DEVELOPMENT BLOG

Patch 1.0.2

Greetings Captains! We are so happy to have you all with us as we are no longer in early access! It has been such a long road, but, hard work and perseverance got us to where we are today. One thing we’d like to remind everyone who wants to play multiplayer with their friends is: make sure that you don’t

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Patch 0.4.9

Greetings Captains! With last week’s unit balance we decided to greatly improve the first two story missions. Split between them is all the knowledge you need in order to be a very successful Shadow Hero! Next week we will be updating the Codex with a whole new help section. All game mechanics learned throughout the missions will be available in

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Patch 0.4.8

Greetings Captains! Balancing is a huge part of game development. This week we took a long hard look at every unit and gave them each the attention they deserved. We believe this new set of changes has made battles a lot more enjoyable for all! With this balance came a great deal of new features and improvements that will also

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Patch 0.4.7

Greetings Captains! At long last team battles have finally made an appearance. Multiplayer matches can now be played with up to 6 players. Each side is able to have up to 150 units on the field for battles, allowing for up to 150vs150. Several improvements have been made on the backend which should help with load times as well as

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Patch 0.4.6

Greetings Captains! Finally, the moment you’ve all been waiting for is upon us. We have modified the way the AI system works to drastically reduce game thread calls. This means the glorious 300 unit battles will perform much better. If you happen to run into any problems, please make sure to make an ingame bug report or post it on

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Patch 0.4.5

Greetings Captains! After lots of tinkering under the hood we managed to increase efficiency with units being drawn on the minimap, while at the same time boosting the AI’s ability to calculate enemies in range. This performance increase is only the first of many to come. New Features Selecting a unit will now show you which unit is selected on

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Patch 0.4.4

Greetings Captains! This week was mainly dedicated to improvements and polishing. We’ve still got a ways to go before everything is complete, but we’re getting there! We also reached a decision to migrate to the latest unreal engine version in order to improve optimizations! New Features If units go behind obstacles, you will be able to see their silhouette through

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Patch 0.4.3

Greetings Captains! After a very long week, filled with fun times and *grumbling* horses … the final part of chapter 1 is available for you guys to play through. Stop the Free Spell terrorists from trying to escape to the neighboring country of Aylmar Reborn! Failure to do so will not bode well for Faircrown in the future. There is

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Patch 0.4.2

Greetings Captains! This week we’ve been hard at work on getting you the third mission of our story which would finish up the first Chapter. There is quite a bit that needs to go into this update and we can’t wait for you all to play it as soon as it’s done. Look forward to this update next week! Todays

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Patch 0.4.1

Greetings Captains! We have started streaming our process and development this week and we thank everyone that has turned up to watch us breathe life into this technomagical world of ours. We will continue doing so next week and possibly even raffle a copy of the game to one lucky viewer! Join us at: twitch.tv/allied_games This update brings forward the

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Patch 0.4.0

Greetings Captains! The town of Faircrown has come to life at long last. You may now begin your journey through the world of Hendrika and experience the first mission! The full game will span across 20 various missions which will vary in length and difficulty. As you progress through the campaign, you will gain more knowledge about the world, its

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Patch 0.3.10

Greetings Captains! As promised, the Onslaught game mode had an overhaul to use the new placeable mechanics that Commanders had this past week. Speaking of Commanders, we’ve included a new addition to it this week! No longer will you have to fear for the life of your Commander, now, only the Altar matters. Each team will be responsible for defending

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Patch 0.3.9

Greetings Captains! This week has been pretty busy, we’ve completely revamped the item system along with the Commanders game mode. The biggest change you will be noticing is the equipment system. We’ve done away with the Unit Loadouts, no longer will you need to worry about your setup before a match. Placing a unit on the field now allows you

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Patch 0.3.8

Greetings Captains! With the work we’re putting towards the new item system and campaign story implementation, this week gets to see the Codex come to life! The Codex will contain information about Units, People of interest, Locations and History. As soon as we’ve implemented the first campaign mission, a new Codex type will become available: Journal. More entries will become

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Theme Refinement

Over the next few weeks, Shadow Heroes is going to be going through some trimming and focusing. The game has changed a lot since we started. In some ways, it has become a lot more awesome and fun. Alternatively, it strayed from its core concepts a bit. Since our launch in early access, Shadow Heroes went through a lot of

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Patch 0.3.7

Greetings Captains! This week we did a pass on optimization and pathing, there should no longer be units stuck on the bridge or that attempt to walk through solid matter! As a new quality of life improvement units during Onslaught mode no longer drop collectibles, instead, leadership will automatically be collected when a unit dies. This will stop you from

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Patch 0.3.6

Greetings Captains! Continuing on the progress from last week, we’ve now managed to implement more audio cues throughout the game. Next week we’ll start working on implementing items through the steam inventory. This will allow player trades and marketplace transactions for them. A full blog post will be available next week which explains the process. We will also be starting

