In Warsim: The Realm of Aslona your only goal is to keep the Kingdom of Aslona from destruction, how you do it is entirely up to you, be you a harsh dictator, a great explorer, a blood-thirsty warlord, or a charistmatic diplomat.
All Reviews:
Very Positive (115) - 96% of the 115 user reviews for this game are positive.
Release Date:
Jun 28, 2017
Developer:
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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?

“The goal of having Warsim on early access is growth, the game has already grown beyond my imagination thanks to the suggestions of the players and there are rarely bad ideas, while in early access the game will grow much more!”

Approximately how long will this game be in Early Access?

“It is hard to say how long Warsim will be in early access as there are some big plans for the games development that may take a while to fully implement, the plans are to add a full magic system with special rules and laws of magic unique to each world, a fully working dynamic economy system, parties of adventurers that will travel the world completing quests and pushing their agendas, random religions gods and cults which will have a huge influence on the world and further development of the diplomacy system.”

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

“The finished game will be huge and will contain a great deal of randomization, customization and player modability, the game will eventually have the ability to spawn 100s of kingdoms at once and offer much more varied playthroughs and will allow more options for moddability from the players.

The game will include a much more in depth diplomacy system with deeper and more meaningful alliances and actions, free a bunch of slaves, that slaver-hating kingdom will remember that and like you, wipe out a minor tribe of goblins, the grand goblin empire will hold that against you!

The game will also include much more advanced economy features such as resource trading and different currency values, perhaps the orcish kingdom is desperate for food following a draught but is absolutely booming with well made swords, your surplus grain and bread leads to you having a well geared army.

The game will also include randomly generated adventurer parties, they will spawn as time goes on and each have their own motives, they may spawn within your kingdom or from others, a group of adventurers from the goblin kingdom might set out with the tasks of fighting goblin hunters and destroying your goblin slavery ring, perhaps groups set out to hunt bandits, defeat famed villains, explore the lands, find treasure or famed artifacts, you can even send for and summon them, if they accept you can send them to quest for you.

There will also be a focus on randomly generated exploration, at the moment we have the north, east, south and west but the plan is to develop the exploration aspect of the game so that there will be an infinite amount of regions each with several randomly generated locations relevant to the generated region, for example 'Dolburn Woodlands' a dangerous goblin woodland will spawn with several locations relevant to woodlands and goblins and will almost always be something dangerous, so you will find it littered with goblin traps, little tribal camps and even a goblin fort or two, and once you've cleared the region you can travel on and explore the next region, be it an undead desert, abandoned mountain or murky swamp, there will be plenty to do.”

What is the current state of the Early Access version?

“The currently early access version contains the vast majority of the core features of the game, including,

  • The Arena which you can own, watch and bet on fights in and arrange tournaments
  • Quadrillions of randomly generated faces
  • 1000s of randomly generated races and kingdoms you can interact with
  • A throne room with 100s of encounters
  • Tons of random events in the game world
  • Full exploration of over 50 locations
  • tons of randomly generated musicians and music
  • randomly generated mercenary groups
  • 20+ readable books and song lyrics
  • 13 upgradable buildings
  • procedurally generated court staff
  • And tons more!

There are still many things to be implemented on the horizon including magic systems, gods, religion, adventurer parties, economy and much more!”

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

“The price will rise a little bit once early access is finished”

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

“The community will be involved every step of the way, mostly through reddit discussions though I am happy to answer any questions and take on board any feedback players may have, we have many platforms for discussion but all comments are welcomed”
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Recent updates View all (69)

June 22

Warsim 0.7.5.1 (The "Basically Infinite Races" Update)



I want to start by saying that this may be one of my favourite updates in a long time, not that I don't like monster trainers or the improved arena or anything like that, but as the developer of a video game it's very hard to find something new that you haven't seen before, I've made every aspect of this game myself so I know it like my own hand... Until now.

As of the last Warsim update we had 396'775 races in the game, which I'll admit is a lot still, more than anyone could hope to see in 10'000 warsim playthroughs, but I wanted to find a way to get this number higher with a plan to submit the final figure to guiness as a possible video game world record.

