Author Archives: Chris

Stellar Monarch & Stellar Monarch 2 on GOG!

Stellar Monarch series coming to GOG!

I’m happy to announce that Stellar Monarch and Stellar Monarch 2 (with all existing and future expansion packs) will be available on GOG. Both games will feature Galaxy store online achievements (identical to Steam version). The games will be officially available on GOG very soon.

Links:
https://www.gog.com/game/stellar_monarch
https://www.gog.com/game/stellar_monarch_the_age_of_technology
https://www.gog.com/game/stellar_monarch_2

The design philosophy of sequel to Legends of Amberland

This is an overview of the design direction for Legends of Amberland II. It does not list exact features, but more like design principles on a more abstract level. Probably this would be most interesting to game designers and developers than regular players, but who knows.

Overall, it’s a direct sequel, like 90% code will be reused. If you liked the first game there are extremely high odds you will like that one too, if you hated the predecessor you will hate that one as well. But if you liked the first one but found it lacking there are decent odds the parts you did not like would be improved. As a principle, it’s an evolution, not a revolution. It will be basically a very similar game with various improvements, adjustments, slight changes in the design principles and other changes, but the nature and premise will stay the same.

Lessons learned from the first Legends of Amberland

While I was reading various articles, reviews and forum posts about Amberland I noticed an interesting thing. The things I had fun to make were valued very high by the players, while things that I did not enjoyed making were valued as poor or mediocre. Take as an example the overworld map (which I had blast making) vs underground levels (which I did not enjoy making that much). Overworld was evaluated as super fun to travel while dungeons were frequently evaluated as merely passable. It applies to other aspects of the game as well. Which lead me to a decision to alter the development process by adding an additional criteria, which is “do I have fun making it?”. Of course this would not apply to to UI, bug fixing, technical stuff, which obviously has to be done and it’s always tiresome and boring. But for the gameplay related things I would add such step and I feel it should result in a better game.

Another observation, all design goals I wanted to achieve were actually achieved, but… Sometimes, the cure was worse than the disease. For example “make shop items useful and make them decently priced so there is a decision to be made what should be bought” was achieved, everyone wants to buy the additional Girdle of Carrying and its price is far from trivial even in the late game. So, yes, I was able to “fix” the long lasting problems of basically any other RPG… but it resulted in side effects that negated the whole gain. Basically, a non trivial amount of players was simply sad they can not afford everything (which was the goal mind you, perfectly executed). Therefore, I decided to more carefully examine my design goals, especially if those were contrary to classic RPG design choices in other games. It made me realize that many, very stupid at a glance, limitations and cliches of RPGs are there for a reason, usually an important one and not visible at the surface. Definitely more care needs to be taken when it comes to innovation and wild ideas on this field.

Story of the first Amberland had two strong pillars (world lore and characters) and one weak pillar (plot). Lore was evaluated as super consistent, logical and with an excellent mood, not a single complain, a lot of praise, no alteration here needed at all. Characters (NPCs) were frequently valued highly for their lines and personality, no complains, can carry on with the same style. Plot was the part that many people evaluated as mediocre, some even as poor. While there were no terrible ratings of the plot there definitely is a problem with that aspect of the story. I was thinking about the reasons for a longer while, so I could made whole separate post about it, but the short analysis is this. The plot was too complex and too subtle (most people did not understood it, especially the relation between the spell of forgetfulness and the crown) and therefore it was classified as cliche (yes, not something one could guess is even possible). Next problem was related to lack of the final boss, which was confusing (yep, there was no final boss in first Amberland, the one you meet at the end is not the final boss), also environmental storytelling was lacking. The interesting thing is that when I inquired players and asked “what you think was the real story behind all those events” they did guess it right, despite at first claiming something else, so it’s not that it was too subtle or confusing… Anyway, definitely a different approach to plot is needed.

Many other small things. The list could go on much longer, there are other smaller observations like the Great Desert perceived unbalance, lack of magical staves, etc. These all were taken into consideration and many (maybe most?) of those are planned to be addressed in some form or another.

Design choices for Legends of Amberland II

I decided to alter my approach to the sequel design based on the analysis above. Note it will not list any exact features, it’s more like a general direction or a mindset I’m using for the sequel.