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Patch 0.3.5

Greetings Captains! This week we’ve been hard at work trying to get some proper audio cue’s in the game. Our menu also received a new makeover, streamlining the process between the Unit Inventory and the Main Menu. Going back and forth between them will feel a lot more seamless. With these quality of life improvements to the game, we’re now

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Patch 0.3.4

Greetings Captains! As promised last week, we have completed the new spawning system for all of you to try! Currently it is only available in the Commanders game mode, we’re working on converting Onslaught to use the same system next. With this new system, you will no longer need to select a unit and then purchase it. The process now

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Patch 0.3.3

Greetings Captains! This week we’ve started a makeover for our game modes. We’re going to alter the way units are spawned. We will go away from the current random placement within an area and allow you guys to place them anywhere inside an area. It is still too early to include that feature in 0.3.3, because we have not had

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Patch 0.3.2

Greetings Captains! This week we focused on quality of life improvements based on the feedback we gathered from you guys. New Features You can now rotate the camera with Q and E Zooming in all the way will now tilt the camera up a bit more to give you a better view of the battle Hiring units is now done

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Onslaught Mode Is Here

Greetings Captains! Deep from the caverns that run beneath Hendrika, the Shadow Heroes team has conjured up our first major content release since our launch on early access! Check out the new TRAILER and continue reading for all the details! Onslaught Mode Defend Faircrown From Free Spell: The forces of Free Spell have taken it upon themselves to assault Faircrown. You must

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Major Update

Hello Everyone, As many of you know, we strive to put out updates every week. This lets us react to your comments very quickly, which we believe improves Shadow Heroes. I’m happy to announce that our next update will be our first major update since our Early Access launch. In it we plan on adding a new game mode that will put

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Patch 0.2.14

New Features New commander, Roshan joins the fight Roshan is the first commander that has the ability to heal as well as damage with his main ability Completely re-worked status effects, how they are applied and how they are polled, you will notice a definite performance increase as a result AI has begun getting improvements, over time this will greatly

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Patch 0.2.13

New Features Tutorial now has the same camera system as skirmish and multiplayer Commanders are now able to walk through their own units, enemy units will still be able to surround and block them Commanders now display their names in unit stats Commanders skill tooltips have been improved with a more accurate representation of their damage and when it is

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Patch 0.2.12

New Features Multiplayer Chat system now implemented Keys can now be rebound in the options menu. (This currently requires a restart but we are working on that) New Camera system that should feel smoother You may now include your email in bug reports so that we can follow up with you and help solve your issues directly Default graphical settings

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Shadow Heroes Now In Early Access

After a lot of blood, sweat and coffee (more than is healthy, I’m told) I am happy to announce that Shadow Heroes is being released for Early Access! Is it still Alpha? Absolutely! Most of our time has gone into making the core code, which we want to be rock-solid so we can support all the updates to come. We’re

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Patch 0.2.10

New Features The lobby screen will properly indicate which players are ready Updated visuals on Cave Entrance Players have the ability to report bugs through the in-game menu now Fixes You can no longer start multiplayer games without any players connected Fixed an issue with the casting circle staying up if you kept clicking on the skill button without using

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Patch 0.2.9

New Features Visual improvements done to Cave Entrance Added a new reddit button that takes you to our sub-reddit Updated the checkboxes in options to be in line with the checkboxes found in unit inventory Fixes Fixed an issue that would hide back and save buttons on options screen if the resolution was too small Fixed a problem with the

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Patch 0.2.8

New Features Tutorials now have an in-game menu that allows you to quit During gameplay you are able to dismiss the in-game menu by hitting escape again Mouse scrolling no longer triggers if you are hovering an ability or an item Tutorial navigation beacon has been improved to be more intuitive Tutorial now contains tracking arrows that show you where

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Patch 0.2.7

New Features New tutorial that teaches you the basics of the game and the unit inventory Very Easy and Easy difficulty levels were added Insane difficulty will now always equip the AI with random Meta 11 items Items will now reward based off of victory and difficulty level Multiplayer item rewards will only be given for victory, no longer on

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Patch 0.2.6

Fixes Chanters Wish ability now protects units from commander abilities. Corpse Explosion now properly plays it’s effect on clients Wish effect now properly plays on clients Radiant Blast now properly plays on clients Item rewards no properly display if they are active. The Wish effect is no longer too large on demigods. Both teams now have their items loaded in

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Patch 0.2.5

New Features Quick match now indicates it is searching for a match Commanders now have ultimate abilities Radiant Blast: Massive AoE damage around the archangel commander Corpse Explosion: Units around the martyr commander gain the corpse explosion status. When they die, they explode dealing massive AoE damage. This effect lasts 60 seconds Wish: All units around the Chanter commander gain

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Early Access And Things To Come