After a lot more beasts added, tons of race prefixes, and some new types of race modifications things were looking good, but the real twist was a new concept to combine some of the race prefixes by splitting them into two categories, I thought about the elder scrolls and how they have Dark Elves in the game just like you can find in Warsim, I thought you could also get Reaving Dark Elves and it wouldn't sound out of place, but you couldn't have Reaving Laughing Elves, that just sounds silly.

So I split all of the prefixes into two categories, ones that are more like states and others that are more like traits, this creates a huge combo system where some races will use to random but mergeable traits to create races that we can't imagine, so to follow my earlier point about being a dev, with this new system the races that come from it are completely beyond my imagination and are basically always a surprise for me despite the fact I made the game, meaning I can experience things like the players do!

I am so hyped to bring this update to you guys and I hope you find some weird and wonderful races as a result of this, feel free to share any really weird ones or funny ones!

Oh and with all the new content and the new system in place, the total number of possible races in Warsim as of this update are... 55'822'936! 55.8 Million races! Hopefully we'll hear back from the world record people and Warsim can potentially get a world record!

**RACE GENERATOR WORLD RECORD ATTEMPT**

* Added new race prefix stack system for race generation allowing for some extended race prefixes
* Added tons of new beast races to the game
* Total races in Warsim now 55'822'936 (was 396'775 as of last update)

**NEW RACES**

Some new races added, Fungus folk are kind of like mushroom men but green and with different troop trees, People are a new race of humanoids who differ to normal humans a little bit, and finally beast races now have additional modifiers that can get us some more weird and wonderful races like Demi-Pugs or Exo-Snails!

* Added new base race 'Fungus Folk' (Seedling, Living Fungus, Fungus Master) large population, really weak lower tier unit
* Added new type of animal race 'Exo' (Exo-Dogs, Exo-Tigers, Exo-Worms)
* Added new race type 'People' (Person, Warrior Person, Guardian Person)
* Added new type of animal race 'Demi' (Demi-Hawks, Demi-Wolves, Demi-Frogs)

**NEW RACE PREFIXES**

I'm actually really happy with a lot of these prefixes, some of them are little more than race descriptions and have no bearing on how they act, but generally as a rule I like to make the prefixes have an effect if I can, this allows for different races to have completely differing effects and with the new update it's possible for some of these to stack in weird ways. My favourite of the new prefixes are Fragile which sets the race to such low strength it would be light fighting glass people, Crying which has them cry out if you attack their lands, and Deformed which removes a random part of the deformed creatures face creating all manner of weird looking people!

* Added new race prefix 'Sparse' slightly more savage, +5 battlescore, obsurdly low population
* Added new race prefix 'Breeding' 5x population -10 battlescore
* Added new race prefix 'Subterranian' +12 battlescore
* Added new race prefix 'Planes'
* Added new race prefix 'Fragile' immensely weaker
* Added new race prefix 'Violet' dark purple skin
* Added new race prefix 'Shrouded' +25 battlescore, half population, surrounded in grey smoke
* Added new race prefix 'Fog' +3 battlescore, surroudned in light grey fog
* Added new race prefix 'Marsh' +3 battlescore -5 population level (credit bookrage @audiogames.net)
* Added new race prefix 'Dreaded' +35 battlescore, always evil, -1 civilisation level (credit bookrage @audiogames.net)
* Added new race prefix 'Juvenile' childlike faces, half battlescore
* Added new race prefix 'Banished' -5 battlescore, half civilisation (Credit Ash)
* Added new race prefix 'Frozen' half population, -10 battlescore, inside a block of ice graphic
* Added new race prefix 'Laughing' +2 battlescore, before being attacked they do a warlaugh
* Added new race prefix 'Elite' +40 battlescore, most of their starting units will be higher tier units, half population
* Added new race prefix 'Ivory' white skin (credit Ash)
* Added new race prefix 'Chanting' +4 battlescore, +1 civ level, before being attacked they will chant (credit Ash)
* Added new race prefix 'Brooding' -8 battlescore, 4x Population (credit Ash)
* Added new race prefix 'Deformed' -5 battlescore, half population, -1 civ level, faces will have missing parts (credit Ash)
* Added new race prefix 'Disfigured' -10 battlecore, faces will have missing parts
* Added new race prefix 'Inbred' half battlescore, double population, -2 civ level, faces will have missing parts
* Added new race prefix 'Tropical'
* Added new race prefix 'Cackling' +5 battlescore, will let off creepy cackle before lands are attacked
* Added new race prefix 'Combat' +34 battlescore
* Added new race prefix 'Tideland'
* Added new race prefix 'Ravine'
* Added new race prefix 'Ditch' -4 battlescore
* Added new race prefix 'Crying' -10 battlescore, cries before being attacked
* Added new race prefix 'Translucent' +1 battlescore, invisible without copy/paste or seer's stone artifact (credit Ash)
* Added new race prefix 'Colourful' +3 battlescore, random skin colour changes
* Added new race prefix 'Majestic' +1 battlescore (credit Ash)
* Added new race prefix 'Action' +12 battlescore
* Added new race prefix 'Mud'
* Added new race prefix 'Feral' +7 Battlescore, automatically savage (lowest civilisation level, no diplomacy)
* Added new race prefix 'Tormented' -5 Battlescore
* Added new race prefix 'Minor' -9 Battlescore
* Added new race prefix 'Tomb'
* Added new race prefix 'Crater' +2 Battlescore
* Added new race prefix 'Underpass' Grey skin
* Added new race prefix 'Pond' -1 Battlescore
* Added new race prefix 'Lake'
* Added new race prefix 'Ocean' Blue skin
* Added new race prefix 'Dust'
* Added new race prefix 'Gorge' +13 Battlescore, half population
* Added new race prefix 'Cowardly' -15 Battlescore, wont attack people
* Added new race prefix 'Glacial' light blue skin
* Added new race prefix 'Surface'
* Added new race prefix 'Edge'

