Author Archives: Chris

Music for upcoming Legends of Amberland III

Approach to music in the second sequel

A few words about music. My goal was to keep the overall mood and style of music as in Legends of Amberland II. But there was a catch. Christopher Loza, the creator of music for LoA II was unavailable for the projects (life happens), so I got a dilemma what to do next. Fortunately, I was contacted by Winnie Gotmilk, a composer from France who offered to carry on. I gave him instructions to keep the overall style, preferably so the tunes from both games can be mixed and then left the details to him. It turned out, he is very, very professional. He managed to make music that perfectly fit the existing tracks. The consistency is perfect, which is always the top priority for me.

So, in Legends of Amberland III there will be brand new tracks mixed with some older tracks to maximize variety. I plan to use the new tracks in the most frequent locations (especially overworld, towns, castles) while keeping old tracks in some more rarer locations. There is also a possibility that some location types (like towns) could end up with unique “per location tunes”.

Funny thing: Originally, I planned the kingdom of elves to be made as part of overworld, as in the previous installments of the series, but when Winnie Gotmilk told me he is thinking of a song named “The King of Elves in Valador” I could not resist and decided to do elven kingdom as a separate location, just so the music can be used. It’s the first time ever when music considerations made me redesign gameplay. Can’t wait to hear this particular tune.

Now a few words about the process of making music from the creator, Winnie Gotmilk

I’m Victor Gautschi (aka Winnie Gotmilk), a video game music composer with a passion for RPG and Sci-fi soundtracks, though I’m always eager to explore new styles. I started making music over twenty years ago with a guitar, later diving into electronic sounds and releasing an album as “Cryptotor.” Since then, I’ve published three more albums, studied mixing and production, collaborated with artists around the world, and found my way into composing for games and other media.

Working on the soundtrack for Legends of Amberland III has been a blast. Being a fan of party-based RPGs such as Baldur’s Gate as well as the Heroes of Might and Magic legacy, the gameplay and soundscape of LoA allows for a lot of musical expression to dive into these classic medieval fantasy vibes. The players asked for more music, and here it is, around 45 minutes of new music is being composed for this game, aiming to blend well with Christopher Loza’s great soundtrack from LoA II, with a little more textural freedom allowed for the music of this episode, as well as the classic retro FM synth vibes. There will be a longer Overworld track as well as a few special locations track that I hope the players will enjoy.

Composing music for this game wasn’t without a challenge. First, there was the daunting task of joining this project while taking into account the music of the previous game, without drifting too far from it. That meant plenty of trial and error — referencing and recreating parts of the original LoA II soundtrack, while also listening to classic Might and Magic tracks by Paul Romero and even old school Renaissance composers like Palestrina. My goal throughout was to keep things simple, create flow-inducing music that loops well and doesn’t get tiring after hours of play, while still being enjoyable on its own (we may even release the soundtrack on Steam or elsewhere after the game launches).

On the technical side, there was the constraint of using FM synth tones (specifically the RYM2612 FM synthesizer from Inphonik). I already owned this synth for a while but only used it on a few projects before, and now it’s in my template! This synth, which emulates a vintage Yamaha chip found in Sega consoles, allows importing Soundfont files from other vintage games. There are some great preset libraries out there, though I have to admit Christopher had an impressive personal collection I’m still curious about.

Chris Koźmik, the game’s creator and developer, gave me a lot of creative freedom. That allowed me to mix in some of my favorite virtual instruments — Orchestral Tools’s SINE Player, Kontakt libraries, and retro FM synths like the KORG M1 — and bring in some of my own style. Finding the right balance was tricky at times; I even swapped out a realistic flute for a deliberately “cheesier” one to better match the game’s aesthetic. A few tracks are still in progress, including The King of Elves in Valador and The Great Bazaar in the Desert. I hope you enjoy exploring the world we’ve built and have a fantastic time playing this game!

Release date & demo for upcoming Legends of Amberland III

Release date
Legends of Amberland III: The Crimson Tower is scheduled to be released this year, at the beginning of December 2025 on PC (Steam and GOG). EDIT: release date changed to Q1 2026.

Steam: https://store.steampowered.com/app/3823520/Legends_of_Amberland_III_The_Crimson_Tower/
GOG: https://www.gog.com/en/game/legends_of_amberland_iii_the_crimson_tower

Consoles port will be eventually made, as usual, after PC release. The date has not been decided yet.

Localization might or might not be incomplete at the release day. The game is guaranteed to be localized to EN, DE, FR. As usual, more languages than those listed will be added, most likely after release.

Demo & Steam Next Fest
Demo is going to be released 7th October 2025. Just a few days before Steam Next Fest. The demo will take part in the nearest Steam Next Fest (which starts 13th October). The demo will contain the first area (Kingdom of Greymoor) and might not contain all planned features.

