It’s the moment many of you have been waiting for. You can now play the current Beta for free on PC-Steam! Judging by the response we’ve had, we’re not sure who’s more excited, you or us?!
The Pre-Season Open Beta contains:
A sneak-peak at the thrilling first campaign missions & cinematics. Learn the game by starting your adventure with Anna and Wojtek.
Skirmish mode for players to take on the A.I. alone or in co-op with a friend.
Challenge maps for players who really want to test their skills.
Competitive Multiplayer: Players can challenge each other to thrilling toe to toe battles on 1vs.1, 2vs.2 or 3vs.3 maps!
Competitive, prize winning tournaments. See below for details.
Please remember the game is still in Beta and we are using it to test the game before full release. Most of the core game elements are there, but we’re still polishing. We are committed to developing Iron Harvest for a long time after release. We’re always collecting feedback, talking to players, and working to improve the game.
This pre-season open Beta will end with the ESL multiplayer finale during the digital GamesCom
Hyped? You can now pre-order Iron Harvest from Steam, GoGand Epic Store. This game edition comes with its own perks. Or check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here.
As part of the Open Beta, we want to invite you to this Pre-Season-Tournament that will test the game in a competitive environment and, whilst having fun on the battlefields, we will gather your invaluable feedback. During this tournament, we will check balancing, unit skills and player behaviour.
Now jump into Diesel Punk Mechs and fight for prizes over 7000€!
This is just the beginning, over the upcoming seasons and events we will keep in close touch with you, our players.
Not ready to pre-order? Click here to Wish-list us on Steam. You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release.
News: New Cinematic Trailer!
We believe that a strong narrative single player campaign is vital to any good RTS and we also enjoy bringing even more depth to Jakub Rozalski’s fantastic world of 1920+. That's why we’re extremely proud to reveal this official cinematic trailer.
Watch to get a good flavor of the story, characters, and the world you’ll encounter during the campaign missions. Enjoy!
You can help us out by sharing the trailer with your friends and in social media. Feedback has been great and the more people we can reach with the trailer, the more people will have Iron Harvest on their radar.
News: Welcome to Our Discord Channel!
We have just made public what was previously our Backers Only Discord Channel. This has become a great place to chat, hangout, find players and give feedback about Iron Harvest. We appreciate all our members and their shenanigans, makes the job worthwhile and we’re sure these fun times are set to continue. Thanks for welcoming new players to the world of Iron Harvest and answering their questions. Let the good times roll . . . er. . . stomp.
It’s now public! Join us for all the latest news, info, find players and community shenanigans.
Info: How Backers Can Play Vs. New Players
Our backers and early supporters who already have Iron Harvest installed can now play with new players joining with the Open Beta. We’ve implemented an “invite code” which can be created and given to friends. Here’s how.
Looking Ahead
We’re going to update the pre-season version of Iron Harvest multiple times. We’re looking forward to adding localized text for many (many!) languages shortly and we’ll also work on new metagame features, fixes, and balancing adjustments. And there are new maps for multiplayer, skirmish and challenges coming up.
Everybody in the team worked hard to get the game where it is, and we’ll keep working hard to make it the best possible version to release and beyond. Thank you so much for your constructive feedback and positive reinforcement. We are tired but excited to share Iron Harvest with you and the world.
Never want to miss an Iron Harvest DevBlog or update?
For extra content and info, like us on Facebook and follow us on Twitter, Redditand Instagram. Devs are also streaming on Twitch. Subscribe to our mailing list and you'll never miss out!
Through snow and forests, the mighty Rusviet Tsardom has arrived and they’re ready to make their mark on Eastern Europe and the world of. We’re extremely excited to reveal this much anticipated 3rd Iron Harvest faction. Check out your new friends (or foes) here:
Rest now Dobroded, sweet loyal Discord member, your work is done.
If you’re a Backer you have access to the Beta, jump in, they’re waiting for you! Let us know via Discord and Reddit what you think and share with us your cool screenshots and Rusviet moments on Facebook and Twitter.
Under “Surveys”, Click on the “Iron Harvest Credits Name” text.
Fill out the form.
You must complete this before Monday July 20th, 2020. Otherwise we will not be able to include your name in the game credits for privacy reasons.
Please use this opportunity to ensure all your details, including name and address, are correct.
Not ready to pre-order? Click here to Wish-list us on Steam. You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release.
News: Help Us Polish
You can still help us out as we continue to polish the game. Weird pathfinding, navigation, A.I and unit behavior are the key areas of improvement highlighted by your feedback. However, these are also the trickiest things to reproduce and there are many, many different reasons why things can go wrong.
We’d be grateful to anyone willing to send us short video clips (.mp4) and a short description describing why you felt the pathfinding, A.I and/or behavior you experienced in that situation feels odd to you. Tell us what happened and what you expected when you issued the order. If you’re interested in helping, please send your (small) videos and comments to community@iron-harvest.com
Info: Beta Update and Change-Log
We’ve just updated the Beta, below are some highlights from our change-log.