**MO' MONSTERS**

Just a few new monster parts (adding a total of 2213 more monsters) but for real if anyone wants to hop into the ingame monster part generator and make some of their own, feel free to do that and send them to me, happy to get more monster content into the game!

* Added 3 new monster parts (adds 2213 new monsters)

**BUGFIXES**

A few small fixes found mostly in [this video]{LINK REMOVED} also thanks /u/vylcount!

* Fixed a red skinned man text bug (two occurances)
* Fixed 'spent' instead of 'spend' text bug
* Fixed grammar issue with farmer visitor to monster pit
* Fixed underworld creatures not evil by default
* Fixed bug in eagle description text and eagle-humanoid battlescore
* Fixed final score of timed games not including gold in the bank (credit u/Vylcount)

**EVERYTHING ELSE**

Some tweaks to some of the race prefixes, a few new giant names (like Bigfoot, Boulder, and Cloudtoucher) A new book, a nice little add on to mercenaries assessment screen and a new screen when attacking the rebel captial!

* Made swamp races now slightly less numerous (as swamplands are harder to populate)
* Made pygmy races now have smaller faces
* Added 8 new giant names
* Added new book to guildrow library 'Koova and the Half-Giant King'
* Added battlescore info to assesment of mercenaries (credit Bookrage @audiogames.net)
* Added screen to attacking rebel capital

**THANKS**

Thanks for the support and the feedback I've been getting! I really appreciate you guys :)

Also if anyone doesn't have the game yet or you know someone who might want it, Itch.io has a 50% summer sale on and Warsim is significantly reduced!

https://itch.io/s/18628/warsim-summer-sale-discount

See you in the next changelog!
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June 18

Warsim 0.7.5 (Monster Trainer Update)



Hey guys I'm really happy to finally be able to release this update today, this has been another tough one to code so it look a lot longer than expected but here we are, the Monster Trainer Update. I also recorded a video demonstrating the new monster trainer update features, see it here - https://youtu.be/AtY4JtKLwc4

**MONSTER TRAINER UPDATE**

So this was suggested a while ago on audiogames and also recently on steam by Blackenblood and so others so finally I decided to give it a go, now you can build a monster pit and find yourself some procedurally generated monsters either by buying them or sending an expedition of soldiers to capture one for you, captured monsters can fight with eachother, be named, be trained, or be pitted against one of 42 different challengers each with their own procedurally generated beasts, the system was made to be fun and was bugtested more rigorously than new features usually are but let me know of any bugs or suggestions you have for it!