Wishlist the game!
Make sure to wishlist the game! It matters!
https://store.steampowered.com/app/3823520/Legends_of_Amberland_III_The_Crimson_Tower/

Progress report – Legends of Amberland III – 2025 Q3

Overview
Today I have sent the first demo build to Valve for review. Everything goes quite smoothly, if we exclude the usual “life throws unexpected things at you to slow you down”, but it always happens so I learned to include it into my schedules. I think I should be ready for release in December (but that’s not 100% decided yet). The demo probably will be out a week or so before Steam Next Fest, so very soon.

What was done
Content wise, the first zone (everything that will be in the demo) is finished. There are rough edges and there was no quality pass, but technically the demo is ready content wise. Some new feature were added like: clues system, elemental damage from weapons (Flaming Sword, now most magical staves deal extra elemental damage, etc), elemental vulnerabilities for monsters (Fire/Cold/Lightning), recruitable heroes in inns, classes rebalance and adjustments (Bard got back “Heroic Ballad” from first LoA, boosted Champion, Troll Slayer, etc), adjusted some spells (I hope to make some bigger changes in the spells system later) and item traits, new environmental effect (Toxic fumes), rebalance (fewer sources of Arcane +X%). Also, I was lucky to get a very competent composer who was able to match the style of the existing music, so LoA3 will have tunes mixed from LoA2 and new ones (to maximize variety).

What’s left
A lot of content is still missing (like 3/4). Some “must have” features like new time system (I want to get rid of “party bonuses & fountain effects expire at midnight”), possibly some new classes, maybe “dark dungeons” and sources of light and other things. Plus mundane things, manual, QA, localization, etc. Overall, extra stuff might be implemented if the time allows it.

Summary
Everything is going well. I think, I got somewhat better at making locations (plus, I collected a lot of feedback from LoA and LoA2 so I know what to avoid), so I hope there would be an increase in quality of those (not guaranteed, just my guess). Once I finish the “must have” stuff, I’m going for extra features. There is a very decent chance the game to be released this year.

BTW, wishlist the game if you have not done it yet!
https://store.steampowered.com/app/3823520/Legends_of_Amberland_III_The_Crimson_Tower/
https://www.gog.com/en/game/legends_of_amberland_iii_the_crimson_tower

(yes, there is a spelling mistake in the dialogue above, I know)

Legends of Amberland II available on Nintendo Switch and XBOX!

Port of Legends of Amberland II (Nintendo Switch & XBOX)

Legends of Amberland II: The Song of Trees has been released on Nintendo Switch and XBOX. It’s also compatible with Nintendo Switch 2. The game was ported and published on those platforms by Pineapple Works (the same company which ported first Legends of Amberland).

Where to buy:

Trailer:

For Press:

Website (Pineapple Works): https://pineapple.works/project/legends-of-amberland-ii-the-song-of-trees/
Presskit (Silver Lemur Games): https://www.silverlemurgames.com/legendsofamberland2/presskit/

Legends of Amberland version 1.31

Version 1.31 released

This version contains some very boring yet important technical upgrades (solves GFX card problems on some machines) and traditional spelling fixes and translation improvements.

– [misc] Upgraded to the newest engine (which, among other things, has an important improvement of forcing the OS to always use the best GFX card, which solves several potential technical issues).
– [misc] Upgraded third party libraries (among other things some national characters in some languages look more clear now).
– [misc] Translation (PL) improved.
– [misc] Translation (DE) improved.

– [fix] Spellbook button color.
– [fix] Many spelling fixes in the manual.

Announcement Trailer – Legends of Amberland III: The Crimson Tower

Trailer for upcoming Legends of Amberland III

The trailer for Legends of Amberland III: The Crimson Tower, scheduled to be released in December 2025 or early 2026 is available!

Steam: https://store.steampowered.com/app/3823520/Legends_of_Amberland_III_The_Crimson_Tower/
GOG: https://www.gog.com/en/game/legends_of_amberland_iii_the_crimson_tower
Consoles: (Not Available Yet)

Stellar Monarch 2 version 1.24

Version 1.24 released

This version is a bag of various improvements. New ministry events, rebalance of military, a lot of spelling fixes, budget effect adjustments. Mostly small stuff based on your feedback from the forums and Discord.

– [feature] Budget (Fleet) grants extra recruits from Space Academy.

– [balance] Modernizations: “Crew reduction” and “Economic construction” greatly increased efficiency.
– [balance] Ship hulls that have less/more crew required effect have the impact increased from 25% to 33%.
– [balance] Aliens Scanners adjusted (they seemed to have too high numbers, especially on high difficulty levels, now the value is more flat).
– [balance] Cost (Focus points) of firing officers reduced.

– [content] New ministry audience events. Note that those are in editable .lua files, so you can create your own ministry events from now on if you are into modding.

– [fix] In rare cases a non explored planet could have been set as a target for conquest. No longer allowed.
– [fix] A lot of spelling fixes.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland II version 1.24

Version 1.24 released

This version introduced interface improvements, the party creation screen was redesigned and adjustments were made to let the interface work better for odd resolutions and with more verbose languages. Russian language was added and several localization improvements were introduced (useful to translators). Also a small rebalance of one party bonus.

