We’ve posted the alpha test we demonstrated at MAGFest on our IndieDB page – check it out here. We plan to follow it up with a build that responds to the feedback received from testers at MAGFest.
Our third monthly update doubles our content with 25 new levels, new mechanics, and a GUI overhaul. It also marks our move to an ad-supported model. The new 25-mission campaign features our most challenging levels. In additional to all prior … Continued
This is a number I never expected to see. Less than a month after we hit our 5,000 downloads milestone we’ve now hit 10,000 total installs on Android. We are now averaging nearly 200 downloads each day and our rating … Continued
Features new art work, overhauled interface, new enemies, new maps, improved AI, additional resolution support, and new buildings. Tutorials are integrated into campaign mode. Basic controls: Arrow keys/ASWD to move, LMB to shoot, RMB to interact. The goal of the … Continued
For the last several weeks development has been heavily focused on improving enemy mechanics. Most notably, we have added our first healing unit, the Multis Shaman, and introduced battalions. Shamans save enemy units from falling victims to attrition … Continued
Sorry we’ve been quiet for a few weeks – a few (big) things have been going on in the background and we wanted to wait to announce them until we were ready to talk about them. Now, that time has … Continued
Trenches of War, another game by the team working on Harvested, was originally released for web in August 2014. A little over a year later, it made the move to Android. This transition was mostly an interface overhaul – larger, … Continued
As we prepare for our (hopefully soon) Mac/Linux test, I’ve stepped back from adding features and focused more on optimizations. The most notable optimization is the shadow system. All non-moving objects on the map are now assigned to chunks, which … Continued