* Added new kingdom upgrade 'Little monster pit' (25k) Allows for access to the monster fight system, stores 1 monster
* Added new kingdom upgrade 'Monster pit' (30k) Allows for 2 monsters to be stored
* Added new kingdom upgrade 'Grand Monster Pit' (50k) allows for 3 monsters to be stored
* Added 5555 new monsters
* Added 42 different challengers to monster pit (each with unique dialogues/graphics and bonuses)
* Added cheat code '420' to fill your monster pit with monsters (Enter in monster pit screen)
* Added cheat code '421' to monster pit to refresh monster seller (Enter in monster pit screen)
* Added cheat code '422' to refresh monster trainers (Enter in monster pit screen)
* Added Expensive monster seller throne room encounter (dynamic price)
* Added Cheap monster seller throne room encounter (dynamic price)
* Added new throne room encounter sneaky boys see monster
* Added new throne room encounter beasts raised in keep
* Added new throne room encounter the king at night
* Added dynamic expedition to capture a monster (can come back alive/some dead or all dead)
* Added new screens for docile monster fight failure
* Added dynamic text for monster fight commencning (5 alternates)
* Added dynamic text for monster pit fight entrance text (4 alternatives)
* Added 1 in 5 chance of public opinion drop for battling your monsters (-2 public op)
* Added if no trainer your monsters fight with -5% health
* Added 160+ skill trainer gives 25% bonus to health
* Added 140+ skill trainer gives 20% bonus to health
* Added 120+ skill trainer gives 15% bonus to health
* Added 100+ skill trainer gives 10% bonus to health
* Added 80+ skill trainer gives 5% bonus to health
* Added less than 50 skill trainer takes 2% from your monsters health
* Added missing spike move to monster fighter system
* Added 6 dynamic intro texts for fights involving your own creatures

**MERCENARIES REWORKED**

Not to be outshined by monsters mercenaries have undergone a lot of work this update too, now expect more screens and situations involving mercenaries, bugs have been fixed, ex-slaves wont work for slavers, what they do and say to you are far more dynamic and there are more sound effects being used for them!

* Added mercenaries with the backstory of having been slaves will not work for a ruler who has slaves
* Removed destroyed factions from mercenary attack screen
* Made who to attack next it's own screen for mercenary groups
* Added never mind I want to reconsider option to mercenary attacks
* Added vassal status shown on any vassals in mercenary attack menu
* Added new screen to mercenary group refusing to work with demons attempted hire
* Added new screen to mercenary group with vendetta against you attempted hire
* Added merc refusal and vendetta encounters use dynamic mmm sound effect (1 of 4 at random)
* Added new screen for hiring merc group for single attack
* Added new screen for merc cost refund
* Added new screen for contract being fulfilled by merc group
* Added new dynamic screens for attempting to assimilate mercenary companies
* Added new screen and graphic for converting peasants into peasant militia company
* Added new screens and graphics for converting soldiers into merc company
* Added new screens and graphics for converting demons into merc company
* Fixed text and layout of mercenary assessment screen
* Added new screen for asking merc group to disband
* Added new screen for hiring mercenary group
* Added new screen for firing mercenary group (with sound effect if group has 15 troops or more)
* Added new screen for assessing strength of mercenary group
* Fixed grammar issues with assessing strength of mercenary groups
* Fixed raid and invade options being available for demons and pest group in merc menu
* Added new text for before battle with demons as mercenary company
* Added new text for before battle with pest group as mercenary company
* Added new pre-battle mercenary screen
* Fixed not refunded if attack is cancelled last minute with mercenaries
* Added screen for not being able to afford land capture charge with mercenaries
* Added cost tag to invade option for merc companies who charge for invasions
* Fixed unable to view merc leaders stats screen once hired
* Reworked merc leader stats screen a little bit
* Added 10 different possible comments from merc group before launching an attack
* Added 10 different possible comments from merc group when being hired
* Added 5 different possible comments from merc group when completing a single contract
* Fixed mercenary groups screen skip for any group that refuses you

**NEW THRONE ROOM ENCOUNTERS**

Not a massive load of them, but 10 different throne room encounters and variants are now added to the game trying ever harder to keep the throne room from getting too stale.

