival Game. 

"A Viking-themed Rogue Done Right"

- Cliqist.com

Danger lurks everywhere and each fight will see you outnumbered. The only way to survive is to think strategically and utilize each of your viking’s abilities. You must also pillage and loot the resources you'll need to feed and maintain your hardworking warband.

"From Dice to Demo"

- GameSauce.biz

Within two and a half months of starting, we had produced an MVP, gained something of a following, and had collaborated with two new contributors. To our surprise, we even grabbed the attention of voice talent Erik Braa (commonly known for his illustrious League of Legends voice acting), and by this time we realized it was time to bring Iron Tides into the commercial spotlight.

Coming Soon...

Thank you for joining us in our adventure so far. We're excited to keep going, and earn the reputation of a rogue-lite done right. Don't forget to subscribe to our mailing list to help us reach our goal before we launch on Kickstarter!

The State of our Kickstarter

How to Raid a Kickstarter.

Iron Tides is preparing for a full-scale launch onto Kickstarter on September 28 - November 1. With all the hustle and bustle of the coming month, we look forward to sharing details of our launch, and we are eager to talk with all of you about our process. We have been in development for 12 months, and we feel ready to dive into the world of Kickstarter, after having achieved milestones such as Steam Greenlight (2015), Square Enix Collective (2016), and Casual Connect (2016). 

1. Rally the Warriors.

Have you downloaded a free demo of our game yet? With thanks to Alpha Beta Gamer, we've put our demo through three weeks of player testing -- and we are pleased to say that the feedback has been great!

Now, we are opening our channel to you - newcomers and seasoned fans alike.  All you have to do is complete the objective on the demo page and submit your thoughts to us at support@irontides.com, then us here at Crash Wave will hook you and your friends up with some free swag! 

2. Know Your Loot

We've invested much thought into the types of rewards we want to give away. With the amazing help of our friends and allies, we've come up with a base of interesting rewards that we know you'll love. Digital rewards include:

  • Your name in the credits.
  • A print-easy paper prototype of the Iron Tides concept (Complete with an interchangeable board, character cards, and rules!).
  • The complete OST with work from John McKiever and more!
  • Sheet music composed by John Robert Matz
  • In-game items featuring your likeliness.
  • And much, much more!

We value your support and we look forward to being able to bring you the aforementioned digital rewards.  However, digital rewards are easy to manage. Physical rewards, on the other handare something to be cherished, and we are pleased to offer you:

  • A 7-piece set of custom dice to use with your paper prototype.
  • Delicious sugar-cookies with a loot-hungry Viking theme!
  • A beautifully designed 10x8 inch hard-cover book with 30 pages of lore from the History of Norhaven.
  • Let the developers of the Iron Tides take you out for lunch (Vancouver and Seattle residents only).
  • And more physical rewards here!

The horizon beckons us onwards to Kickstarter, and we hope to see you along the way!  Check out the demo, complete the objective (listed on the demo page), and  give us your feedback.  

3. Pillage!

We have opened a donations panel that you can start adding to. A pre-kickstarter donation will go a long way as we enter late September, and we appreciate your support! Thank you for continuing to grow with our development.

You can start your early donations here:

Donate

 

 

 

Featuring Akimbo Creations

Arc Continuum is the story of a lost hero who is discovering the ancient power of the Arc. It is a third person action adventure game, adopting a unique take on time manipulation and puzzle elements. Akimbo Creations, the creative go-getters of the game, invited me into the heart of their studio for a private tour and a welcomed playtest.

With thanks to the Akimbo Creations Creative Director, I had a chance to not only play the studio's first game, but explore the faculty and learn more about team. And what a great looking team they have! 

From high-end animators with motion capturing technology, to well-scripted pieces of game play, Arc Continuum is set to impress new gamers. If you're a fan of third person action adventure, epic lore, and puzzle-base elements, I highly recommend checking out their trailer below:

Twitch Based Combat and Epic Lore

Arc Continuum is a game experience where players are required to quickly adapt to their surroundings. As expected for the shooter-genre, the game relies on twitch based reaction mechanics, but the Arc itself also brings a fresh new arsenal of weapons and strategy. There are a variety of weapons (sniper, machine gun, and shotgun), but also a new range of attacks that can be used to change the tension of the game. The Arc, having the power to manipulate time, can slow enemies down, bring them together in a sizeable grenade, and rewind time! A nifty trick when facing deathly situations.

Beautifully Written

From the OST from the composer of the Homeworld series, to the strong narrative, Arc Continuum is masterfully well done. There's enough written narrative to keep me entertained for days, and it really shows in the attention to detail in the cast of characters.

