

Yin and Yang - By awarding Yin and Yang points based on performance in battle, the game incentivizes players to actually get out there and fight.Each clan acquires its Battle Gears by different means. Battle Gears - Unit abilities that were designed to give units versatility they wouldn't otherwise have.Strategic Surroundings - Fire consumes buildings if not extinguished, birds will give away enemy positions if startled, wild animals attack lone wanderers and boulders can be pushed to deal devastating damage.Running and Walking - Running offers players a number of choices: should they slowly sneak through the forest and save their stamina for special attacks, or should they run in and try to catch enemies off guard?.After a minute of rest, your units will be almost as good as new, ready to attack again. Retreat - Attempting to save as many of your units as possible is an important strategy.Immersive Combat - All units have unique animations for all occasions, the fights are fluid and enjoyable to observe.Soldiers may then become specialists in various disciplines or study and acquire new combat abilities. Unit Alchemy - Peasants may become soldiers.Should they gather resources, construct buildings or perhaps train to become soldiers? Living Resource System - Peasants face a multitude of choices.Strategy Over Production - With a limited number of units at the player's disposal, victory is in the hands of the player who outthinks rather than outnumbers his opponent.Beyond that, as interest allows we will consider making Battle Packs, Expansions, and potentially even sequels to the game.”


I encourage any bugs found be reported to as we are forming a database to handle the perfecting of the game. “Community will become integral to making the best 1.0 version of the game possible. How are you planning on involving the Community in your development process?

For now the game will be priced at roughly half of what we intend to price it at once we reach 1.0.” Will the game be priced differently during and after Early Access? Originally these were all different versions with different builds but we are looking at what it would take to put it all into one version of the game.” We are sorting out some minimap issues associated with interactions between the Steam Overlay and the game, and we are looking into ways of incorporating localizations in Spanish, French, Italian, and German. The game should be fully playable as a single player game and up to 2v2 multiplayer. “Battle Realms Early Access is almost as feature complete as the 2001 release of the game.Īll resourcing is in, all training, upgrading, combat, FX, and environmental systems. What is the current state of the Early Access version? I'd like to be supporting all the languages BR had in its final release, along with any bugs or exploits we find removed from play.īeyond that we are hoping for a deeper integration with Steam - including achievements and the rest.” “Currently we are only supporting English.
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How is the full version planned to differ from the Early Access version? I want everything to work well and most, if not all bugs that we find, fixed.” “I'm hoping that it will be less than a year, but it is hard to tell right now. We are committed to making the best 1.0 possible and we want to bring the fans in from the very beginning to make the game that they want as much as we do.”Īpproximately how long will this game be in Early Access? Early Access lets us put the majority of the game on Steam and then accept the feedback from players to polish and hone the game to perfection. We want to recreate the vibrant Battle Realms community of the past and provide the kind of direct response to questions and problems that arise during high intensity gameplay.īattle Realms isn't finished, and we intended it that way. “For us, Early Access is all about reengaging the Battle Realms player and opening a direct dialog between them and us.