1. Respect the players’ time but do not obsess over it.

To my surprise I got zero, null, not a single one complain that the game was too long. I strived hard to compress the experience and remove every single boring part or potentially boring part. It proved too be too excessive, a more lenient approach would be better. Especially since all my games are anty micro-management in principle, so actually there is no real danger of me ever making a game that is heavy on the grind side, even if I tried and was paid a lot of money. My default game designer’s mindset prevent me from it. So, a more lenient approach, where I merely respect the player’s time but not obsess over it should result in a better game.

2. More RPG and less roguelike.

My background is from the roguelikes community, I do love resources management. I feel I might have leaned slightly too much towards a roguelike in the first Amberland (for example I knew during the development how much gold total is in the game and how many shop items the player can afford, a bit too excessive). So I decided to go more in the RPG direction. With a more lenient economy and less control over experience/gold, especially since the core balance turned out to be better than I expected. Also, the pillar of the game is “exploration” not resources management, so I will align other features to support it.

3. Observe the classic RPG design principles.

While innovation is nice I will now double check the validity of each decision especially if such decision is contrary to the classic RPG design. For example the damage/HP ratio problem, which was intended as an innovation and later had to be patched. Now each such decision will be accompanied with “why they did it that way” question before being implemented.

4. Advanced mechanics.

The encumbrance system was very, very well received. Such modern systems, easy to explain and deep in concept are good to be integrated with the game and those do not hinder the nostalgia feel of the game at all. While there is not much space to include many more such mechanics, the overall direction is good and more such mechanics can be considered for addition. Overall, examining the feedback, I feel the players would be willing to process a few more such intuitive yet deep mechanics so I feel I can afford to grab deeper into my designer’s chest and grab a few slightly heavier parts without making the game too complex if needed.

Getting into the mood, the proper mindset is the key to success.

Summary

There will be changes in some mechanics, but not to the extend of changing the nature of the game but rather for the purpose of replacing the parts that were not that great in hindsight (for example items will be a mixture of semi randomly generated regular items and a bunch of handcrafted unique items). Definitely I want to avoid “hey, let’s making something new here for the sake of being new” and only incorporate stuff that truly enrich the gameplay. In addition, the approach to several design philosophies will be changed to better suit the strong points of the game and the genre. Overall, the goal is to make the same kind of game as the first one, but even better and even more fun.

Legends of Amberland version 1.27.1

Version 1.27.1 released

A trivial update to fix one bug. The previous version had third party libraries upgrade which turned out to contain a bug which was fixed in the next version of the library. It affected only v1.27 since it was the only version which had the specific library version which contained the bug. The bug was causing problems with audio playback. This version upgrades that library to the newest version and therefore removes the problem.

– [fix] Updated third party libraries to the newest version which fixes the audio bug introduced in the third party libraries update introduced in v1.27. In short, there was an audio problem which occurred only in v1.27 and this fixes it.

Legends of Amberland version 1.27

Version 1.27 released

This version focuses on gamepad support and SteamDeck support. Now the game can be fully played using gamepad without the need for mouse or keyboard, this includes built in virtual keyboard for entering text into input fields (which does not rely on Steam API and can be used standalone). In addition load/save interface was fully redesigned and made more clear and convenient to use.

Note that the exact gamepad model support might vary, so it’s not guaranteed your gamepad will work and/or it might require configuring first.

– [misc] SteamDeck start with Gamepad enabled by default (PC plugged gamepads still require experimental features enabled).
– [misc] Exposed gamepad configuration in “data/gamecontrollerdb.txt”, so you might attempt to reconfigure your gamepad if it’s not mapped correctly.
– [misc] Technical update (the newest version of third party libraries).

– [interface] Title screen updated to make the title font consistent with the fonts used in the new banners.
– [interface] Main menu bottom buttons and text auto resized (useful for very high resolutions).
– [interface] The input field to enter hero name can be selected via keyboard (so able to create party without using the mouse).
– [interface] Launches the virtual keyboard when attempting to enter hero name if a gamepad is plugged in.
– [interface] Redesigned Load/Save screen. Now fully keyboard and gamepad friendly (and also slightly more intuitive).
– [interface] The text input field on New Save launches the virtual keyboard if a gamepad is plugged in.
– [interface] Load/Save screen has now disabled scrolling when a confirmation box is active.
– [interface] Various small improvements of the Load/Save screen.
– [interface] Now “LT” is listed as fists on the buttons combo (to avoid confusion, since it needs to be held first).
– [interface] Center gamepad hints position on buttons (prettier in some rarer screen resolutions).
– [interface] Gamepad hints for movement buttons (when held the “RT” help button).
– [interface] More gamepad hints in various places (on all Back buttons, notice on new game that “RT” shows help, etc).