Thanks to all the feedback you guys sent during Beta1, and our successful Demo. We fixed over a 1000 issues and so you should see many improvements. We’d also like to shout out to 2Sk3tChy, Kaada, StackOverflow, ShaderEllipses, Xyron and Vipasyn who worked especially hard recently on some specific feedback. This Beta update will begin to address these points and inform our continued development.
The Rusviet faction has been added, enough said!
Two playable heroes for each faction added as a multiplayer/skirmish game option.
“Reserve” and “Hero Picking System” added. Reserves are reinforcements you can deploy from your HQ. You get two reserves: one you can deploy once you have a barracks or workshop, and one when you upgrade one of these buildings. Certain units can only be put in certain reserve groups and you have a limit to how many units can be in your reserves. Reserves, however, increase your overall population cap. This method is also how you can deploy your hero, which you’ll pick along with your faction. Be sure to let us know what you think as we trail this new system.
Reworked Victory Point bonus system added based on your feedback. Now the longer someone holds a strategic position, the more it is “worth” for the other players when it comes to Victory Points. Over time, up to 5 lights appear above a flag. The more lights are on, the bigger the bonus an enemy gets if they decap that point and visa versa. This means a flag that changes hands all the time isn’t worth that much anymore and flags can’t be exploited for cheap 50 victory points anymore.
Bunkers have been reworked to be unique for each faction and bring greater faction diversity.
Polania’s bunkers are better for garrisoned infantry because the allow 360 firing radius. They also serve as good lookouts due to increased vision range.
Saxony’s bunkers are based on streamlined prefabs, meaning they are cheaper, but not as resistant. Their built-in weapons are more effective at outright killing large groups of enemies, rather than suppression.
Rusviet has heavily armored, but expensive bunkers. They're not as effective for garrisoning infantry due to a more limited firing radius, but their built-in weapons are generally much stronger and have wider firing cones.
For example, each factions cannon bunker has a different firing radius.
New “Hold The Line” challenge map added.
Captured resource buildings change their visual models to your faction when upgraded.
Middle bridge on the “Border River” 1 vs. 1 map has been widened to accommodate the largest mechs.
When interacting, the interaction progress of a unit decreases if receiving damage. This addresses previous feedback about units being able to easily capture resource points and flags while under heavy attack.
Interface element for Real-Time and Match Time added.This can be enabled in the settings.
Repairing Mechs at your base has a new cool-down and adjusted costs. This addresses feedback regarding instant base heals for retreating foes.
Added interface icon for units occupying structures.
Multiple bug fixes for lots of units.
Added additional visual feedback for PZM-9 "Strażnik" Overdrive ability.
Added reload Indicator U.I. as requested by the community.
Fancy new Rusviet themed main menu background screen. In the final game you can unlock a background for each faction and choose your favorite.
Meta-game additions and adjustments to medals. This is us getting the bonus goals (extra challenges to complete on missions for fun and profit) into the game and them having proper XP values for players. This won’t be very visible in this version, but it’ll be big for when we launch.
General performance improvement and optimizations.
Due to all these updates, old saved games will no longer work with this version.
V-sync option available in the settings as requested by the community.
More than 200 new unit sounds, and variations added. So, crank it up to 11!
If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here.
Looking Ahead
As you can imagine, with only 6 more weeks until release a lot is happening. We’ll reveal more, including faction trailers, edition details and some post-release plans.
Towards the end of this month we’ll be opening our Discord channel to the public. Stay tuned for that announcement and feel free to alert your mates for more Iron Harvest community shenanigans.
Never want to miss an Iron Harvest DevBlog or update?
For extra content and info, like us on Facebook and follow us on Twitter, Redditand Instagram. Devs are also streaming on Twitch. Subscribe to our mailing list and you'll never miss out!
This is all part of the Steam Summer Game Festival, a wonderful exhibition of the latest games including many Indie studios such as our own.
The Free Demo is only available until Monday the 22nd of June, so grab your friends this weekend and dive in here
We’ve had some excellent feedback on the Demo, and we know where we can improve. If you’d like to provide more feedback, you can do so on our subReddit and Steam Forums.
If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here
For our Backers and Early-supporters, this means that you won’t be able to access the campaign levels. This is because they are a special perk just for you. Everything else is the same and you’ll notice some minor bug fixes and changes. The five Polania campaign level will return with Beta 2.0 along with major bug fixes and balance changes in Early/Mid July.
PSA: Since release, we’ve discovered that <b>Backers and Free Demo players can’t invite each other to play through Steam</b>. This is an unfortunate result of an unforeseen problem with the server backend set-up over at Steam/Valve. The easiest work around is for the Backer to create a new Steam account and download the Free Demo normally.
News: Pre-order Deluxe Edition on Steam, GoG and Epic Store!
We’re excited to have announced this week that Iron Harvest is growing. It is now available for Pre-order from these links on: Steam, GoG and Epic Games Store.
