[/p][p][dynamiclink href="https://store.steampowered.com/app/1355900?snr=1_5_9_"][/dynamiclink]If you enjoyed the tactical depth of Fort Triumph, we think you’ll love where we’re taking the genre next.[/p][p][/p][p]We’re a small indie team with a massive vision. If you want to support us, Wishlisting Tattered Banners right now is the single biggest thing you can do.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/28487312/20917a5e6196ad899fc8ab001461d70b9afa4e41.png"][/img][/p]
Join the Playtest & Shape the World
[p]Tattered Banners will be coming to Early Access later this year. In the coming months, we’ll be opening playtests to the public, and feedback from the community is going to be essential in creating the best game possible. We want players to help find the weird, emergent stories that happen when thousands of mercenaries start torching farms and bribing noblemen.[/p][p]How to join:[/p][olist][*][p]Head over to the Tattered Banners Steam Page.[/p][/*][*][p]Click the "Request Access" button under the Playtest header.[/p][/*][*][p]Eagerly await the next round of testers.[/p][/*][*][p]Join our https://discord.gg/3HkWdCF79M to discuss your findings with the team![/p][/*][/olist][p][img src="https://clan.akamai.steamstatic.com/images/28487312/0c82e09db1826b6885c87d6a16445da608b7c2d0.png"][/img][/p]More about the Game
[p]There are many systems and ideas we want to talk about, and we’ll be going in-depth on each of them in the coming months. To go a little into the core features - [/p][p][/p][p]A Changing World [/p][p]Everything is interconnected. Torch a farm for a noble’s contract, and you’ll trigger a local food shortage. That creates refugees, who attract nearby bandits. As the bandits grow rich, they field higher-tier units, disrupt trade routes, and even ransack cities. [/p][p][/p][p]Dynamic World Interactions [/p][p]Players can interact with the world by raiding, bribing, stealing, assassination, spying, laying siege and more, enabling a lot of freedom and emergent outcomes [/p][p][/p][p]Mission Variety [/p][p]The intersection of world locations, the simulation's state, and player interactions ensures that no two tactical encounters are the same. A contract to torch a farm plays as a quick hit-and-run strike, while escorting a merchant caravan through bandit-infested territory or storming a starved castle's battlements demand entirely different tactical objectives and outcomes. [/p][p][/p][p]Progression Through Exploration[/p][p]We’ve replaced skill trees with world-driven discovery. New world interactions are learned through exploration, rumors, and manipulating the simulation to certain conditions. For example:[/p]- [p]A bandit leader may teach raiding - but only if well-guarded wealthy caravans pass in his area and he needs the extra muscle[/p][/*]
- [p]A forest witch may reveal how to poison wells should settlements encroach on her land[/p][/*]
- [p]A mine foreman facing shortages may teach players how to steal supplies to meet production quotas[/p][/*]