Community Friends

Akimbo Creations are passionate developers with seasoned experience, they are also community friends who support the bustle of the Vancouver community. We've seen their devs across town in Full Indie Meetups and more. With thanks to Akimbo Creations, Vancouver may be home to a new AAA-quality studio, and we can not wait!

Watch out for their upcoming Kickstarter in early September 2016. And visit support their upcoming development by subscribing to their site and following them through twitter!

Meet the Developers

Hi There!

Our names are Sam Raski and Carina K.

Sam Raski: Lead Developer and Artist.
Carina K.: Media Director and Production Management.

We are an unlikely pair who've partnered up to bring you the Iron Tides. Today, we're here to tell you about Crash Wave Games, and why you should back a game like ours in the future.

1. How did you meet?

Before Crash Wave Games was formed, Sam and I met while working at a local independent studio called East Side Games (the makers of popular titles on Facebook and mobile). Sam was working as a front end developer, creating both gameplay code and user interface solutions while I was working as a game designer creating first-time user experiences with a combined focus in data analysis. 

A few companies we've worked with:

 

2. How did you first come up with the Iron Tides?

For a couple of months, we had discussed the possibility of partnering up, and when we had the opportunity to follow our dreams, the union quickly fell into place. After that, it was a matter of picking a direction, genre and theme, and with thanks to Sam, we started working on the original prototype of Iron Tides.

Initially, we toyed with the idea of a Viking themed game, and explored different angles to help broaden our scope of the game. Our Fury-Resource system is a robust energy system and so naturally, the overall vision of the game was a challenge to distill. We knew we wanted a fast paced battle experience, and it was clear we had a deep passion for patient game development -- eventually, like our partnership, everything made sense.

 

3. How has the Iron Tides changed since then?

The Iron Tides first started as a dice-based paper prototype. Sam spent the time building a deck using an interchangeable board, enemies, ability-based heroes, and a resource/energy system that we now refer to as Fury Points. He took ownership of the project and brought it to life -- without Sam, this project may have never seen the light of day! Over time, the paper prototype grew and grew, until one day we realized we had to start building the world through a digital landscape. We chose the PC.

 

4. Who do you think will like the Iron Tides?

The Iron Tides is designed for the type of player who enjoys light-weight strategy, resource management, and board games. We've put a lot of thought into procedurally generated enemies and exploration too, so the game plays as an endless adventure which is addicting and easy to understand. We expect to have boss fights, a roster of six characters, and basic base building using all the resources you pillage! We honestly can't wait players to try it. 

5. When can we expect to see the Iron Tides?

The game is in it's early development, but our alpha prototype (see the link below) is about 50% complete. We expect to launch onto Kickstarter by September 28 2016, and we are so very eager to share a game we're passionate about! I can't wait to meet a community of gamers who love what we do! Please reach out to us and join our Facebook page!

Contact Email: support@irontides.com

Try our alpha demo here: www.irontides.com/alphabetagamer

If you are a Twitch or Youtube streamer, please remember to tag Iron Tides for a chance to win free Steam codes upon release!

We have a mailing list here that you can subscribe to: http://eepurl.com/bv-JAT 

Sign up so we can alert you when we go live with Kickstarter, we'd love your support.

Thank you!

 

 

Learning How To Read Player Testing

Play Testing 101

Have you ever had the opportunity to test your special project with friends? Asking friends to try your game is an easy way to gather constructive criticism, but by the time your game receives any "real" attention, your friends will no longer be around to help you. Game development can be a long and tiresome journey, we as developers had best be prepared in order to handle new players and challenges. Today we examine how to read through the opinions of play testers and distill what they mean when they say, "That was fun!"

Iron Tides visits San Francisco to participate in the 2016 Indie Showcase.

Iron Tides visits San Francisco to participate in the 2016 Indie Showcase.

1. There is confusion.

No new player will immediately understand the unique nuances of your game. From the game controls, to the concept, and game objective, there is no direct link granting players unlimited knowledge into your game. In fact, the faster you get your player to understand the fundamental essence of your game, the easier it is to transition to rules and restrictions. Just remember there will always be the initial confusion of the game, and this requires patience and enthusiasm. Prepare a three to five sentences that best describe your game and practice this as if your life depended on it. Every game experience is an opportunity to watch your player grow from an infancy of understanding to a fully fledged supporter and avid player of your hard work.

Sam Raski stationed at Casual Connect in San Francisco.

