I love indie developers because they keep making some of the most weird and wonderful combinations, and a recent discovery is Artificer's Tower. The devs say it's a "cozy colony sim resource management game that features base-building, tower defense systems, and powerful enemies to defeat".
Check out the most recent teaser trailer:
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In a recent news post the developer mentioned the previously implemented controller support, and now they've moved onto optimising the interface for the Steam Deck and it has proven to be quite complex for their game. Nice to see another developer ensuring it works well, looks like fun!
Game Features:
- Defend Your Base: Fill the entrance of your tower with traps and watch as the monsters trying to take down your tower drop like flies.
- Manage Your Mages: Keep your tower running like a well-oiled magical machine by managing your mages. Pay them generous wages, fulfill their needs and keep them happy.
- Summon Powerful Bosses: Challenge the biggest bad guys in their area and their lackeys. Show off your tower’s strength by defeating these foes and taking home all the bragging rights.
- Train and Practice: Train your next generation of powerful wizards! Watch as they grow from low-potential, bumbling novices to full-fledged artificers.
- Flex Your Alchemy Skills: Start with simple recipes and watch as your expertise grows and you can start making even more advanced items. Invest research into administration so you can spend less time micromanaging your mages.
There's a Native Linux demo available on Steam. It's due to release in April according to the Steam page.
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2 comments
QuoteInvest research into administration so you can spend less time micromanaging your mages.Now that could be a very cool concept. I mean, in games where you've got management and growth, the question of how much micromanagement is good comes up all the time. And the thing is that at the beginning, when you've got just a few things to manage and not a lot of resources, you tend to want a good deal of micromanagement so you can spend every last whatchamabob effectively to get growth and avoid disaster. And it's not that huge a chore, because there are few things to manage.
But later on, when you've got a lot of things, complication starts to pile up, and what you gain in hands-on management you may lose by getting lost in the details. And it gets boring to be doing the same management on lots and lots of things.
So with a lot of games, however the level of abstraction vs micromanagement is balanced, it can be unsatisfactory at one or another stage of the game. It's an intractable problem. But with this, you naturally start out with a lot of micromanagement and as you grow, you can naturally reduce it by researching new administration techniques. It's a very clever idea. Of course, how well it works in practice would be down to the execution, but the basic concept seems really smart.
Last edited by Purple Library Guy on 12 March 2024 at 5:37 pm UTC
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Rodent Games is such a cute developer name
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