A Legionary's Life lets you play as a Roman soldier during the years of the Second Punic War and beyond. Rise up through the ranks and win prestigious awards or just focus on making it home in one piece; it's up to you.
All Reviews:
Mostly Positive (50) - 76% of the 50 user reviews for this game are positive.
Release Date:
Apr 19, 2019
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access will provide an irreplaceable opportunity to reach a wider audience. Though most of the development is done, the community's feedback is a vital resource to polish and improve the gaming experience.”

Approximately how long will this game be in Early Access?

“It's my intention to release the full game within a few months.”

How is the full version planned to differ from the Early Access version?

“I plan to include three more parts set during the Second Macedonian War with new enemies, equipment, battles, random events and a more satisfying ending. I have also designed and prepared more Steam Achievements.”

What is the current state of the Early Access version?

“The early access version contains the first eight parts of the game out of eleven planned. It concludes with the end of the Second Punic War. After the last battle, your character will retire and receive a nice score bonus. The feature allowing players to build improved characters based on how well their most successful ones performed is already in place and working.”

Will the game be priced differently during and after Early Access?

“No price changes are planned when A Legionary's Life leaves early access.”

How are you planning on involving the Community in your development process?

“I will check the Steam discussions forum for feedback and opinions. Of course, I can't promise I will follow every suggestion, but I will give some thought to everything that is said. Also, bug reports are greatly appreciated.”
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Recent updates View all (4)

June 3

Current progress and update 0.11.5

Lately, I've been mostly busy with the phalanx combat. It's not something you'll find in this update, as you will meet the Macedonian phalanx in the third and last campaign which has not been released yet, but I had to make sure it would work properly before moving on to other things.

It was a bit tricky to design and balance this new kind of combat, because there is going to be at least one or possibly two mandatory fights against the phalanx. Players with very different Skill levels could reach that stage of the game and even legionaries on the lower end of the spectrum should have a fair chance to survive with a very careful approach. Characters with superb Skills might attempt something more "heroic" if they feel like it, like trying to cut their way through the spear wall and engage the phalangites in close quarters.

As for today's update, let's see what's new in version 0.11.5:
  • The weight of Attitude in combat has been increased by 60%. A very defensive Attitude won't make you 100% safe, but it should improve your survival rate. Remember that Attitude is a double-edged weapon: if you are aggressive, you will see your chance to hit go up, but you will be more exposed than before, so be careful.
  • The probability to improve your mental Attributes after leading a successful foraging mission or after a display of good leadership has been increased. The chance of *not* improving any Attribute is now about 20%; it was 35% before this change. As always, the odds of improving will gradually go down as your current values grow more distant from the initial ones; this process is so slow that you probably won't notice any difference for a while.
  • Attributes that are suffering penalties due to equipment are highlighted in red.
  • One of the branches of the battle at the end of Part V, specifically the one that involves staying in the ranks, lacked an appropriate reduction of Fatigue at the end. Now you should get a little rest before the next onslaught.
  • There are two new random events. One of them only triggers if you have the rank of optio.
  • The sound effect for shield blocks has been changed.
  • I have made some changes to the engine regarding the way the Hall of Fame and saved games are handled.

I would appreciate any feedback, especially on the balance related changes. Once again, thanks for your support and encouragement.
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May 13

Update 0.11: hotkeys, shared kills, improved rotations and more

Improvements:

  • You can use hotkeys to select combat actions and activities during the "Lull" phase. You can press Ctrl at any time to highlight the available hotkeys.
  • Combat Tutorial: the first time you enter the melee phase of a fight, you will see a detailed tutorial. It is automatically disabled when closed, but can be reactivated in the Options dialogue.
  • Shared kills: when an enemy has suffered any kind of successful attack from both you and an ally (resisted Feints and Shield attacks do not count as successful), it won't matter who landed the killing blow: the kill is always counted as *shared*. All bonuses and points are halved (and rounded up, where necessary). This makes combat with allies feel more cooperative, as the "race" for the killing blow was admittedly frustrating.
  • There's a new Help in the Character screen.

Kills missed because of a sudden rotation have been reported as annoying by several players. For this reason, two measures have been implemented:

  • An alert will appear three rounds before a rotation happens.
  • In addition to the above, if you reduce an opponent's health to less than half its full value when you are rotated, you will receive half the bonuses for a kill (rounded up). The opponent will also figure in your list of vanquished enemies with the prefix *Wounded*.
    The only circumstance in which this does not apply is if a companion helped in the fight. In other words, a vanquished entry that is both *Shared* and *Wounded* won't count, as that would be way too cheap (it's a very rare scenario anyway.).

Changes:
  • The Help shown during foraging missions should be more informative.
  • The minimum amount of settlements appearing has been increased by 1, while the Intellect influence on the time spent to gather supplies and the Awareness influence on the collected amount of supplies have been halved. With these changes, the overall difficulty shouldn't change for expert player, but it should be more accessible to new players.
  • It is now rarer to skip two or more combat rounds in a row (i.e. the Quickness check is much easier to pass after the first failure).
  • The militiamen in the very first fight have "Content" Morale instead of "High". This should make the battle a little easier.
  • The Shield Skill check used in the "safe" option when assaulting the walls of New Carthage is now easier than before.
  • The frontal assault during the second battle lasts two rotations instead of three.
  • In the alternative route of the same battle, the Fatigue penalty for failing the Endurance check during the flanking maneuver has been reduced.
  • The Morale penalty you receive for failing to understand what's going on at Ilipa has been reduced.
  • The loss of Morale after wounds is now constant rather than random.
  • The "bandits" random event won't trigger unless you have a Rank or your Sword and Shield Skills are both at least 35.




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About This Game

A Legionary's Life lets you play as a Roman soldier during the years of the Second Punic War and beyond. Rise up through the ranks and win prestigious awards or just focus on making it home in one piece; it's up to you.

This is a unique single-player game with RPG elements, extensive usage of attribute and skill checks, a turn-based combat system involving many variables (including morale, reach, confined space and high ground) and a touch of roguelike features. Among them, permadeath. If you are unfamiliar with the term, it means you'll have to start over if your character dies; but don't worry: the game is designed to be replayable and you'll see only a fraction of it in each run. Also, you'll be able to spend points on your next legionary based on how well your most successful characters performed.

Try the demo

This game is unlike most RPGs. Your character won't be successful at everything. Challenges should be picked carefully based on your legionary's strengths and weaknesses. In general, the game is not designed to put you in a situation where the odds are against you unless you willingly step into it. At times, you may fail to perform a task and take a mild penalty in Morale and/or Opinions (a measure of your relationships with relevant entities within the game, like your superiors and your fellow soldiers). Don't get discouraged when this happens, it is nothing more than a minor setback you can easily recover from. If you think the game is treating you unfairly in some situations, feel free to drop a line on the discussions forum. This is an Early Access version and may need rebalancing.

Most of all, I strongly recommend that you try the demo before you buy this game. It's here on Steam and it's free, there's no better way to make sure that A Legionary's Life suits your taste. The demo contains the first 3 parts out of 11 planned.

System Requirements

    Minimum:
    • OS: Windows 7 SP1+
    • Processor: Any CPU with SSE2 instruction set support: Intel Pentium 4+, AMD Athlon 64+
    • Memory: 1 GB RAM
    • Graphics: Any graphics card with DX10 (shader model 4.0) capabilities
    • Storage: 200 MB available space

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