* Added appreciated knight throne room encounter
* Added reasonable leader knight throne room encounter
* Added favoured knight throne room encounter
* Added royalist throne room encounter
* Added emancipation throne room encounter
* Added price of nothing throne room jester encounter
* Added jester's son throne room encounters (2 different encounters)
* Added budding jester throne room encounter
* Added drunk funny man throne room encounter

**GAR'GALLOCK GOT GIVEN A BATH**

I found poor Gar'gallock with a bug effecting advising, I thought i'd fix him up and give him a few nice new features and polish.

* Fixed great gar'gallock double pause bug
* Added new question to ask gar'gallock (who are you?)
* Added new question to ask gar'gallock (do people often ask your advice?)
* Fixed grammar issues with gar'gallock screen
* Added new dynamic screen for paying gar'gallock
* Added single coin sound effect for gargallock during century fest
* Added coin bag sound effect for gargallock normal time
* Added Gar'Gallock to other category in throne room summonable entertainment

**NEW SMALLER FEATURES**

These are some lesser features that are still worth considering, now discovering new kingdoms/lands will be much harder depending on your difficulty choice so be careful how you start. The starting helmet your kingdom gets in the game is now randomised (fitting with so much else in the game). There are tons of other little features here so have a read.

* Added new system new lands depending on difficulty (now newly discovered kingdoms will be twice as hard on normal mode, 3 times as hard on hard mode, 4 times as hard on solid mode, and 5 times as hard on insane mode)
* Made it so that starting helmet in any game is randomised
* Added new screen for pulling new group of heroes from the hire screen
* Added rare chance that name begins with 'old ' and takes 5 battlescore from character
* Added new system for discovering new kingdoms (after 3rd lot of kingdoms lands growth will slow down a bit)
* Added 2 new screens for ordering mass sacrifice
* Added new screen for worse public opinion hit for mass sacrifice
* Added 4 special extra texts in grand champion screen before big battles (5th, 10th, 20th and 50th fights)
* Reworked the load game screen layout
* Added new screen for buying land from an independent nation
* Added ability to ask wagon throne room representetive how much you'll earn from trade
* Added ability to ask wagon throne room representetive who the wagon man is
* Added the ability to speak to a miner monfort mine (25 dialogues)

**PRISON POLISH**

Prison was looking a little lackluster so I've updated it some more!

* Added new screen for asking how many prisoners are in your prison
* Added ability to speak to random prison in prison (req 10 prisoners) (25 dialogues)
* Added ability to set prison rules from prison screen (cause why the hell not)
* Updated prison description text

**NEW SOUNDS**

Lots of new sound effects for in game, mostly for monsters and monster pit related thing but some others for throne room and diplomacy situations.

* Added new orc laugh sound effect orc win in monster pit
* Added new slurp sound effect to vampire win in monster pit
* Added new sound effect for were-change
* Added sound effect for mass sacrifice
* Added coin sound to blacksmith paid screen
* Added 6 monster sound effects
* Added monster sound effects played between menus in monsterpit
* Added new bring the beast sound effect
* Added new warcry sound effect
* Added new trainer death sound
* Added hiccup sound to the game (and to the three hiccuping throne room encounters)
* Added new mining loop sound for visiting active mines

**NEW REACTIONS**

A handful of new reactions to certain throne room encounters, now things will be even more dynamic and unpredictable.

* Added 'smiling warcry' recruitment reaction in throne room
* Added 'wild warcry' recruitment reaction in throne room
* Added 'beat chest' recruitment reaction in throne room
* Added new praised bard reaction 'Thank you thank you' (+1 guild relation)
* Added new praised bard reaction 'grins and bows' (+1 guild relation)
* Added new praised bard reaction 'thanks for listening'
* Added new praised bard reaction 'tears up a little' (+1 guild relation)
* Added new praised bard reaction 'bows and thanks'
* Added new praised bard reaction 'nervous one' (+1 guild relation)
* Added new praised bard reaction 'you're welcome'
* Added new praised bard reaction 'Nods and thanks'
* Added new praised bard reaction 'Just a nod'

**MYSTERY SLAVER UPDATED**

Visited the mystery slaver in one of my playthroughs and his screen was looking like an afterthough, I ended up giving the entire mystery slaver feature an overhaul and changed most of it.