– [interface] Party Create screen redesign. Now professions, races, etc show as a list with only the selected race visible on the right (so now everything fits on all resolutions and all language combinations and fonts are bigger).
– [interface] Improved Character statistics screen (relevant for odd resolutions, most people will see no difference).
– [interface] Auto scroller for NPC dialogue if the text does not fit (never needed if English language is selected, so useful for verbose languages only).
– [interface] Improved inventory, quality tier markers redone into icons.
– [interface] Improved inventory, list of item abilities auto scales based on available space (so the biggest font possible is always used).
– [interface] Languages selector hides non translated languages (so no longer “holes” for reserved languages).

– [balance] Iron Skin party bonus Paralysis resistance changed from +50 to +25 (it was too powerful and made Paralysis resistance from items irrelevant).

– [misc] New translation (RU) available.
– [misc] Localization: redone locale to IDs only (no need to know language symbol at all!)
– [misc] Removed ruleset display from quick menu tooltip (this information is not really needed and was just UI bloat).
– [misc] If safe mode is enabled the game limits frame rate to 30 FPS (to prevent potential CPU/GPU overheat).

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!

Legends of Amberland III available for Wishlisting on Steam & GOG!

Legends of Amberland III: The Crimson Tower is coming to PC soon!

The third installment of the Amberland saga is in development. It will be released on Steam & GOG and later on Nintendo Switch and possibly other consoles. The game is perfectly playable on Steam Deck (as all other parts of the series), and also run flawlessly on Linux and Mac via emulation/compatibility layer.

Planned release: late 2025 / early 2026.

Press kit: https://www.silverlemurgames.com/legendsofamberland3/presskit/

You can wishlist the game here:
* Steam (PC): https://store.steampowered.com/app/3823520/Legends_of_Amberland_III_The_Crimson_Tower/
* GOG (PC): https://www.gog.com/game/legends_of_amberland_iii_the_crimson_tower
(note: it might take up to a few hours before the links are enabled)

Stellar Monarch 2 version 1.23

Version 1.23 released

This version has several balance tweaks (mostly related to the expansion but not only), interface improvements (clarification how things work) and manual improvements (more topics covered). In addition, Fighters get an interesting change, now those can target ships with shield up, but at a penalty, so Fighters became more valuable now. Next, I was playing with Communication Towers mechanic, got a new idea for it but I’m not sure it would be better, so for now I put it as an optional extra rule which you can enable if you wish. The last thing is improvement of safe mode (which you run where you encounter problems), to address some rare issue with some GFX cards.

– [feature] Fighters can target ships with shields up (but as the last resort since half of the bombs will bounce off and miss if shields are operational). This makes Fighters and Heavy Fighters more useful since they can always find a valid target for a bomb run.
– [feature] Extra rule (must be enabled on game start) “Alternative communication towers mechanic”. It alters communication towers mechanic, those become much cheaper (including upkeep) but you have to place those adjacent to each other.

– [interface] Adminstrative pts tooltip show how much total you get per turn.
– [interface] Improved legislation pts tooltip.
– [interface] Improved political marriage tooltip (arranged marriage sources explained).
– [interface] Improved megalopolis tooltip.
– [interface] Improved planetary battle report a bit.
– [interface] Added range of starbase to “build starbase” button tooltip.
– [interface] Starmap Base map mode shows also range markers.
– [interface] Main menu news notice box beautified.

– [misc] If safe mode is enabled the game limits frame rate to 30 FPS (to prevent potential CPU/GPU overheat).
– [misc] There is a delay of 1/10 of a second between pressing End Turn multiple times (to prevent overheat on some machines, plus it partially prevents accidentally holding ENTER key). The delay is disabled when in Tester Mode.
– [misc] Auto limit FPS (for a few seconds) when running the Game Mode first time (like after New Game or loading from a save) to prevent “underheat” on some GPUs.
– [misc] Removed “Purchase expansion” button if expansion is present.
– [misc] Hawk Eye and Combat Recon ship hulls had data link bonus but no Data Link itself (illogical).
– [misc] Other small changes.

– [balance] Base Rebel points growth +5.
– [balance] Ships manufacturing cost increases/decreases with difficulty level.

– [expansion] if Expansion #1 active Base Rebel points growth +5 (to offset Propaganda Tradition gain).
– [expansion] Industrial Mongers tradition: +25% Food processing efficiency bonus per level (previously +50%).
– [expansion] Intrigue increases each audience a bit (affected by difficulty level).
– [expansion] Star Knights regular operations (and Master of the Order) event options made weaker and more expensive in terms of Intrigue.

– [manual] Chapter #3 added Secrets, Favors, Great Council, Banquet, better explanation of Political Marriage.
– [manual] Chapter #5 added Centralization, Stability.

– [fix] Create dynasty screen showed uniform of the Emperor as if this was a vassal house.
– [fix] Small cosmetic fixes.

Reminders
You can follow my Steam Developer Page if you wish to be notified each time a new game or expansions is being released.

Also, if you have a moment to leave a Steam review of the game it would be appreciated. It makes a big difference to an indie developer like me. Thanks!