This means you can play the game wherever you like and, because there is cross-play between these PC platforms, everyone will have a larger player base.
For the occasion we’ve got some stunning new artwork. Very inspiring ;)
To clarify, the Pre-order Deluxe Edition contains:
Digital Edition of the Game.
Special story campaign for Kickstarter Backers.
Big add on (we can’t tell you more right now, but it is going to be awesome)!
This differs from the Backer’s “Normal” Pre-order Edition, which still contains:
Digital Edition of the Game.
Special story campaign Kickstarter Backers.
Monthly production updates.
Access to the Closed Beta.
Access to the Closed Iron Harvest Feedback Community.
Your Name in the Game’s Credits.
As well as differing from the Backer’s Deluxe Edition which will still contains:
Digital Edition of the Game.
Special story campaign for Kickstarter Backers.
Digital Art Book.
Digital Soundtrack.
Digital Weapons Manual.
Monthly production updates.
Access to all Alpha Versions.
Access to the Closed Beta.
Access to the Closed Iron Harvest Feedback Community.
Your Name in the Game’s Credits (Digital Deluxe Section).
Portrait Frame.
Not ready to preorder yet?Click here to Wish-list us on Steam You’ll know immediately any news, if an early access version becomes available and won’t miss September’s full release.
You’ll notice the “big add on” is something completely new and funded by Deep Silver. Therefore, this was not included in the Kickstarter Packages simply because we didn’t know back in 2018 that we’d have this much support from you guys and a publisher. This success has allowed us to be able to take this project further. Thanks to you this machine just keeps on growing!
We are super happy to get the chance to directly continue developing the game and adding new content we always dreamed of! We can’t say a lot about it now but expect hours of real time strategy and story-driven action of the highest quality!
While we don’t have exact details yet, Backers will be able to buy this “big add on” separately to complement their existing package.
Info: New Collector’s Edition
For those who missed out during the Kickstarter phase we have just announced a retail Collector’s Edition.
It will contain:
The physical game on DvD.
A Steel book.
An 80 page artbook detailing the art that inspired Iron Harvest.
The game sound track on CD.
A Figurine of the PKP 17 Saxon Eisenhans.
A Double sided poster.
Pricing hasn’t been announced yet, but this will be available from Amazon and all major places where games are sold.
To avoid confusion, this is different to the Backer’s Collector’s Edition which still contains:
The Game on DVD.
PLUS a Key for the Digital Edition.
Special story campaign for Kickstarter Backers.
Iron Harvest Battle Bag.
Metal Case for the Discs.
Digital Art Book.
Soundtrack on CD plus Digital.
Weapons manual book and PDF.
Three Faction Medals.
Two DIN A3 Posters.
Monthly production updates.
Access to all Alpha Versions.
Access to the Closed Beta.
Access to the Closed Iron Harvest Feedback Community.
Your Name in the Game’s Credits (Collector’s Edition Section).
Portrait Frame.
Info: Live Dev Streams
We’ve seen some great Iron Harvest streams from the community, and you’ve inspired us. Therefore, “Sir Tobi” and “The Iron Doctor" will be Live Streaming regularly from now on and we really hope you’ll join them. It’s bound to be a blast both literally and figuratively!
And just like the game, we’ve got a lot planned for this if it proves popular. Indications are good as we had over 1100 viewers for our first Stream. The next one is on Monday June 22nd. In future, we plan to bring in various behind-the-scenes Devs to play and chat, as well as host giveaways!
Info: Beginners Tutorial by 2Sk3tChy
Speaking of Iron Harvest video content, mega-fan 2Sk3tchy has created a tutorial for new players to help them get to grips with the basics. Thanks mate.
Unfortunately, we weren’t able to produce our own official tutorial in time for the Free Demo event, but we are working on one right now. Normally, with the full game, you'd have the 1st few missions of the campaign to teach you all you need to know.
Iron Harvest can be tricky, but we’re excited to see all these new RTS players. Fortunately, we’ve got a great community of backers likes 2sk3etchy and others who are more than happy to help. We strongly recommend checking these guys out.
Looking Ahead
Wow! a lot has happened recently and we’re just getting started. Full release is just over 2 months away and you’re going to be hearing a lot more from us. There is Beta 2.0 to look forward to, more Dev Streams, the public opening of our Discord channel, and of course, the Rusviets are coming!
Never want to miss an Iron Harvest DevBlog or update? For extra content and info, like us on Facebook and follow us on Twitter, Reddit and Instagram
Subscribe to our mailing list and you'll never miss out!
It has been 2 years since our successful Kickstarter Campaign in April 2018 and we are getting closer and closer to the release of Iron Harvest 1920+. With your help, we were able to collect invaluable feedback from the closed beta. We’re trying to incorporate as many ideas as possible - again we want to thank you for the amazing support! Also don't forget to say hi on our closed Backer Discord Channel. There you can share your thoughts directly with the team and the community.
