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Super Roman Conquest
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Genre: Action, Strategy
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player
Posted:
Updated:
Nov 4, 2013 @ 3:34pm
Jul 2 @ 12:18pm

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Recent Announcements View All (8)
Combat System Updates + New Animations
Alpha

Two weeks ago marked the launch of our Alpha 0.1 build to our Alpha Reward Tier backers. This early release features some of the systems that make up the foundation of the player’s experience on the campaign map. The build allows players to move from location to location, experience a small variety of random decisions, and fight battles on a handful of encounters. As we move forward we’ll continue to add additional events and levels along with a variety of new units that will give a greater diversity to player tactics within encounters.

Combat System

Now that the bones of the campaign map have been set we’ve moved on to give some much needed engineering love to the combat system of SRC. We’re committed to having dynamic and entertaining combat within the encounters and have managed to make significant improvements to the overall system. Take a look at the gif below to get a better idea of what I’m talking about. To see more, check out the YouTube links below the clip.



More Combat Footage

Backer Rewards

We’re working to design all the backer rewards our early supporters earned through their various reward tiers starting with the $60 LEGATUS TIER and above. As we detailed in a previous update, we had some initial trouble getting the image on the mug just right but after a few rounds of color correction were finally able to get what we wanted. Here are some behind the scenes photos of the creation of the first round of rewards.














Next Steps


In the next couple of weeks we’re looking to refine squad control and navigation - giving players precise control over their forces in the most accessible way. We look forward to sharing more with you all as we complete future milestones.

As always, sign up for our forums, especially if you're an alpha or beta backer and would like get your hands on the build. Alpha backers and above, simply request to join the Magistrates Tier to get your build.

Forum Link [www.seacliffinteractive.com]

- Matt & Tim

SRC Pre-Alpha demo available!
Planned Features
As this is a very early pre-alpha build, almost everything you see here is not in final form. Here's our take on the current state of the systems, and our planned work:

Combat -- Currently the combat system is just based on two units draining each other's health until one wins. Our design is to have groups matter in combat -- allies behind the front lines will still contribute to offensive and defensive ratings. Combat will be more stat based, with proper defense/attack attributes that can be upgraded. Flanking and backstabbing will be effective.

Unit Control/Movement -- Currently units just move in a direction they're told, without much squad awareness. Our goal is to create Squad AI that allows the player to just set a waypoint or position, and the squad navigates through the map to their destination. At the very least, the Squad should move in unison, rather like a snake with a leader as the head.

Enemies -- Enemies currently just bounce between two points on the map, with occasional "agro" that allows them to chase the player. Our goal is have proper line-of-sight and pathfinding for the enemies, so they will chase after the player a certain distance, preventing exploitative behaviors like kiting enemies to the edge of their boundaries.

Art/Animation/Sound -- As we've mentioned, all the art and sound you see and hear is placeholder. The funds we earned through Kickstarter are currently being used to contract out artwork, sound and music.

Campaign Map -- Current Campaign Map is a mock-up of the final Campaign Map design, with a few options for choice and upgrades but only a small slice. The design calls for individual unit upgrades, stat tracking, and levels. Siege weaponry was absent from this build but will be available through purchases made in the Campaign Map. Many more campaign stats will be added. Enemy movement will be tracked through the map as it you draw your course between encounters.

Events and Encounters -- Hinted at in this build are the semi-random events and encounters planned for SRC. Players will occasionally interact with NPCs along the road or at certain locations, or even Rome itself. These interactions will be in the form of dialog sequences that result in some gain/loss to the campaign based on the player decisions.


Known Issues / Bugs:

* Playing with increased game speed can result in stuck units on lower frame-rate machines.
* Engineer construction can sometimes be spotty. Move the engineers around and try again if it fails.
* Groups of units stack up and overlap with each other.
* Camera transitions at Crossing Points is spotty.
* The Tutorial can start repeating the wrong message. If this happens use the 'RESET' button to restart the level.
* Enemy units can get stuck and stop moving
* Game Speed control buttons don't match keyboard shortcuts (J,K,L)
* Regrouping units on different layers will cause some units to Halt
* Enemies retreat after killing a player to their right side
* Dead untis can sometimes be added to a Squad (simply reform your squad to correct this).