– [fix] Incorrect position of input box on load/save screen.
– [fix] Incorrect mouse clicking zone on levers interaction via mouse when facing some directions (not that anyone uses mouse for it, but still).

Stellar Monarch 2 version 1.12

Version 1.12 released

This is a pretty boring update with a few low priority fixes, interface improvements and some technical stuff. The only item from the list below that could potentially make you mildly excited is the optional notification when you accumulate enough legislation points to pas a new law. That is unless you play on SteamDeck or have a bad eyesight, in such case you might find this version revolutionary due to the font sizes adjustments. Basically all texts were reviewed on the size criteria and many texts that were very tiny became upgraded to a decent font size.

– [misc] Technical update (newest version of various libraries).

– [interface] Increased font size in several places, especially the very small font was increased significantly, so now everything is readable even on SteamDeck. Basically all tiny texts were enlarged significantly.
– [interface] Fleet details screen improved (displayed average statistics and officers centered).
– [interface] Optional notification when you have enough legislation points to enact a new law. Can be disabled in options.
– [interface] Other small improvements.

– [fix] Incorrect Stability instead of Centralization on Victory/game over screen.
– [fix] ESC key now always closes any open confirmation window (in some rare circumstances the confirmation window stayed open blocking the whole interface).
– [fix] Reforms priority button glitch.

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 platforms and date decided

The next instalment of the Amberland series comes to Steam, GOG and Nintendo Switch in 2023!

In the last month I was signing papers, negotiating, discussing schedules and planning stuff. So, here it is, the release plan of Legends of Amberland II: The Song of Trees.

– The game comes to Steam (PC). Store link: https://store.steampowered.com/app/2110840/Legends_of_Amberland_II_The_Song_of_Trees/
– The game comes to GOG (PC). Store link: https://www.gog.com/game/legends_of_amberland_ii_the_song_of_trees
– The game is basically guaranteed to come to Nintendo Switch (console). I have signed the letter of intent with Pineapple Works, the guys behind the excellent port of the predecessor, to port and publish the game on Nintendo Switch. So, based on my prior experience with them, I would say there will be no problems.
– The game might be ported to other consoles as well. It’s being examined if it’s feasible technically and financially, so maybe. In case the game were to be ported to additional consoles it would be done after the release.

The planned date of the release is 2023. It’s not decided yet if this will be a simultaneous launch on all platforms or maybe PC version would be done first. Not sure yet. Similarly, it’s not decided yet to which languages the game will be localized yet (but English, German and French localizations are guaranteed) and if the localization will be ready upon release or as a patch later. Still, all of those (Steam, GOG, Nintendo Switch in at least 3 languages) are planned to be concluded by the end of 2023.

If you want to know more, here is the presskit.

Dropping support for Windows 8 and 8.1

Windows 8 and 8.1 is no longer officially supported (all games)

Historically, most technical problems reported were related to Win 8/8.1. By this I mean like more than 50% reports total among all games, ever reported. I would say, it’s the most troublesome system ever released. In addition a very minuscule number of people use it nowadays, and even those who do, seem to have a second OS on another machine anyway. Which also means, I have harder and harder time to find testers to test it on that machine. The last thing is, I use various third party software for the engine and, well, let’s say that the maintainers of this software do not treat Win 8/8.1 support as a priority. All this combined lead me to decide it’s time to stop supporting this OS.

Note that Windows XP is still supported (at least for now).

Currently supported:
Windows 11, Windows 10, Windows 7, Windows XP.
Linux (flawless emulation on Linux via any compatibility layer, especially Proton, regularly tested).
Mac (unconfirmed, but I got reports it runs without problems on M1 Mac via emulation).

