Legends of Eisenwald is an original mix of RPG and strategy, with tactical turn based battles and a simple economic model. Rich possibilities of gameplay mechanics allow a player to feel being a hero of different stories ranging from treasure hunt to fighting for the throne.
We expressed already our gratitude to all players who made possible development of our game and bought it on Early Access. But we think (and there is even a character in the game like that) that actions are more important than words. Therefore, we thank you all one more time and we are happy to announce that all who got the game on Early Access will receive as a gift extra content – map Road to the Iron Forest which […]
On our youtube-channel we published a video that shows in detail how combat works in Legends of Eisenwald on example of battle with one enemy but with three different ways.
Three years ago during our Kickstarter campaign when things were not going so well, Stoic studio guys (developers of The Banner Saga) recommended their backers to look at Legends of Eisenwald. That was a turning point for our campaign. Even though we expressed our gratitude we still wanted to make something more significant and we decided that when we can we will present them with a good gift. Yesterday, after all these three years I met Arnie and John and […]
Do you still have questions about Legends of Eisenwald? We announce a few streams from developers where you can ask all the questions directly! The first few streams are planned for this week and what comes next will depend on how much interest there is. During the stream our director Alexander Dergay will show the game playing the scenario Cursed Castle on ultrahard level, comment on his actions and answer your questions. Why is it done this way and not […]
One of the interesting features of the next patch will be personalization. Each peasant, cleric or mercenary that you can hire will have its own name and special attributes. And, if the change in attributes is really significant, this unusual character will have a corresponding nickname in addition. In case, if someone will not like this randomization, there will be an option to turn it off. Please let us know, how would you like to see personalization of characters in […]
10 days ago we posted a short survey in our social networks and Steam asking “What is better for the hero knight and why?” There were two options: old leather jacket with +2 melee defense and steal cuirass with -4 initiative and melee/ranged defense of +6. We heard different opinions and you can read what was said following the links above. Now is the time to explain how it is calculated in the game and what conclusions we have drawn. In […]
After 5.5 years of development we are very excited to announce the Legends of Eisenwald release date! It will be available July 2 2015 (a few friends told us a year is a must here given our history). We want to say thank you to all of you for making this possible! Without support of our Kickstarter backers and without you who bought our game in Early Access this game might not have materialized. We are also very happy to […]
We prepared for you patch 0.994. Closed beta test participants will receive the full version, other players shortened so there will be no spoilers regarding not released chapters. Full synchronization of animations in combat is done (regarding animations following an interrupted counterattack). Added floating numbers of damage and other parameters in combat Ignis Magnesium and Nigredo spells descriptions have been adjusted The cursor behavior has been changed (showing impassable areas) over the rocks, fences and other similar details of the […]
We are happy to announce that Ether Editor will be included in the release version of the game. Legends of Eisenwald will be the first game in the world that introduces the technology of Ether Control. Other areas of software development use ether but it’s mostly used with data storage and recording. Not many people know about it but the ether is holding together the bits and bytes of software in all computers. The Editor will help players to be […]
Animation in combat So, in the nearest patch a full animation synchronization in combat will be done. In other words, one of the things will be fixed that many of our players pointed out to us in the early stages of development. Realistically, the animation in combat is ready for the game in the framework of the current combat algorithm, and if new movements or actions will be added, syncing will have to be done again. What were the issues […]