In Magnolia, you'll be rebuilding your capital and planning your tactical excursions into the wildland of the Old World. You'll be responsible for the fate of your people. Will you bring safety and comfort or will you die and be forgotten?
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Sep 30, 2019
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Early Access Game

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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 going into Early Access because I want to get your feedback as soon as I can, since this is a game where you build and execute on your master plan! I've made several smaller games in the past, but this intricate strategy/tactics game is something I've never done before and I want to make sure I pull it off.

In Early Access, I'm able to evolve and improve the game's core mechanics in a way that otherwise wouldn't be possible. I've always included the community as soon as I could with my previous games, so I'm excited to do the same with Magnolia!”

Approximately how long will this game be in Early Access?

“I'm expecting Magnolia 1.0 to be released by the end of 2019.

The game is playable right now, and you can get a great sense of the potential, but many of the systems have a lot of room to grow. For example, you can take prisoners after battles, and use their limbs for magical rituals, but I want to have recruitment, ransoms, and so much more. It'll take time for these to work out, but I'm looking forward to it!”

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

“The current iteration of the game has a lot going on under the hood, but the 1.0 version of Magnolia will have a singleplayer campaign, more music, more art and visual effects, the UI will be remade with ease-of-use and visual appeal in mind, and you'll have dozens and dozens of hours worth of unique content, so that you can choose and control the fate of your allies.”

What is the current state of the Early Access version?

“While Magnolia has come a long way since October 2018, it is very playable! Systems are being improved and reworked often, the UI is placeholder, and things are being added every week.

The game represents not only the spirit of what will be finally released, but is simply the current iteration, each build reworks systems and evolves synergies. . I'm excited to get feedback on how it currently feels to play.

The current features are:

  • Deep combat system, simulating limbs, spell casting, damage types, tons of dice rolls, and over a dozen stats to manipulate and plan
  • Rebuild your capital and construct outposts to reclaim the wilds
  • Capture enemies as prisoners and use them in Rituals
  • Sell items found on the Marketplace based on the current need of your people
  • Develop and execute battle plans on over a dozen locations with unique enemies to loot
  • Can arm your heroes and minions with specialized weapons and armor
  • Can script battle tactics like Attacking Rearmost Unit with Most HP, Cast Spell on Front 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

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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This game is not yet available on Steam

Planned Release Date: September 30

This game plans to unlock in approximately 2 months

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Recent updates View all (12)

June 19

Update! New Capital, Rituals to cast, New Events!



This week's beta update has a ton of crazy stuff to check out. Now your Ensembles remember their fallen, you can take prisoners from battles, and so much more. I'm really happy with the way things are shaping up! I mean just take a look at that art!

Let me know what you think of the changes! Would you be interested in having the beta build available as a demo on the Store page, before the game goes into Early Access, or are you happy keeping it to the folks in the discord?

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Changelog for June 19th 2019 v18

Highlights: Rituals to cast, Prisoners to capture, Reworked Capital art, New choices to make!

  • Features:
    • Added 'Rituals', a style of out-of-combat magic that allows you to manipulate the world
    • Can now attempt to capture defeated enemies, in order to hold them prisoner in the Mage's Tower
      • In the PostBattle screen for battles you've won, a new 'Capture' button has been added.
    • Ensembles now have a memorial for permadead units.
    • Add 'Pond' event, with mutliple outcomes. Will you drink from the pond, or try to walk away?
    • Added a debug menu bound to KP_PLUS to view some of the data in-game. Will be removed by release
  • Tweaks:
    • Added flavour text for attacking a troll (NB: no actual troll to fight yet)
    • New flavour text for all events in the game
    • Added new choice for the highwaymen event
    • Moved the Ensemble icons lower on the world map so that they don't clip
    • Tweaked Tactic setup widget, ('[X]' to 'x', etc)
    • Replace placeholder descriptions in Hero Creator
    • Added tooltips for explaining what Alert Levels are
    • Removed Storage building and replaced with Mage's Tower
    • All Modals now animate in, instead of just appearing
    • Added colors to Marketplace for easier visual identification
    • Moved date display onto two lines on AllEnsemblesOverview
    • Don't fade out Ensemble icons on map when they're travelling
    • Take Action button is no longer red when an action is required
    • Flash the Ensemble icon instead, to show that there is action required
  • Fixes:
    • Fixed not having post-battle event-specific text
    • Fixed the marketplace being resolved before the week was over
    • Fixed the take action button always saying 'Action Chosen' on Results Phase
    • Added another attempt to fix tooltips showing up incorrectly (appears to be unsuccessful :[)
    • Fix crash when hovering too quickly over too many buttons
    • Fix floating labels being clipped by the top of the AllEnsemblesOverview screen
    • Fix text overflowing results modals
    • Fixed Marketplace panel being too wide, cutting off the close button
    • Fixed Marketplace not using the icons for the sell listings
    • Fixed Ensemble icons scaling over the Location button on mouseover
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May 29

Update! New art, units remember things, and combat animations! May 29th 2019 v17

This weeks patch smooths out a few edges, adds some new polish to the UI and as always, fixes a few crashes. Let me know on discord what you think!

Check it out:

Changelog for May 29th 2019 v17

Highlights: Week recaps, Heroes and Minions track their own stats, and more icons

  • Features:
    • At the end of every week, you are now shown a recap of everything that happened
    • Added a 'disable recaps' option
    • Units track a dozen stats, from number of battles, to weeks spent on excursion, visible whenever inspecting a unit
    • Equipment and Resources now has visible icons
    • Battle replays have simple swipe animations
  • Tweaks:
    • Resources in storage are now visible on the AllEnsemblesOverview
    • Resources in the Ensembles' packmules are now visible on the ItineraryOverview
    • Minions are rendered on the map, next to their leading Heroes now
    • show equipped weapon and armor in PostBattle
    • add a placeholder for eventually story text on startup
    • fadein/out unit panels in Prebattle
    • selected Ensemble outline now animates slightly
    • added starting weapons to each of the three starting archetypes
    • text size on inspecting units is resized to better fit new icons
    • removed 'lowercase i' prefix on location buttons, since the Capital button has its own special texture now
    • reworded most Decision text to use 'they' instead of 'you', since the events have to do with the units and not the player directly
    • highlight dependant stats when hovering over master stats in the unit inspection modal
  • Fixes:
    • fix portrait ratio in the Pub and Barracks modals
    • fix selected Ensemble outline disappearing between phases
    • use new vanity discord url {LINK REMOVED}
    • fix dead units coming back to life after reloading a save (thanks Cablenexus!)
    • fix Ensembles not being allowed new units after units permadied (thanks Cablenexus!)
    • fix status icons overlaying over tooltips
    • speed up startup loading
    • fix 'wipe save' not working properly
    • fix crash with loading old saves
    • disable remembering the last selected unit
    • fix equipment icons leaving 'ghost' icons
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
  • Using your knowledge of the world, equip your units with exactly the tools they need to survive
  • Make challenging decisions to shape your world. Will you feed the people, or keep them to yourself so that you may fight another day?
  • Rebuild your capital city so that it may one day return to its former glory
  • 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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