If you've already claimed your early supporters game, please also join us in our Backers-only Discord Channel for all the latest news, info and discussion. You'll find the link here.
During our Kickstarter campaign we promised you that we will not commit to any compromises for any version of the game (Windows/PlayStation/Xbox). Each platform will get all the love necessary, and things look very promising. The closed Beta runs smoothly, and the feedback you guys gave us was overwhelming. The control schemes for PlayStation and Xbox are also up and running and we are continuing with internal testing. However, with the global Covid-19 pandemic raging for over 3 months and the resulting change of workflows, things got a little complicated.
Let’s rip off the band aid - To release the game simultaneously on Windows and consoles on September 1st we’d need to forgo many of the things which we promised you. For us, such a compromise, to force out the console version, is not an option. To give the game all the love it needs, and you deserve, we unfortunately have decided to postpone the release of the Iron Harvest 1920+ on PlayStation & Xbox Versions until Q1 2021. The Windows version releases unchanged on September 1st, 2020.
The console versions are very important for us and we strongly believe that with the extra time we will all get the outstanding console RTS we all are waiting for.
Also influenced by the current Covid-19 regulations are logistical problems we are facing concerning the physical Kickstarter rewards. Rest assured that every eligible Backer will get a digital game key on release day, however with our physical rewards production we are currently looking into possible delays that might occur due to the government lock-downs in various countries. We will do everything possible - however, we’ll have to wait for further Covid-19 pandemic developments and regulations. We’ll always keep you updated!
Info: Post-Beta, What’s Everyone Working On?
Jan (Game Director)
I’ve done tons of stuff in preparation for the release like discussing trailer ideas and ideas for other marketing assets. Besides that, I am testing a lot, giving feedback to our game designers, level designers and programmers regarding the feel of the game and the balancing.
I’m also working on the story / progression of the Kickstarter bonus campaign. There are many balls in the air at this point and there is a lot of stress involved, but I’m still super motivated because of the positive feedback we get! Thanks for that!
Julian (Executive Producer)
Creating a dense battlefield of 1920+ feeling requires a lot of mixing and effects.
My focus right now is to synchronize our development with the publisher, balance creativity with business. Orchestrating our team with Jan and Nico to precisely hit all the beats on the publishing side from Age Rating to Marketing is a big challenge.
Tied to my living room and not being able to see all our partners at GDC or E3 is sad, but we are giving our best to expand our network to create cool new opportunities for Iron Harvest. The upcoming months will be BIG with a lot of cool stuff going on, so stay tuned!
Besides all that, I am also the Audio Director of the game. I have the great pleasure to work with Adam Skorupa, Krzysztof Wierzynkiewicz and Michal Cielecki from Music Imaginary on the music for Iron Harvest. So far, we have created around 1½ hours of music for the game and the mix of classic orchestra and industrial synths really shines and creates a unique soundtrack. Working with artists and choirs of all 3 representative nations from Germany, Poland and Russia is a great creative journey. Adam is also working with me on the weapon sound design, creating an authentic diesel-punk experience for every unit. My long-term buddy for SFX Clemens (since “The Book of Unwritten Tales”) created a lot of new unit animation sounds, tons of engines and scene atmosphere. Also mixing the over 1 hour of cinematic video material and processing thousands of VO files for radio and other effects.
Nico (Lead Producer)
The entire team is working hard, pushing the game towards the finish line. Our implemented production logistics paid off and we made a lot of progress in the past months.
The Corona pandemic brought a lot of challenges that we had to tackle if we were to keep the production as smooth as possible. In my role I have to talk to a lot of team members on a daily basis and right now I have more Skype calls in a week than in the last year combined.
We now started polishing all areas of the game and it’s really cool seeing everything coming together right now.
Marilena (Assistant Producer)
My usual duties continue to keep our project plan on track. I manage the outsourcing system; help coordinate our art department and assign tasks. All while identifying constraints and working to resolve them together with the team. Even though we are currently working from home, our internal communications methods have worked out well and I’m happy with how we have adapted to the new challenges.
Tessa (Junior Producer)
Currently, I am working on the KING Art internal management tool. During the development of Iron Harvest we have discovered many limitations and room for improvement, so we are currently adapting and improving it to be ready for the next big projects!
Max (Lead Game Designer)
As always, I have been busy arranging tasks within the game design department and coordinating our efforts with everyone else in the Iron Harvest team. Recently, I’ve spent a lot of time looking at gamepad controls for the Iron Harvest console versions. I’ve also set up the first set of achievements (for consoles and pc) and started crunching the numbers on a lot of the metagame elements. Finally, we have been taking a close look at all your feedback, evaluating the improvements and changes, as well as prepared everything for upcoming feature updates of the game! I hope you are all excited for what’s to come!
Dominik (Game Designer)
Over the course of the last month, the problems and challenges facing the games balance has changed a lot. With all units and features narrowing down to their final state, a lot of edge cases came up. For example, discrepancies between abilities that work perfectly fine in multiplayer, but tear any campaign map apart.