* Added 4 new graphics for mystery slaver (demon, goblin, human, empty)
* Added a face to the mystery slaver in the east
* Lowered price of mystery slaver in the east to 75 gold (was 100)
* Reworked description of mystery slaver
* Added new screen to forcing mystery slaver tribute
* Added new screen to arresting mystery slaver (with sfx)
* Added new question to mystery slaver dialogue screen
* Reworked mystery slaver dialogue screens
* Added new screen for having no gold with mystery slaver
* Added new screens for revealing cage with mystery slaver
* Fixed kicked out of mystey slaver screen after speaking to him

**MYSTIC HUT REMYSTIFIED**

One mystery to another I also visited and was disapointed by the mystic hut, it now has new screens including a cool coin graphic and some sound effects.

* Added coinflip sound effect to mystic hut
* Added new graphic for destroyed mystic hut
* Added new screens for mystic hut
* Added face to mystic hut person
* Added new screen and sound effects for arresting mystic hut man
* Added new screen for mystic hut demon servant gold gift
* Added new coin graphics for mystic hut

**HISTORY GUILD COMPLETED**

I was sure it was completed but upon revisiting the history guild (on Niklas' request) I found several bugs and issues, so I went through it all and fixed as many as I could as well as adding a few minor additions.

* Fixed teachers now recognise if you've graduated when you ask them questions about lessons and exams in history guild
* Fixed eastern history exam not showing your end grade
* Fixed east and south history exams showing second year on exam sheet
* Fixed south history showing wrong number of questions on exam sheet
* Added teachers names to final history guild ceremony
* Added trumpet sound and new screen to history guild ceremony
* Fixed text colour issue in history guild library
* Made history guild library graphics correlate with how many books there are

**LAVA PIT REWORK**

The lava pit was another thing spotted on a playthrough that looked flat, now the screen has been improved with new features and sounds.

* Added new screen for having no peasants
* Added 2 new random outcomes for throwing peasant in lava pool
* Added new background loop sound for lava pit lava
* Added new sound effect for throwing peasant into the lava
* Fixed lava pit text wordwrap and grammar issues

**BUGFIXES**

An enourmous amount of bugs fixed in this update, thanks to everyone who helped with these!

* Fixed village attack leaving your troops in purgatory bug (credit u/telejimes)
* Fixed arena crowd sound not resuming after buying the arena
* Fixed missing line and text colour issues from destroyed royal bank
* Fixed grand champion bribe issue taking you into debt if you didn't have the gold
* Fixed brawling throne room ending double pause bug
* Fixed totem graphic bug for assurak camp visit
* Fixed brawling throne room men not having any names bug
* Fixed blessing encounter text space bug
* Fixed groan sound effect not working
* Fixed bug with allies and new lands
* Fixed rabble rule in throne room shows up as bards once disabled
* Fixed goblin hall goblin leader text bug (credit VineFynn)
* Fixed prison pop report guard bug
* Fixed prison fight to the death kicks you out of prison after its done
* Fixed closing prison option not working properly
* Fixed peasant sacrifice for peace event took gold instead of peasants
* Fixed 'hasn't been working very on the fields' text bug (credit 71)
* Fixed goblin hall leadership bug
* Fixed 'come to and end' text bug with demon mirror
* Fixed 'known as be' harlaw text bug
* Fixed missing space in slave agitator encounter (credit 71)
* Fixed unfunny jester space missing throne room encounter (credit 71)
* Fixed demon summoned text (credit 71)
* Fixed militia throne room encounter happening even when militia banned (credit 71)
* Fixed 'the open his mouth' text bug in throne room (credit u/telejimes)
* Fixed 'room nice room' text bug in throne room (credit u/telejimes)
* Fixed spacing issue with celebration well wishes throne room event (credit u/telejimes)
* Fixed bandit gold giver face change bug (credit u/telejimes)
* Fixed centre of a village text bug in south (credit u/telejimes)
* Fixed demon mirror sound bug (credit u/HabibGaming)
* Fixed bug with theme music not restarting when restart theme music selected
* Fixed rewards and far greater text bug
* Fixed mines not changing to unstaffed if you take miners back out
* Fixed triton warrior unit listed as Triron warrior
* Fixed on old hag text bug in celebration event text
* Fixed bug with wagon man throne room rep face changing if you accept the deal
* Fixed tax tax is sometimes 0 but still gets reported (credit 71)
* Fixed blackmarket assassination questline being available even when you are the leader of the market (credit 71)
* Fixed witches harvest blessing not working
* Fixed textwrap for fleck the demon servant
* Fixed text colour bug for all of fleck demon servants dialogues
* Fixed game shows you being at war with newly discovered lands when you're not
* Fixed missing space when buying land from independents
* Fixed double pause on independent land buy screen
* Fixed able to get into hall of order even if you dont own it
* Fixed farrad wall text bug
* Fixed zombie sound not working