Sam Raski stationed at Casual Connect in San Francisco.

2. There is something players want to change.

How does this system work?

How does this system work?

Whether they say this to your face, or slip it in between a sandwich of positive and negative comments... There is something the player wants more control over or wants to change. Side note: This does not mean they do not like your game. 

Try to understand that when a player suggests a new way to play your game, they can mean one of two things.

1. The player is engaged and wishes to contribute to the experience in a way that makes sense to the flow of how they perceive the experience. Understand whatever they say is from one perspective and do not underestimate the value of their opinion.

2. The player wishes to help make a better product for you because there is a potential the player wants to play again. The current experience may not yet appeal to your player now... but there is definitely a way to change their mind because the potential is there. This is the opinion you want to hear the most, particularly if the suggestion is something that has been expressed on more than one occasion.

3. Players need time to process new things.

Agame can be experienced in many ways, but games that are good are clear in providing a one-to-one experience where the player feels engaged every step of the way. Other games are better at wrapping all elements together in one succinct game loop but there isn't one rea fits-all game element... Understanding the structure of the game and what the experience has to offer can take time for the player to process. If the structure of the game is complex, the players' opinion may change the longer they stay engaged. You must also be aware that what's engaging right now may also become tedious later.

Sam Raski explains the basics of the resource system to a new player.

Sam Raski explains the basics of the resource system to a new player.

4. Not everyone is your target audience.

The title itself says it all so don't waste your time trying to sell a concept to a player who is clearly not within your demographic. Instead, focus your passion towards a player who does love what you do and sees the potential for a great experience. There always be at least one person who genuinely enjoys your game. (Thanks, Mom.)

5. Always watch what they do.

Always try to anticipate the needs of your players and watch them as they try to execute the desired outcome. Are players getting stuck? Confused? Where and how often will they express frustration? Listen and watch how the player reacts to in game cues and responsibilities. Sometimes the devil lies in the details, and players are not sure what they are feeling as they play. It's always up to you to understand what is going on their head just by watching their actions.

6. Ask for feedback.

After every play session, it's a great way to ask for feedback in a very neutral way. Try to avoid words that subconsciously suggest the experience was amazing, or poor. Be specific in what you want to know so that you get the best and most authentic result as possible. If you can, try to write everything down for later!

"What did you love about the inventory system?"

should become:

"What did you like or dislike about the inventory system?"

Try asking these questions at the end of your next sessions:

  • Did anything in the game stand out to you?
  • Do you have any feedback or thoughts you'd like to share about the inventory system?
  • What would you change about the inventory system?
  • Was the inventory system clear or unclear?

Always have FUN!

Have fun with your play testers! Always try to be as approachable and personable as possible. Prepare a few statement pieces about your game and be ready to answer any questions before they arise. 

Good luck, future developers!

 

 

Iron Tides Survival Strategy

What is the key to any sort of success with your game? If no one is there to play your game, how will you go on to making the next one? Similarly,  if you do not promote your game, who is going to see it?  Iron Tides is an independent game, and we believe visibility is key to survival. It is our duty to scour the waters in search of opportunities to promote Iron Tides.  Our most recent opportunity came at Full Indie - a Vancouver based event for indie game designers to mingle and showcase their work.  

Do not be afraid to show off your game. 

We're preparing for our next chance to show-off Iron Tides in mid July (18-21), when we will be flying down to San Francisco to attend Casual Connect. Iron Tides has been entered into the indie showcase for a chance to win three indie prizes!

The life of an indie game depends on the ability of the game's creators to promote it. Try these things below:

  • Regularly attend events with your game, ask for feedback every single time.
  • Set up a social media page (Twitter, Facebook, IndieDb) and manage your channels wisely.
  • Reach out to editors of press with a well prepared press kit.
  • Get youtubers and streamers involved!

Meet Us at Casual Connect!

We are thrilled with how Iron Tides looks, projected above the heads of an audience, and we look forward to being able to mingle with other developers at Casual Connect.  If any one who is interested in talking indie will be in at Casual Connect, send us an email or a message!  We would love to hear from you. 

Sailing Towards California

Great news, Vikings!  Iron Tides is heading down to Casual Connect in San Fransisco, where we have been nominated for an indie prize in three categories: Best Game Audio, Most Promising Game in Development, and Best Game in Show!  

Casual Connect: July 17 - July 20 2016

These are the dates we will be down in San Fransisco, California.  If there are any Vikings in the area, come out and give us a war-cry!  Hopefully Casual Connect will be ripe for plunder >:] Another shoutout for all of you who have supported us, and we look forward to keeping you updated with our progress as Iron Tides continues to sail towards Kickstarter. 