In addition, we made our first steps towards collecting and evaluating telemetry data. For example, the win ratio per faction, damage dealt by each unit type and whole lot more. This, combined with your feedback, will help us to improve balancing further and will become an invaluable tool to find the optimal solutions to our balancing related problems.
Elliott (Game Designer)
This month I've been working on localization: helping translators ensure Iron Harvest is released in multiple languages upon launch. I additionally worked on submitting forms to the various ratings boards across the world so we'll know which age rating Iron Harvest will have! Between all that, I worked together with Francis to fix a long-standing issue with Victory Point bonuses to prevent exploitation. Read his entry for more information on that! Otherwise, I've mostly been fixing minor bugs and begun looking at how we can polish our units further to make them feel even more awesome!
Francis (Game Designer)
This past month, Elliott and I have been hard at work creating a prototype able to crunch the numbers on the effects of different victory point bonus systems. The current implemented system has (some) positive impact on matches, but it’s exploitable and this is something we really needed to address. Something we’ve finally found the time for. We have been analyzing the full extent of the system's current effects and comparing it to a "no bonus" system and different new proposals. A new design for the system has been picked and will now be implemented into the game!
Furthermore, I have been looking into everything to do with playing Iron Harvest with a controller, finding the current issues, and researching & designing solutions
Philipp (Lead Programmer)
Most of my time was spent busy managing our awesome team of engineers. I try to come up with a good plan for whom should do what and when. We always have plenty of issues, ideas, improvements, and obligations to juggle with and it is not always easy to decide on what would be the best route to further improve the game. But, when I sometimes take a step back, and try to look at Iron Harvest from a greater distance, I can clearly see how much it improves with every week of effort we put into it. I hope you can feel that too when you have the chance to look at the game (again).
Thomas J. (Technical Director)
Following your Beta feedback, I’ve been working on improving the responsiveness of infantry units. To allow players to feel like they are really in command of the war effort, their units should be able to abort their current action and work towards their new goals as soon as possible. This is especially important for units that are designed to be slower, like the MG infantry, which is powerful once setup but takes several seconds to deploy and redeploy.
Arne (Programmer)
The past month was quite different at KING Art. Firstly, we had to make sure that the workflows we used to have at the office still worked with all my colleges and myself working from home. Especially, getting out daily (or sometimes hourly) builds to the team was quite a challenge. On the other hand, I was working on getting the Iron Harvest client ready to meet all the requirements of the console platforms, also quite challenging!
Lastly, I am right now working on making sure that the Iron Harvest online services function without a glitch, so you can play your multiplayer matches, get XP and level-ups. We have quite some cool features planed that will arrive soon and I am making sure that all these things don't crash our servers when it is used by thousands of players.
Lukas (Programmer)
As well as the game being on PC-Steam and GOG, I've been working on consoles and different PC stores. We want the game to eventually be accessible on as many platforms as makes sense for our game. No exclusivity anywhere. Unsurprisingly, there are a lot of fiddly details to work out for each individual platform. It’s frustrating work, but it’ll be worthwhile in the end.
Chris (Programmer)
I've worked mostly on the A.I. and adjusting it to the needs of the level-designers. I improved the configurability and the performance especially for the campaign maps and made sure the level-designers can implement the A.I. within the structure of the specific Levels.
To improve iteration-speed, I tried to adjust our internal tools to give the level-designers the up most freedom to configure and customize the A.I., as well as debug-Tools to better understand the decisions it is taking and which tasks are tackled at certain points in time. Otherwise, I’ve worked on general bug fixes and improvements regarding scripting, tools, and overall game play mechanics.
Patrick (Programmer)
I've spent the last month mostly fixing bugs and supporting our level-designers. As a part of that I've improved the sequence-system that we use to stage and script the single-player missions. It now causes fewer delays, and is way better suited for skipping cutscenes, which is why we will now enable the skipping of cutscenes for players in a future update to Beta.
Janek (Programmer)
I’ve been working on a plethora of different things: For instance, on the possibility to play the campaign co-operatively, on the localization of the game's texts into different languages, implementing a way for players to choose and configure their favorite hero and some call-in reserves in multiplayer matches. All exciting stuff to come.
Christoph (Graphic programmer)
I‘ve made the environment more interactive: Vegetation now has a dynamic wind system with changing directions. Trees and grass react to explosion shock waves. Grass can be burned or trampled down. The terrain becomes beaten by craters, burned earth and oil spills. Units also leave trails in the snow.
I also made performance improvements to make the game run faster. For example, I altered the rendering pipeline completely for destructible buildings. Shadow lengths are pre-processed, and dynamic occlusion culling discards all hidden parts from rendering, such as interiors of buildings and fronts that are turned away from sight.
Thomas B. (Programmer)
I implemented a music system that can crossfade between two similar music tracks with different intensities. This can for example be used by our scripters to make the music more intense when a battle is starting without interrupting the music. I also fixed some bugs regarding shouts, savegames and other things.
