Battle hordes of enemies using carefully scripted tactics, and building up your base with their remains.
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Release Date:
Apr 30, 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?

“Magnolia is an ambitious project, and I want to include players in the development as early as possible. With your feedback, the game can be made into the best it can be. I've always included the community as soon as I could with my previous games, so it's natural I do the same with Magnolia.”

Approximately how long will this game be in Early Access?

“I'm expecting Magnolia to be fully released by the end of 2019. The game is currently playable, but many of the systems have a lot of room to grow. Magnolia is a long term project, so things may change as time goes on, depending on community feedback.”

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

“There's a lot planned, revamped UI across the board, final art for units and combat animations, story mode, level-appropriate content for several different levels, more decisions to make, more variety in events, more types of weapons and magic. Building up your home base will be more than just the Storage and Workshop.

I expect that even within a few months the game will look and feel very different, and that is an exciting prospect.”

What is the current state of the Early Access version?

“It's very early, systems are being improved and rework often, the UI is placeholder, and things are being added every week. The game represents the spirit of what will be finally released, but is simply the first iteration. The project has come a long way since October 2018. I'm excited to get feedback on the current state of the game.

The current features are:

  • Deep combat system, simulating limbs, spell casting, damage types, tons of dice rolls, and over a dozen stats to experiment with
  • Can arm your heroes and minions with weapons and armor
  • Can script battle tactics like Attacking Rearmost Unit with Most HP, Cast Spell on Frontmost Row
  • Can send your parties on excursions to conquer three unique locations, with a variety of enemy encounters, tuned to challenge a variety of playstyles
  • Able to patrol for enemies, or gather resources, to loot or to build magical totems

Note that there is no current SFX or save system yet, but that will soon change!”

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

“The price will not change upon leaving Early Access.”

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

“I'm very active on Magnolia's Discord, and the TIGSource blog, so I'm always on the lookout for feedback. Many of the best ideas from my previous games came from the community, so I can't wait to hear what the players have in mind for this project!”
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Available: April 30

This game will unlock in approximately 5 weeks

 

Recent updates View all (5)

March 12

Beta update! New Building: The Marketplace

This week's update adds a new mechanic to your capital: you're now able to sell your weapons and armor for coins! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference!

The next update is planned to have more locations and tackle the idea of capturing locations and building outposts, and maybe even adding a boss to the game, so that you can grow your forces to be able to tackle the boss. We'll see how it goes. If you give it a shot, please let me know!



Changelog for Mar 12th 2019 v11

  • Marketplace:
    • Place up to five Weapons or Armors into the marketplace. Each week,
      there's a chance one of them will be sold for coins.
    • You have control over the price variance, whether its default, priced
      low for a higher chance to sell, or a high price with a lower chance to
      sell. No guarantee any items will be sold each week, max of one item sold
      per week for now.
    • If you sell a sword, all weapons will be less likely to be sold the next
      week, likewise for armors
    • Each week an item is not sold, the higher the chance it will be sold the
      next week
    • Eventually, we'll have upgrades to increase the amount of items sold,
      and manage the marketplace's demands, but this is a start
    • Can right click on the marketplace listings to inspect the items' stats
  • Tweaks:
    • In order to clarify how packmules work, you can no longer open the
      weapon or armor windows if the ensemble's packmules are empty
    • The 'empty packmule' warning now persists even after you open a list of
      weapons/armors on the PreBattle screen
  • Fixes:
    • fixes a few crashes relating to watching battle replays
    • fixes a crash relating to ending an excursion without any units left
0 comments Read more

March 5

Reworked Excursions and time travelling battle replays

Hey, this is a huge changelog! If you want to try it out, hop on the discord and I'll send you a free beta key and let me know what you think! The game is early but feedback makes all kinds of difference! A lot of what has changed is thanks to valuable feedback!

Changelog For Mar 5th 2019 v10

Highlights: Reworked Excursions, Battle Replays

  • Reworked Excursions:
    • Turns are now split into three phases: World Phase, Decision Phase, Results Phase
    • World Phase is where all the world events happen (time advances,
      visitors enter the pub).
    • Decision Phase is where you choose to embark on, or abort the excursion.
      Then, if your Ensembles encounter something that turn, they get to choose
      an action (whether its engage the encounter, or try to hide, etc)
    • Results Phase is where you get to see what happened after the decisions
      you made were resolved. Maybe you get a battle replay, or you gathered
      resources
    • Can now opt to stay in the Capital, instead of always going out on an
      excursion
    • Can now see where an Ensemble is on the AEO world map
    • Patrolling now works so that you seek out enemies and can choose to
      engage
    • Gathering now works that you gather resources and may get ambushed. If
      you are ambushed you cannot avoid the battle
    • The UI on AllEnsemblesOverview has been reworked to only show you the
      buttons you need when you've got a decision to make, or a result to view.
    • No longer have the OnEvent screen, instead modals are used on the AEO
      screen
    • On the ItineraryOverview, you can now see exactly all the steps on the
      Itinerary
    • Can see what step you're on as well.
  • Battle Replays:
    • Since battles are all resolved between phases, you can now rewind and
      replay battles while you're watching them.
    • This means you can rewind to the start, or hit the arrow keys to skip
      around turn by turn, and really get a sense of went wrong that turn
    • It's a little wonky for now, so let me know if something breaks
    • Added 'return to start' of battle replay speed control
  • Fixes:
    • ESC should now always return you to the AllEnsemblesOverview (instead of
      quitting)
    • Fix typo in PreBattle 'no equipment' warning message
    • Fixes misc crashes when watching a battle and when an Ensemble returns
      to base
  • Tweaks:
    • Text uses shadows instead of outlines, making things a little easier on
      the eyes. (UI is still very much placeholder though!)
    • All decisions and results should be logged in the world log
    • Game phases now float a message helping identify what's going on
    • Advance turn button updates content as game time advances
    • Tidied up button positions in turn controls InBattle
    • Use better randomized names for units that join the Pub
    • Tweaked text on 'clear output' button for InBattle screen
0 comments Read more
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About This Game

Magnolia is a 2D turn-based combat simulation, in which you script your tactics in advance, and watch the battles play out. You might plan an attack on the Plains of Eorn and fight some dangerous Worn Trolls, so bring some fire magic, or visit the Forests of Bree and get ambushed by The Fae with their regenerative magic. The sky's the limit in this deep combat sim.

Will you save the world from itself?

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Features


  • Every action your heroes take is scripted in advance. If you want to spend weeks gathering herbs while your allies get mowed down fighting The Weevils in The Mountains, that's on you. You should definitely help them, but maybe you'd like to pick their bodies clean after they're defeated. It's up to you.
  • Carefully tuned combat system, inspired by the tabletop RPGs you love
  • Challenging moment-to-moment gameplay
  • Hordes of enemies to study and defeat! Are they too aggressive, and opening themselves to an attack? Do they target your weakest allies first, and you need to guard them?
  • Every time you play, you build your legacy, the way you want to.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: 2.0 Ghz
    • Memory: 100 MB RAM
    • Graphics: 128mb Video Memory, capable of Shader Model 2.0+
    • Storage: 100 MB available space
    • Additional Notes: Got a weaker rig and can play? Let us know!
    Recommended:
    • OS: Windows 10
    • Processor: 2.0 Ghz
    • Memory: 100 MB RAM
    • Graphics: 128mb Video Memory, capable of Shader Model 2.0+
    • Storage: 100 MB available space
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