It’s been a while since I’ve written a post, however, today I have something interesting to share. Shadow Heroes is getting ready for Early Access on Steam! Currently we are developing our tutorial system to help new players learn some of the game mechanics as well as adding some new abilities to the existing commanders. Here are some of the things

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Making A Status Effect System

Hello everyone, This is Justin Dooley and today I’m going to talk about the status effect system in Shadow Heroes: Vengeance in flames. When I sat down to put it together I wanted a status effect system that could work with essentially any game not just Shadow Heroes. This meant something that could change over time and be east to

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Hud Design and Iterations

Hey guys, Alex here, I wanted to take some time and walk you through the elements of our current HUD layout. I have numbered some of the elements on the HUD and will explain them in further detail below. Elements Mini Map Unit Detailed Stats Player Item Inventory Selected Unit Stats Game Details Available Units     Mini Map Our

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City of Aylmar

When first we started working on what would become Shadow Heroes we had our concept artists create a number of characters that would both become our units and set the idea of what our world would be like. Concepts varied a lot, from the gun-toting Hunter to the divine Archangel. We knew this world would need to mix technology and

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Game Balance

This week, I will be covering what we did in order to make sure the game is balanced and fun for every single person that plays it.   What did you need to balance? At first, when we decided on the concept of each of our current 9 units, we also played out how they were supposed to be taken

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Hawk’s Fall

A few weeks ago we talked about the creation of the Republic of Three Towers, the anti-magic militaristic nation featured in Vengeance in Flames’ first single-campaign. Now we head to the other extreme of this concept to Hawk’s Fall, a city-state that depends on the commerce of magically-enhanced foodstuff. We were looking for a representative of magic in Hendrika, a

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Scourge of Clouds

In many ways the back story of Shadow Heroes is a post apocalyptic story. A mighty kingdom of magic is ruined in a flash, crumbling into anarchy, dangerous mutants and hazardous powers. It took the people of Hendrika time to lick their wounds and form new nations. We needed that! You do not play the part of a lone wolf

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Magic System

  You’ll find a number of different explanations to magic in the worlds of fantasy. There are scholars who learn to recite intricate formulas, sorcerers who are born with magic in their blood, magic as a divine gift from the gods, and stories of men capable of harnessing magic by manipulating demons. A hundred different names have been created to

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Design Decision – Multiplayer

Welcome, fans, to another exciting blog post! In today’s edition I will be covering as much of our multiplayer aspect as possible. This includes matchmaking, gameplay and ranking. Unlike last week’s Factional Warfare I will be touching on a few unique details, to give you a better idea on how our game will play out. What does the multiplayer have

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Factional Warfare

So, you thought Shadow Heroes’ multiplayer mode would be something isolated from lore? That we wouldn’t frame it into the story and give you an active role in molding Hendrika? No way!   Enter Hendrika’s Factional Warfare. Choose your nation and prepare your troops to fight alongside your allies to make sure your side ends victorious. Oh, yeah, because there

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The Republic of Three Towers

Stories have themes. It may not be very clear, but they are there, sometimes discreet, sometimes pretty obvious. You can often define a theme by a simple sentence, one that most often than not speaks about conflict. After all, what is a story without conflict? The first conflict that became clear while building Hendrika was Magic vs. Technology. It’s certainly

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Choice and Consequence

  We grow up learning every choice has a consequence, and knowing this leads us to be excited while watching a good movie or reading a great book. We watch from the tip of our chairs, waiting to see what characters will do because we KNOW whatever they do, there will be consequences for sure! When I was 10 or

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Design Decision – Strategy and Choice

Welcome back, everyone! This is Justin once again here to talk to you about some design decisions we made during the development of Shadow Heroes: Vengeance In Flames and how we ended up with a game focused mostly around strategy. The long and short of it is that we always had an idea of the type of game we wanted

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Making of the Game Story

Each kind of game (you might say each kind of team) has a way to create stories for their games. Some have a team of game designers specialized in creating missions and levels, others hire writers to develop these stories based on the game designer notes, etc. Allied Games has a mix. Since I have a background working as both

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A look into the game system

Second Dev Blog Hey guys, Alex here (aka MajinSephiroth)! Today I’d like to take some time to give a more thorough insight into this amazing game we have come up with. So, sit back, relax and enjoy the discussion.   What stemmed this idea? You see, I’ve played lots of RTS games in the past, but every single time I

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Making of the World of Hendrika

It is said writing is a solitary business. A writer will get in an isolated place with pen and paper or a notebook and write away. Some lock themselves up while others just space out by putting on headphones with some loud music. That’s not exactly how it works in video games… Hi, there! I’m João Beraldo, Allied Game’s Lead

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Design Manifesto

Welcome to the first Dev Blog! This is Justin and I’m very proud to announce our newest project, Shadow Heroes: Vengeance in Flames. Before jumping into the meat of it, I’d like to provide you a bit of a background on who we are, what our game is and why we are making it. Who is Allied Games? Well, that’s

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