Controls:
Movement
A: Move units Left
D: Move units Right
S: Queue units Transition Down
W: Queue units Transition Up
F: Halt units
G (When near tent): Garrison unit

Unit Selection
Q: Select unit to Left
E: Select unit to Right
R: Regroup units
Right Click: Select matching units / Select squad
Left Click: Select single unit
Shift + Drag: Box select units
1-4: Select squads 1-4
Shift 1-4: Assign squads 1-4

Misc
J: Reduce game speed by half
K: Normal game speed
L: Double game speed
TAB: Select camp
F1-F4 (with Camp selected): Deploy units by type

Description
Release date: Summer 2014
Super Roman Conquest is a side-scrolling strategy game that gives you full control of your troops within a multi-layered, 3D landscape. Developed by veterans of LucasArts, SRC blends our formative PC-gaming past with modern RTS design elements and a deep Campaign Mode progression.


Animation Pre-Viz

Command Your Legion
Give specific movement orders to your troops, send them to attack or fire arrows, and utilize special abilities -- Engineers can construct helpful tools, Doctors can heal, and more.

Move in All Directions
Units can be ordered to move deeper into the landscape, exponentially increasing the depth and complexity of typical sidescrolling strategy games (admittedly there aren't many).This allows you to use familiar RTS tactics -- set up ambushes, distract and flank enemies, or tactically retreat to fight another day. Find a leadership style that fits you; there is more than one way to achieve victory in SRC.

Plan Your Conquest
Between battles with your enemies, you will find yourself in the meta game of the Campaign Map. This serves as your hub between encounters, allowing you to manage your army, plot your campaign, monitor the enemy, and make key decisions during regional events.

Upgrade Your Legion
Upgrading your troop's equipment and abilities is critical to a successful campaign. As your veteran legions continually risk life and limb for your glory, it’s important to increase their fighting stats and reward them with superior equipment. Be diligent, because if you don’t reward your most devoted troops often you may face mutiny or desertion.


Concept Paint-Over

Take command of Historically-themed units:
Centurions
Legionnaires
Auxilia
Cavalrymen
Medicii (Doctors)
Architecti (Engineers)

Battle enemies of Ancient Rome:
Germania
Parthian Empire (Persia)
Caledonia (Ancient Scotland)
pre-Gallic Empire

Note -- all art you see here is placeholder. Part of our Kickstarter funding is set aside to contract some of our favorite pixel artists in the industry
100 Comments
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Seacliff Interactive  [author] Jul 11 @ 4:26pm 
@alanmgrady - That's good because that's EXACTLY what you'll be doing!
Seacliff Interactive  [author] Jul 11 @ 4:25pm 
@Trouserman - I hear you, man. We had some videos up earlier but we've updated so much art that they were no longer representative of how the game looked so I took them down. We've been super busy on other features lately but have a new gameplay video on the To-Do List. When we have one, Steam will be the first to know!
Seacliff Interactive  [author] Jul 11 @ 4:23pm 
@Xaisar - Thanks, man! I've always wanted to say this: when it's ready... :)
alanmgrady Jul 8 @ 5:44pm 
Looking forwards to raining fire on my enemies, with fire arrows!
Trouserman Jul 7 @ 11:06am 
Animated logo, yet no actual gameplay video?
Xaisar Jul 5 @ 3:11am 
I'm wondering when this masterpiece will be released
Hur4c4n Jul 2 @ 5:35pm 
Upvoted, nice animations
Seacliff Interactive  [author] Jun 24 @ 4:32pm 
@Josh - Thanks man! We really appreciate the support.
the8bither0 Jun 19 @ 10:24pm 
You guys get a vote from me. Happy to support this title in any way that I can! (this is Josh from the First Assault Team BTW)
Seacliff Interactive  [author] Jun 2 @ 3:24pm 
@MOMO - Thanks! We're working hard getting the game ready for submission to IndieCade so should be able to share some hotness soon. We appreciate the support!