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Siegecraft Commander
Oct 16, 2013 @ 9:11pm
Recent Announcements View All (2)
Playable races - Humans, Lizardmen and the Undead!
SCC is alive!
Siegecraft Commander is a new strategy game in the Siegecraft universe for one to four players, in which player action, whether building, attacking or defending, is achieved by flinging a projectile from a tower. Players must carefully plan the location of the towers and walls of their fortress network, because walls connecting launched towers may not intersect and if a tower is destroyed, all towers built by that tower (or built by its children) are eliminated in a cascade of destruction. Simple controls and an easy-to-learn set of game units interact in subtle ways to yield a rich tactical experience.

Siegecraft Commander is heavily inspired by the game MoonBase Commander. Players construct a base in the form of a sprawling, branching web-like fortress of towers connected by ramparts. Each tower has a unique function with its own defensive abilities or set of projectiles it can launch--every action the player takes is by launching a projectile of some sort. Towers are built where they land, and special projectiles may have an effect on the point they strike or may have some other special ability which they perform in the air.

When a tower is destroyed, every tower built by that tower is also destroyed in a domino-like cascade of exploding walls and towers. Players must therefore plan their fortresses carefully, and protect their important inner towers with well-placed defences as they expand. Spacial planning and area control are key to a successful battle.

In single-player mode the player will be up against a full-length campaign of levels in which they must either:
  • Penetrate the puzzle-like defenses of pre-designed enemy fortresses,
  • Defend against waves of enemy lizards using Tower Defence-like strategies, while expanding their base and destroying the lizard-spawning structures,
  • Engage in a symmetrical strategic battle against an AI opponent constructing its own base,
  • or a combination of any or all of the above depending on the level.

Players may also engage in hot-seat local multiplayer on the same device or online internet multiplayer, with a selection of different optional game rules, maps, and game modes and AI bots to choose from. Additionally, while typical gameplay is turn-based, the turn-based structure of the game is being planned with a view to also including a real-time internet multiplayer mode in which players can control their bases simultaneously, in which speed and tower-flinging skill becomes just as important as careful tactical thinking.

  • Internet turn-based - 2-4 Players take turns firing a single projectile each, with enemy shots (where visible if fog of war is enabled) being replayed before a turn starts. Players may navigate their base and plan their actions while the active player is taking their turn. A turn clock (of between 15 and 150 seconds) may optionally be selected for this mode as a lobby option, to keep the game fast-paced--the active player simply loses their turn and play continues if the turn clock is allowed to elapse.
  • Internet asynchronous - Intended for long, relaxed games. Exactly like turn-based mode except that players do not need to be connected simultaneously to play. Players complete their moves in order and players are notified when it is their turn to play.
  • Internet real-time - 2-4 players take their turns simultaneously, with no turn order: players are free to launch projectiles as quickly as they like, with the only restrictions being the speed with which a player can aim, time wasted on flubbed shots or poor base planning, and tower cooldowns which are translated into a time-based countdown (ie a one turn cooldown may take 4 seconds to elapse in this mode). Mobile units move continuously instead of between turns (possibly at reduced speed, with the degree to which their speed is reduced being an option in the lobby), and there is no automatic camera tracking of enemy projectiles--players are responsible for panning the camera around and keeping tabs on their opponents.
  • Local hotseat - 2-4 players on the same device or computer, an experience very similar to an asynchronous turn based game. The game is played hot seat, where each turn players can press a button to continue play. Enemy shots are replayed when a player starts their turn exactly as they would be in an ordinary turn-based game.

After selecting a mode, the host enters a lobby where they can select the multiplayer map to use, any optional rules, and team options, if any. The host may also choose to fill some player slots with AI bots.
  • Free For All: No teams selected; all players attempt to defend their own territory while destroying their opponents’ keeps. The last remaining player is the winner.
  • Team Match: Players join one of two or three teams, and win when all opponents on the opposing team are eliminated. This allows Co-Operative play of two types:
    • Players may join one team, and then populate the opposing team or teams with AI bots.
    • Some maps may contain elements of enemy bases and unit spawners as featured in the single-player campaign: on these maps players may choose to align on the same team and work together to defend against the lizard swarm. The players need to work together to build an effective base and avoid getting in one another’s way.
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InvaderFelix Nov 1, 2015 @ 2:32am 
Caught you guys at PAX Aus 2015, I hope you get green lighted for Steam soon!
Blowfish Studios  [author] Sep 28, 2015 @ 4:40am 
Wow, that's really cool you got to try this at TGS! We had an awesome time there :)
Tatuichi Sep 23, 2015 @ 9:37pm 
I played this on TGS2015 and I really liked it.
I'm waiting for it to come up on Steam.
Blowfish Studios  [author] Jan 8, 2014 @ 12:49am 
Thanks all! We are actually in the process now of preparing the full Greenlight submission. Then we will be able to show actual gameplay video footage so you can see the type of gameplay.
Gravilion Jan 5, 2014 @ 4:25am 
Я бы купил и с удлвольствием бы играл
LIONardo di caprio Dec 23, 2013 @ 11:35pm 
I really love tower-defense games and I think your game have a great potential. The graphic also looks interesting.
I hope I could see more the gameplay details on a video because I have never see tower-vs-tower mechanic before.. Usually I play the traditional ones (only build and placing towers, while the enemy just walk from point A/start to point B/finish)
Blowfish Studios  [author] Oct 28, 2013 @ 10:49pm 
Today we updated the Human Commander render and also uploaded a WIP of the Undead Keep 3D model showing how it translated from the 2D concept art.
Grunklefuk Oct 26, 2013 @ 10:34pm 
Extremely interesting. I would love to see more.
Guip Oct 26, 2013 @ 8:50am 
Ideia muito boa, promete
★ Cause an Effect ★ Oct 25, 2013 @ 4:12am 
Great potential! Looks like alot of fun! :D