A few words from the devs
Author: Bellwood Studios,
published 6 months ago,
The two of us here at Bellwood's and Perspective would like to thank everyone who participated in the pre-launch testing of the game. We hope to see you continue providing feedback as we enter the Public Prologue/Open Alpha phase.
There are a few things that would be worth clarifying before launch:
While we have tremendous fondness for the Impressions series and have borrowed much from their mechanics and art style, Tlatoani is not a reskinned Pharaoh or Caesar 3. In many ways, it's closer to something like Banished or Children of the Nile- citizens have their own internal life-simulations and responsive AI, allowing them to adapt to demands for service on the fly and loosening many constraints on city layout. Challenges instead come from limited venue capacities, symmetry mechanics, ensuring residences are close to their citizens' places of work, and so on. This is a game to be learned on its own terms.
Our ultimate goal is to fuse the sense of intimacy and personal connection you'd get from a village-builder with the sense of grandeur and scale you'd see in a historical city building game, and eventually to intersect the two in 'Crusader Kings Lite' noble-politics simulation, though that's still some way down the road. Many aspects of the military still need to be nailed down and refined, so we'd appreciate feedback on the topic.
This is not a typical survival colony sim:
We aim to balance the challenges found in puzzle-like Impressions Games and Banished-style colony sims. The game is more fast-paced than your typical survival colony sim, with food production ramping up quickly. The auto walkers also allow you to be less concerned about constructing specialized residential and industry blocks than you would in Impressions Games.
Why a free prologue?
The genre has become highly competitive in recent years, flooded with survival colony sims. To stand out, we need to be good. Offering a Free-to-Play prologue/open alpha allows us to answer important questions early on: Are we headed in the right direction? How fun is the game to play? And we believe a Free-to-Play Prologue will help us achieve those goals, without charging money for an unfinished product.
The road ahead.
We’ve outlined the tasks we aim to accomplish in our quick roadmap, including adding monuments, historic missions, polishing the UI, incorporating character animations, tweaking the military system, and adding additional content. While we don’t have a set timeline for all of these tasks. Our intent is to reach V1 by February 2025.
Special Thanks:
We’d also like to express our gratitude to our historical consultant, Rafael, for helping with sprite design and campaign structure. As this is still a game and gameplay is at the forefront, we have tried to have some grounding in history as much as it doesn't interfere with gameplay.
Thanks to Elliot for the artwork on our main menu and mission brief banner!
Thanks to MajoraZ for feedback and art references, and all our streamers!
Thanks to Joel for providing an excellent soundtrack!
Hope to see you all playing and giving feedback on our Discord.
Thank you all for your time,
The Team