Stellar Monarch 2 version 1.11

Version 1.11 released

This version is intended to address various points raised in the “What do you find confusing” forum topic. While I tried to explain various concepts, I got a few times an idea how to better implement the thing that was confusing. For example governors’ statistics were adjusted heavily (instead of an unintuitive security rating boost now competence of governors simply adds a bonus to cities output and infrastructure points generation). There are now more descriptive tooltips and extended manual with more details. In addition, several changes were made which were at the border between a feature and a fix (mostly related to aliens). The last thing is an improvement of the interface, mostly aimed at better visibility on high resolutions (bigger fonts and dynamic sized fonts where possible). Overall, there is a bunch of changes but all those are very intuitive.

– [feature] Mechatrons implemented (can activate at an unspecified turn).

– [misc] Updated in-game help (added Rebellion chapter and listed all effects of all statistics of personnel).
– [misc] Arachnians will no longer wake up if their homeworld is lost, they will also instantly hibernate in such case.
– [misc] CyberMarch will become inactive (no more offensive operations) if their capital is lost.
– [misc] Governor’s Competence grants a bonus to cities output and infrastructure points generation. Governor’s Competence no longer affects Security rating of the planet.
– [misc] Fleets Loyalty affects SpecOps during rebellion.

– [balance] Extra defenses for CyberMarch near their capital. Also increased their power.

– [interface] Help improved (back buttons on all pages, bigger default font size).
– [interface] Ministry expansion naming unified (in some tooltips it was called level, in some called expansion and in some extension). Also added a better explanation that it increases effective Competence of the minister.
– [interface] Improved Aliens overview (list peace/war status, bigger fonts, more colors, etc).
– [interface] Bigger font size on Aliens description screen (will auto shrink to a smaller one if does not fit on the screen).
– [interface] Bigger font size on aliens portrait name (will auto shrink to a smaller one if does not fit).
– [interface] Bigger font size on Resources and Astronomy minimap planet highlight.
– [interface] Governor’s tooltip lists all effects of all statistics.

– [fix] Charisma of governors had no effect whatsoever. Now it’s added properly as a source of happiness from government. For clarity, the happiness from government on the happiness tooltip was split into two sources, one for Court and one for Governors.
– [fix] CyberMarch marking all planets as ready for conquest after losing their capital.
– [fix] Incorrect display of research points from blue sun on the Astronomy minimap tooltip.

Stellar Monarch 2 version 1.10

Version 1.10 released

This version is intended to address the early v1.00 feedback, mostly related to things which are confusing when playing the first time and some minor features. In addition AI was fine-tuned and it contains one fix which altogether will make Admirals and Imperial High Command react to your orders better. There was also reset modernizations button added.

– [feature] Reset modernizations option (on ships screen) to let experiment freely with ships setup.

– [misc] Emergency reinforcements for planets under invasion made a higher priority than conquest/retake lost planet orders.
– [misc] Improved Admirals & High Command AI to better prioritize targets.

– [interface] Made granting honorary titles more intuitive (now all noble born have “Grant honorary title” button, but greyed out if ineligible, also with a tooltip explaining who and why).
– [interface] Rename noble house option (on houses screen).
– [interface] Help supports colored “bold” text.

– [fix] Admirals AI not sending emergency reinforcements to planets under ground invasion.
– [fix] Small 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!

Stellar Monarch 2 version 1.00

Version 1.00 released

Finally, the day has come. The final version 1.00 is out! It does not mean the development has ended, but from now on the focus will be different. No more experimental drastic changes and crazy ideas, but more polish, balance adjustments, interface improvements and so on. This version has very few changes compared to the v0.90 since almost no bugs were reported in the meantime.

I would like to thank the early access community, all the people who provided comments, saves, bug reports, etc. It was a pleasure making this game with you all! Thanks!

– [feature] In-game manual (replacing the old encyclopedia).

– [balance] Event with 10’000 administrative points cost adjusted to make it cost less.

– [fix] Rare Absolute Monarchy bug not removing “red” agendas when those triggered the same turn the Absolute Monarchy went into effect.

Compatibility note: All savefiles from Early Access are incompatible with the full release version. Note that all E.A. beta branches will stay for around a month to let you finish any potential game in progress and then those E.A. betas will be deleted. From this point on saves compatibility is considered a high priority and it’s very likely those will never change.