 

 

Rolling Thunder

Welcome back, and thank you to everyone who took the time to vote for Iron Tides! You're support is invaluable to us!

It's our last week on the Collective and we currently have a 85% YES rating. Things are looking good, but we need one last WARCRY!

It's our last week on the Collective and we currently have a 85% YES rating. Things are looking good, but we need one last WARCRY!

As we sail closer to the horizon, our team has been busy implementing new builds, and polishing our social media presence.  As a part of the latter, Iron Tides has launched a Thunderclap campaign, which can be found here.  We have 2 days left, and it's another way for us to find new players. 

If you have a Twitter account, just click the SUPPORT button and bump an indie up through the internet. 

 

Thank you!

 

 

Crashing onto the Collective

Thank You for your Vote!

This week, we are proud to announce our arrival onto the Square Enix Collective. The Collective is a curated platform where gamers and developers interact around a potential crowdfunding campaign using Kickstarter or Indiegogo. Gamers are asked to judge whether a game should become a reality or not - and developers get to engage with the community and find new players.

Day 2 / 28 results.

Day 2 / 28 results.

The Collective offers a wonderful opportunity to hear what the gamers want and the submission stays on the front-page for a total of 28 days.

We were featured on the Collective's site, but also through multiple social channels including Twitter,  and Facebook. A rapid gaming news site, Gameranx, also picked up on the release and wrote an article on our game here:

If you haven't already voted for the Iron Tides, there's still time! Every vote turns the tides in our favour. Log-in using your Facebook or Steam account and show us your support and love! 

 

 

Towards the Horizon

Welcome back fellow war chiefs and shield maidens!  Great news; Iron Tides is submitting to the Square Enix Collective.  Content will be available to view around the end of April, and we eagerly await your YES votes!

What is the Square Enix Collective?

This collective is a place where developers can go to be rated by gamers, to see if the creator's idea is deemed fit enough to be made a reality.  The creator posts their idea on the Collective, and from there the game will either be rated by the masses as a YES or a NO.  Why does this matter?  Square Enix Collective is a chance for a developer to show their game to a wider audience, and see how good of a chance their game would stand on a crowdfunding platform such as Kickstarter or IndieGoGo. 

 

Sailing Onwards 

Iron Tides awaits the approval of the Collective, TBD by the end of the month.  The team has been busy at work preparing for this new venture, creating trailers, polishing up the game, and consulting with sound and video editing designers to help bring the game to a glorious life.  An update will be made on this blog with more information about Square Enix.  From there, we will be setting up a Kickstarter campaign to speed us towards our launch.  We look forward to your support!

 

FOR GLORY

 

 

Happy Easter

Welcome back from the long weekend, everyone.  A belated happy Easter to everyone, and here's hoping you had a good one.  Today we will be going over what the Vikings have accomplished in the first couple of weeks of spring.

  1. Exploration / Battle Loop
  2. Experience and Perma-death

Eat, Sleep, Raid, Repeat

We are proud to say that we have a complete exploration and battle loop, giving the player a feel of how the game will run.  Along the Tides, food and glory await as you sail your Vikings' ship through unforgiving waters.  When finally you spot land, and a town you are given the option to trade or raid.  Should you choose to take up arms with the enemy, you will be brought to the battle screen, where you fight to gain glory and protect your Vikings. 

 

Once You're Dead, You Stay Dead

Should you lose a Viking in a raid gone wrong, unfortunately for you that Viking will stay dead.  There is no rewinding time, there is no resurrecting them from the dead, there is no Pokemon Centre that you can rush to if your Viking has fainted.  In the case that you lose a Viking in the  throes of battle, that Viking will be eliminated from your roster.  However, while that one particular Viking may remain a decaying skeleton on the field of battle, you can always promote a new one in Norhaven. 

 

 

We're Going on a Raid

Resource management is how a player collects and monitors resources provided by the game, whether that be something like gold, gems, furs, lumber, weapons, food, etc.  The key to good resource management is allowing the player to make strategic choices by accurately balancing resources (i.e. selling or keeping a high value item that has a 1% drop rate). 

The decision that the player makes also relies on how much information the player is given.  If the player is only granted a small piece of information that does not take into account how rare an item is, the player must run the risk of depleting that item and not being able to use it later.  This becomes very prevalent in terms of trade within Iron Tides.  