Alexander (Programmer)
I have been working on implementing and improving (fixing bugs) several different abilities for heroes and mechs. Working closely with the designers and animators to make the abilities function like they imagined.
Anh Tuan (Programming Intern)
I am an intern starting to get to grips with this cool project. Currently, I am working on implementing a redesign for a better player experience and fixing some bugs.
Stefan (Art Director)
Over the past weeks I’ve been busy adding, polishing, and finalizing vegetation tools and assets, so our level artists have everything they need to finish the campaign maps. I’ve also worked on more visual polish and fidelity like systems for rain, snow, and cloud shadows to breathe even more life into the world of 1920+. I even found some time to experiment with some of our “nice-to-have” features, For example, a system for different mech skins!
Robert (3D Artist)
The cutscene asset production was one of the major parts that kept me busy during the last couple of weeks. Because it’s quite spoiler heavy, I am unfortunately not able to show too much detail, but you can have a glimpse at some of the assets which will be placed in these cutscene environments. Besides that, I was also creating gameplay assets for the end-maps, polishing some of our existing assets and designing some propaganda posters, which is always fun.
Michiel (3D Artist)
We have been making huge leaps of progress in our cinematic cutscenes. The basics for all of them are done – environment, animations, effects, lighting, etc. Which now leads to putting all our focus on fixing and polishing to make them look even more awesome. On my end, I’ve been mainly organizing the environments, creating lighting for all the scenes, remaking and improving character textures, and some work on shaders. We also started making bi-daily reviews of our work to instantly seek and solve major issues since so many overarching disciplines have to work together while not having the comfort of being able to sit next to each other.
Sebastian B. (3D Artist)
I’ve just joined the team and during my first month I worked on unit renderings for the in-game U.I. as well as for marketing and press releases. It’s exciting to be a part of this team and help to bring the world of 1920+ to life.
Youri (3D Artist Intern)
I also recently started at King Art as an art intern. Over the last two months I've worked on environment assets for the game and for the cinematics. My favorite one so far is the bishop's throne for one of the cinematics.
Sebastian G. (Level/3D Artist)
This month, I took the time and created some eye-catching cover images for each of our beautifully crafted maps, highlighting their unique visual features and tactical elements. Check out this shot of a rocket research facility . . . and that’s all I’m saying about that ;)
Dirk (Level Designer)
I have been working on the scripting of my maps. If there were tests that found bugs, I fixed them. By playing the game on my own, I also adjusted some small things like the balancing and tempo.
Magnus (Level Designer)
The past month has been a wild one. I have of course been using your feedback to both fix problems in our current maps and prevent them occurring in future ones. Speaking of which, I have also been very busy finishing up and balancing several other campaign maps. During this process, I worked with our programmers to further improve our scripting and A.I. tools for all involved in the level design process. In the breaks in-between all of that, I went back to my beloved multiplayer maps, both continuing work on some that we can’t show you yet, and starting to think about potential future maps for our post-release plans! Why yes, all of this makes total sense and I am in complete control of the situation, thank you very much for asking!
Stijn (Level Designer)
Like most of the other level designers I have been focusing on polishing the campaign maps. Often, this is the least glorious stage of level design because it involves fixing bugs, implementing small final features, polishing cutscenes and testing. Lots and lots of testing. But in the end, it is all worth it because it leads to better maps for our players!
Justin (Game and level Designer) Besides polishing and bug fixing the snowball fight and deer hunt tutorial, I continued my work on some other very exiting campaign maps. I worked on the design of some NPC Units and their features. I created some special encounters and created more interesting narrative beats throughout my maps. I can't tell you much about them yet, but we are working on some great content, especially for the grand finale ;)
Sabrina (Level Designer)
I spent these past weeks with debugging and tweaking of my campaign maps. The tickets keep coming and I’m just trying to keep up with them. We’ve also got some new features for scripting. The new A.I. is still a bit wonky, but I’m sure that it will make for some fun campaign maps when we release them.
Thomas D. (Lead Animator)
I'm happy to announce that we were able to finish motion capture and lip sync for the cinematics earlier than anticipated. That leaves us with a couple options to explore. We can either spend even more time on polishing cinematics that are still rough around the edges and create more content, or - which is more likely - we shift animators over to the gameplay department and make the best game possible. It's rewarding to have a close to functional state, to be able to see how everything plays out after years of development and at the same time it helps us notice things that still require an animator's attention.
Rahel (Animator)
Together with the code in-game animation department I have been working hard on getting responsiveness of infantry onto a nice level. We know this was a key piece of feedback from the Beta community and we’re always looking to improve responsiveness. This also involved polishing animations and working on some new units for later release ;)
Theresa (Animator)
Adjusting camera movements and motion-capture in our cutscenes has been my domain for the most part of the last month. Tweaking here, polishing there, trying to really get those characters across. But little did I know of the world that would open up soon after: Lip-syncing! Now, that the voice actors have been chosen, all those shots are really coming to life. And it’s truly astonishing how much the dynamics in a scene change when you get to show expressions on top of the acting itself. So, my current work and personal goal is to grant each and every one of them, no matter if hero or villain, what they truly deserve: Some fine, hand-picked facial expressions!
