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The world was not prepared for the invasion. In a few months, every kingdom of the known world surrendered to the magic-using invaders masquerading as our old Gods. They claim their appearance is the retribution for our sins. Not everyone is buying their story and so, the shadow council has been born. They are the ones funding the resistance. Your job will be to build up and lead this resistance. Learn the real intention of the invaders and command our troops to sabotage it wherever you can. Prepare for the moment when we can break the chains of magic put on humanity. The council will be watching you, Commander!

Planned features

- Turn-based combat system with procedurally generated maps.
- Build up your base and spread the resistance spy network across the continent to learn more about the invaders.
- Research new skills and equipment to be used by your troops. These will be semi-random so that you will have to adapt your strategy for the given situation.
- Diverse roster of enemies with their own skills and tactics.
- Randomized enemy pool, so that every campaign will test you in a different way.
- 100+ skills with a classless system providing countless possible character builds.
- Permadeath. Characters can (and will!) die permanently in combat.
- Character pool support. Create unique characters which can appear in the campaign.

About us

Amethyst Dreamers is a small independent 2 person team from Budapest, Hungary. Our goal with Slaves of Magic is to create a game with great tactical depth, unique game mechanics, and with high replayability. In short, a game we would love to play as well. In designing the game, we took a lot of inspiration from the XCOM series and the original Guild Wars.

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Devlog #22 Base evacuation

News

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Hello everyone!

This month, we have done a lot of work on a new mission type, called base evacuation! In this mission type, the resistance will need to hold up the invaders long enough for the evacuation. Let's see how it works in detail.

Campaign side

whole map

A quick reminder of how rebel bases work. Every region has multiple territories, and the resistance can have one secret base per region, in one of the territories. If at any point the territory with the base loses all loyalty to the resistance, the rebel base will be exposed, and the base will be attacked by the army that caused the loyalty loss. So managing the loyalty of territories with a rebel base will be very important if the player wants to avoid this kind of mission.

In case there are other valid territories for the resistance base in this region (so territories with non-zero loyalty), then the base evacuation mission will trigger. How much of the base will be evacuated will depend on the performance of the player on the mission. On a failed mission, or if there are no valid territories to evacuate the base is automatically destroyed.

Combat side

The combat map will be generated using the rooms that have been built in the campaign layer for the base. A reminder of how it looks in the campaign layer:

campaign base

Every buildable room has a combat map equivalent. Few examples of parts of the different rooms:

scrying inside

smithy inside

black market inside

laboratory inside

The mission itself will be the inverse of what the resistance is used to. The mission starts with the resistance units semi-randomly placed around in the base, with the enemy's first wave teleporting in. The player will have 1 round to try and make the best of the given situation, but depending on the circumstance, it can be a very tough fight!

Zoomed out map

The player units can retreat at any point like in a normal mission, but the objective is to defeat 3 waves of enemies. The end result depends on how many waves have been defeated. In case of 1, the base will be evacuated, but the rooms are lost. In case of 2, a random 2 rooms have been evacuated as well, and in case of 3, the full base has been successfully evacuated.

Closing thoughts

Unrelated, but a piece of very good news is that we have found a great composer who did a great job creating custom-made music for the game. Thanks to this, we will have control over the copyrights of these tracks, so there won't be any issue for content creators who will want to create videos about our new demo! While you will need to wait for the demo to check out the tracks themselves, but the composer has a Youtube page with great tracks if you are curious about what to expect here.

So that's it for today's devlog! As always, if you like what you see and want to show your support, the best way to do that right now is to wishlist the game on Steam here or join our Discord here. Otherwise, see you next time!

Devlog #21 Adding details to the combat map

Devlog #21 Adding details to the combat map

News

This devlog is about the reworked look of the combat portion of the game.

Devlog #20 Polishing the Campaign

Devlog #20 Polishing the Campaign

News

This devlog is about presenting the reworked artwork for the campaign map, plus other gameplay changes related to it.

Devlog #19 Breaking the base

Devlog #19 Breaking the base

News

This devlog is about the resistance base changes, as we have broken up the one big base into multiple smaller ones.

Slaves of Magic new trailer

Slaves of Magic new trailer

News

We have released a new trailer in anticipation of our new demo release on Sept 22.

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