 

A player is limited in Iron Tides by the restricted inventory space in the ship's hold.  This begs the question: what items are important? Do you need to bring an item with you?  Do you value Vikings or gold?  There is a limited inventory so you must prioritize.  

During the exploration phase, a player must have food in the ship's hold in order to survive. Using a grid system, each square on the grid will deduct an amount of food (-1, -3, etc) which makes the player’s management of this resource key.  It is always beneficial to carry more food than you need or you may find yourself at the mercy of the Tides.  However, it will also be possible to challenge the Tides.  Dare you take less food than what is suggested and risk the objective for a bonus?

Resource management opens up a new area of play that adds more value to the game itself.  It furthers the strategic experience of the Tides and changes the pacing of the game from high tension combat to item and food management. 

 

 

Hitting the Mark

You know that crushing feeling when the enemy has two health points left and it will take one hit to finish them, and then you MISS?  Welcome back to the tides, where we will now discuss accuracy in video games.

The Three Fundamentals of Accuracy

So what is accuracy? Accuracy describes a measure of success based on the quality of being precise or correct; that is to say, it is a measure of your ability to hit a target.  Before we get any further into this, we will first review three fundamental points of accuracy.

  1. Skill Shots
  2. Targets 
  3. Perecntage and Change

Press a Button and Pray for the Best (aka Skill Shots)

A skill shot in a video game is an ability that a player utilizes by aiming and then firing.  In this case, accuracy is determined by the player's own prowess and how good they are at predicted the movement of an enemy unit.  Some great examples of skill shots come from League of Legends.  The champions Ahri and Lux both utilize a kit of skill shots that the player must learn and become a master at, in order to successfully outplay the opposing side.  For Ahri, this means throwing out charms and orbs.  For Lux, a summoner must accurately toss binds, shields, and spinning lights of death around the map.  What this means, for this fundamental of accuracy, is that the accuracy of the skill itself depends entirely on the player. 

Don't Blink, Don't Even Blink (aka Targets)

The second fundamental of accuracy is that of the moving target.  Games that implement this sort of skill include Fable and Legend of Zelda.  Similarly to skill shots, targets in games require the player to focus and aim, and have the hand-eye coordination to be able to hit the target with their weapon.  The important thing when it comes to targets is to identify which targets need to be dealt with first, or which will earn you the most points.

 

Luck Be a Lady...please (aka Percentage and Chance)

 Finally, the third fundamental of accuracy is the concept of percentage and the chance of hitting a target.  Many games will offer you a shot at hitting a target, and inform you of the chance of you being successful in landing a shot. A painful example of this is X-COM, and the heart-wrenching way in which, even with a 98% chance of hitting the target that is right in front of you, you still miss. 

The sun must have gotten in his eyes...

The sun must have gotten in his eyes...

 

Accuracy plays an important role in keeping an edge of suspense in a battle, and can also force a player to adapt new strategies when dealing with enemies.

Strategy or Bust

In Iron Tides, accuracy factors into many different aspects of the game, including chance of blocking, and chance of hitting an enemy unit.  Both of these are made possible by the placement of your Vikings.  That is part of what makes our game strategic.  This orthogonal placement of your Viking determines other accuracy stats, depending on which direction the character is facing.  For instance, if your Viking carries a shield, he or she will have the chance to block incoming attacks, but only if their shield is facing the direction of the attack.

Orthogonal placement of your Vikings in Iron Tides is equally as important as strategic placement; where should each Viking be depending on their stats and abilities?  If your archer is placed further away from the target, the accuracy will decrease, the chance to actually land a hit will decrease, and then you will end up with that X-COM feeling as your arrow swishes by the enemy and the fatal words miss materialize near the ever-taunting scourge. 

Choice plays an important role when it comes to accuracy as well, especially in critical battles when your Vikings are outnumbered 5:1.  Take this scenario: there are two enemies you are deciding between attacking.  One has critically low health, the other one has a full HP bar.  The one with the full HP bar you have an 80% chance to land a blow.  The one who you could kill in one strike, however, you only have a 15% chance of hitting.  Which one do you go for?  Strategy would say that, when outnumbered five to one, it would be the most logical to take out the weaklings.  However, are you willing to bank on only 15%? Iron Tides will exploit this percentage chance, and force the player to make decisions that will then affect game play, and force the player to rethink their strategy.

In effect, Iron Tides takes in two of the three fundamentals of accuracy: targets and percentage.  The rest is up to the player to make good tactical decisions that will give the Viking the best chance of succeeding in striking or blocking an attack. 

Hope you enjoyed the read.  See you again in a couple of weeks, and remember...FOR GLORY!