Vladislav (Animator)
I’ve been supporting the cinematics team wherever I could, as well as animating a new boss and secret hero unit!
Valentin (VFX)
During the past month, I placed a lot of effects and destruction simulations into our cinematics and in-game cutscenes. This was the first pass and involves placing existing effects into the scene and adjusting the timing of the effect. The next step for this will be finalizing the effects, adjusting the simulations and make everything look awesome!
Currently, I’m polishing all unit and structures effects and I’m adding a lot of new ability effects.
Felix (VFX)
Since January, I've work half time in the VFX department whilst finishing my bachelor’s degree. Lately, I've been working on lots of effects for our rendered and in-game cutscenes, unit and building effects, mainly regarding their destruction and explosions! It's a very rewarding feeling being this new in VFX and seeing your effects in prominent roles in the game and not just barely noticeable or placeholder thingies.Home office hits me hard on the productivity and it's extra exhausting staying focused, but I think we’ve all managed it very nicely. See you next time!
Thomas P. (Lead Technical Artist)
I’ve been simulating cloth and Anna’s hair for our cutscenes to make them look good. This way her hair and jacket will move and flow more realistically. I’ve also been fixing and tweaking various stuff here and there. There are so many small things that on their own might go unnoticed, but together, really make a game shine.
Yuhuang (Technical Artist)
Lately, I've been working on the finishing steps of rigging cinematic characters. I've updated the grooming for our cinematic characters, as well as adding mechanical details to mechs that will appear in cinematics. Other than that, it's mainly fixing newly found issue.
Matthias (Content Manager)
Among other things, I’ve been taking care of implementing and maintaining assets. This includes keeping our assets up to date with new features implemented by other teams, importing and removing assets, as well as trying to keep our project in a somewhat “clean” state. Something more “solid”; I recently completed an overhaul of our bunker variants, which required some re-structuring regarding their IDs and configuration to support varying tiers and equipment.
One of the bigger upcoming implementations I’m tackling right now is our “Room Service”. Basically, this involves one or more rooms for garrisoned buildings, allowing units to stay in a partially destroyed building longer, as they are able to switch into an intact room, should theirs be destroyed.
Thorben (Quality Assurance)
I’ve been happily swamped by all your feedback and bug reports since we released Beta. So, thanks for that :P. I’ve been coordinating between our various QA teams and devs as we filter through and prioritize the most urgent bugs. You can find me , or Will, on our Backers-only Discord channel if you’d like more one to one help with an issue your having.
Will (Community Manager and QA )
I’ve been enjoying the writing and coordinating of DevBlogs such as this. With the release of our Beta, there has been great content to communicate and interest to engage with. I continue to take care of our Backers-only Discord channel, streamlining our communication channels and responding to all your feedback in whatever form it takes. Your input keeps us on our toes, and this is why I love indi game development. I also get my hands dirty by investigating your bug-reports, which can be tricky to replicate, as well as, coordinating between the relevant programmers and designers. Exciting times ahead, and so I look forward to all that brings.
Alejandro (QA Project Manager)
I have been part of the early milestone approvals between King Art and Koch Media/DeepSilver. Since then, and until release, the testing team and myself are going to sweep over and over the Polanian, Rusviet and Saxony battlegrounds to spot any enemy bugs that we can.
Matěj (QA Lead)
I make sure our QA specialists have all the tools and answers needed to test the game reliably. We're reporting every little bug we can find to make sure we can deliver the best version of the game that we can.
Vojtěch (Jr. QA Specialist)
My job is to test the game builds using various techniques and make sure everything runs as it should. If I encounter any issues, I investigate them thoroughly, which allows me to report the bugs as accurately as possible. Reported issues are then sent to the dev team, which helps them to create the game everyone will enjoy.
Luis (Jr. QA Specialist)
Normally a game is meant to be enjoyed and to provide a nice experience for players. As part of the QA team we are meant to "break it", so players won't have deal with those "nastsy little bugseses". Sometimes they're obvious, others we must flush out, which sometimes means trying to do everything the game doesn't want us to. Sometimes "the bugs fights back". hehe...
Tomáš (Jr. QA Specialist)
I am part of a QA team, which means, that we are making sure the game runs as it should, by play-testing the game and correcting what's wrong. Since my Warcraft 3 and Warhammer 40k days I developed strong ongoing passion for RTS games, now continuing with Iron Harvest.
Martin (Jr. QA Specialist)
To my mind, QA testing means making the game as good as possible from the technical point of view. Our team is constantly trying to take one more step – to make the game an enjoyable experience for the player (and to have some fun along the way). I think that the developers have done a really good job. With Iron Harvest the community of gamers are up for a rocket ride.
