News: publisher + trailer + wishlist campaign
Author: jerry_kotos,
published 4 years ago,
Dear TTS fans!
I wanted to share with you a small update on what we have been up to over the last weeks.
We have been developing the game while working with 505 Games, our new publishing partner, to define the game features and the production calendar. Also, in parallel, we have been working on rebranding the game and updating the Steam store accordingly. Finally, we have been drafting possible surprises for the future.
So, starting on the store page, you will notice a new art and logo. As much as we like our original assets, we have created a more direct and clear art and logo. That is not merely a new packaging, that new art style is already applied in-game too: new menus, campaign maps, HUD… remember our Generals? Well, now they look different too! We have updated our screenshots so you can see the latest of the game.
Now, if you read the description of the game features, you’ll have a better idea on what to expect on game release in early 2020. The core gameplay still stands; you play as a Commander setting up your key structures (airport, barracks, factories, bunkers, etc.) and deploying your forces tactically considering the points of interest of the scenario. And when you trigger the battle you can jump freely into close up action taking control of any unit you want on the fly! From Snipers to airplane bombers, to tank drivers or gunners. Is up to you.
We will have 6 playable factions (US, UK, GER, FRA, POL, RUS) with over 200 very different units to deploy over 50 different maps featuring 4 unique environments (Winter, Spring, Summer, Autumn).
The environments are interactive and fully destructible, you can bomb and deform the terrain, bring down trees or set them on fire, go underwater… if you can see it, you can destroy it! (Except big rocks, is the only non-destructible material. We always want to offer that last soldier somewhere to cover :P).
We took a lot of time to improve the physics and destruction mechanics in the game, specifically related to vehicles and structures. Now the buildings are more detailed and modular, and your forces can assault and move inside houses and temples. As a matter of fact, soldiers can climb up towers or take position in the roofs (hello snipers!). You’ll be able to see the war fought house to house.
Also, buildings can be progressively destroyed with explosives, artillery or ramming into them with large vehicles until they collapse. You can blow up vehicles or tip them over too.
This also effectively means that, on release, we have opted to offer maps with carefully planned layouts to facilitate the best airborne, motorized and infantry performance rather than offer overloaded urban maps. Once the game is out, we will monitor the community feedback for future considerations.
On release we will focus on single-player gameplay, offering different and varied game modes. You already know about the Sandbox Mode where you can freely fight 1v1, 2v2 or 4 side deathmatches creating the most ridiculous armies you can imagine.
There will also be a Shadow mode, consisting on a survival battle run against yourself, where you will fight against your previous victorious armies until you are defeated three times.
And we have been developing a full Campaign Mode for each faction. On it you will choose a side and advance through a series of offensive or defensive acts choosing the battles you want to fight with different conditions and objectives.
We have more content on the draft table for consideration but will tell you more about it on the next updates.
Jerry Kotos
Noobz from Poland