**EVERYTHING ELSE**

A big load of other stuff that I couldn't categorise for one reason or another but still work a read of!

* Added new text indicator of how much gold was spent when hiring independent troops
* Rewrote jester throne room intro dialogues
* Added single coin deposit and withdraw screens to royal bank (with sfx)
* Added no gold withdraw and deposit screen to royal bank
* Added 420 secret option to Erkland the leaf burner in blackmarket slums
* Reshuffled layout of options on other buildings screen
* Added new vampire name 'Cradula' (credit u/Vylcount)
* Added guidance lines to monster part maker
* Made two and three headed races heads closer together
* Updated other buildings screen layout
* Reworked 'yeah' reaction to recruitment to have a sound effect and slightly altered text
* Fixed intro game text about number of races
* Updated demon overlord victory screen
* Added new screen and sfx for sacrificing a peasant to demon totems in the south
* Merged numerous instances of monster fight code into one instance
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Reviews

“okay, I must say this is one the most enjoyable games I have played in a looong time! the fact that you have managed to create such an amazing in-depth gaming experience just blows my mind:D! I enjoyed this more than I enjoyed Rome II total war and Warhammer total war combined.”
@Bragecornelius

“10/10 would force everyone to wear hats again”
10/10 – Virtually Aesthetic

“there are already so many options that I have no idea what to do first in a game! You are one of my favourite devs due to your work ethic and how you respond to customers, so keep up the amazing work!”
dan_C

About This Game

In 'Warsim: The Realm of Aslona' your only goal is to keep the Kingdom of Aslona from destruction and carry it to glory, how you do it is entirely up to you, you may be a harsh dictator charging people for walking and breathing air, or a blood-hungry warlord commanding armies and mercenary bands on invasions and raids of enemy lands, or perhaps a charismatic diplomat who arranges trade routes with everyone from goblin tribes to orcish Chiefdoms.

The goal of the game since early development has been to allow the player to rule and do what they want, with the relevant consequences and perhaps we've gone too far in this aspect.

Features

  • Scores of places to explore including, a giant blackmarket filled with mystery and wonder, hidden cities (that's right multiple of them), Two schools where you can take lessons, one in music and one in history, a procedurally generated newspaper, and tons more, there has been an excessive amount of time spent fleshing out the world, exploration is heavily rewarded.
  • An arena which you can takeover and grow, or watch and bet on, holding giant tournaments and rooting for champions as they climb the ranks and get remembered for eternity.
  • A unique facial procedural generation system that can produce well over 100 quadrillion different faces for a variety of different races from Humans and orcs, to kobolds and treemen.
  • Deal with the throne room, a complex place with thousands of possible encounters and visitors, how will you manage the realm and treat your people?
  • Listen to some procedurally generated music, be it the drum solo of a nervous travelling goblin bard, or the proud music prowess of a well trained vampire showing off with his vampyric lute (or find the music guild and try your own hand at playing these instruments)
  • Tons of random events, no game will be the same, with the kingdoms, rulers and events always being different and hard to predict.
  • Procedurally generated kingdoms, bandit gangs and mercenary groups, never get the same group twice, be they Seafaring Goblins, Fire Orcs, Eyeless Elves or the Famed Half-Turtles of the Western Turtledom, all these races possible and a million more.
  • Countless mini-games played in taverns, your throne room, or around in the world to keep you entertained.
  • And so much more...

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: 1.0 GHz
    • Memory: 512 MB RAM
    • Graphics: Integrated Graphics
    • Storage: 160 MB available space
    • Sound Card: Integrated Audio
    • Additional Notes: Can run on almost all PCs

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