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.
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
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
With Chapter 1 of the campaign complete, we’ve shifted our focus to improving game mechanics and adding a few features we’ve been putting off for a while. First of all, we finally finished the artwork for our second biome: snow. … Continued
We’ve just released our second public test – here is what to expect, as well as what we need from you. It’s been a month and a half since our last test, and a lot has changed since then. Many of these … Continued
The upcoming public test will feature the first four missions (plus a closing cutscene) of Harvested’s campaign. Unlike the missions in the previous test, these missions contain dialog, named characters, unique buildings, a series of objectives, and more. We have … Continued