Klára (Jr. QA Specialist)
I’ve been testing the game for a few months now and it is very exciting to watch the game grow and the story unravel. With every update, we look forward to new features that we then tested and made sure they worked well. We may have even played the game for fun after hours in the office! :) We especially fell in love with the mechs, who are adorable and deadly at the same time, and each of them has a distinct character. I am sure the gamers will have a great treat to look forward to (I know I do).
Ema (Jr. QA Specialist)
Like the rest of the QA team, I spend my time with the game playing it over and over and over and reporting any issues I encounter. My favourite aspect of the game are the various mechs - I find them very charming, and I'm sure the players will agree!
Tobi (Public relations manager)
Deep Silver and I are very busy, but in a different way to expected. Unfortunately, due to the Corona epidemic, most of the events we planned to go to this year were cancelled. It’s a shame, not only because we wanted to show the game to everyone out there, but we of course also wanted to high five ya’all. Despite this inconvenience, the team still tries to come up with new solutions and ideas. Let me tell you a secret, we have something really cool planned for this summer, so stay tuned for that.
The release of Iron Harvest is around the corner, which means that we are entering the hot stage of finishing, polishing, and submitting the gold version of Iron Harvest. For the publisher this also means preparing stores all around the world to “list" their game and try to establish partnerships – for instance with hardware manufacturers. In the end it is all about exposure and getting the word out, because what good is a game, if you can’t find it and/or buy it once it’s released, right?
Marketing and PR tries the same thing. Let the game shine!Together with video production they are currently working on several videos they’d like to release in the next month. Not only are we going in depth with the different factions and their pro’s and con’s, but the team is also thinking of something like a beginner’s guide. We’ll see 😊.
Anyway, everyone is extremely looking forward to the release of Iron Harvest, but as they say in game development. The last 10% are always the hardest – so fingers crossed!
Ronald (Lead Product Manager)
I'm focusing on the overall project plan and adjusting it, as necessary. Therefore, I'm also heavily involved on the contractual side and the milestone process. I liaise between our several internal departments and first parties.Having previously released many titles, the most recent being Metro Exodus and Kingdom Come: Deliverance, I'm guiding my production colleagues with my experience to avoid any issues along the way.
Looking Ahead
If you read this far, congrats :), and you can see we are crazy busy. Within the next months or so you’ll hopefully be seeing the fruits of the above labors. We’re going to have a lot to show you and whet your appetite for. You can expect a Beta update as soon as we have one stable and ready When we have details, we’ll be sure to let you know!
HelpingHans is a longtime RTS veteran and Twitch Streaming pro. Watch as he takes a fresh look at Iron Harvest's New Beta and gives his views on our development. Tons of new stuff to check out!
Interested? The game's Beta is currently only open to our Kickstarter Backers, but it will release to the public, in full, on the 1st of September 2020. Wish-List us and you won't miss out https://store.steampowered.com/app/826630/Iron_Harvest/
Follow our social channels for more game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech hearts desire on our:
Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.</p>
It’s here and we’re proud of the result. This is a major milestone for us and puts us in good confidence going forward towards our full release date of September 1st.
Here are some patch note highlights, so you know what to expect and what to look forward to next time you boot up.
New Units and Fortifications!
Saxony Gunfort: SKS 300 "Kaiser" (right) A high end mech armed with a deadly cannon and multiple MGs. It can deploy to enable its rocket launchers to shoot.
Polania Gunfort: PZM-24 "Tur" (left) A large walker that fires huge explosive shells from its twinned barrels. To get rid of smaller enemies it can fire a bunch of mortar-like shells to clear the area around its feet.
Polania Exoskeleton: PZM-2 “Rycerz” Exoskeletons with female operators that use the additional power of their augmentations to maintain high speed while wearing armor. Their multipurpose gun is able to damage armored targets.
Saxony Heavy Flavor Unit: MWF 28 “Stiefmutter” A walking factory that constantly unleashes drones that greet their target with a deadly explosion.
Bunkers now come in an unarmed version which is the new default version. This can be upgraded into the MG bunker that can only be built by veteran engineers. This can be upgraded once more into the new cannon bunker that can otherwise only be built by elite engineers. All of them can be garrisoned.
Engineers can now build field mines. These are little mechs that dormant until a larger enemy mech walks into its detection range. They then charge towards them and detonate on contact.
New Abilities!
The PZM-9 "Straznik" new veteran ability is “Overdrive”. The unit becomes immobile while firing successive short intense burst of bullets at each enemy within its reach.
The PZM-16 "Nosidelko" veteran ability is “Fortify”. The unit becomes immobile and hunkers down to reduce incoming damage and increase the garrisoned unit’s rate of fire.
The SLL 33 "Erlkönig" veteran ability is “Flare Shot”. This Saxon artillery unit fires a projectile that illuminates through the fog of war within an area for a short time.
The Pkp 17 "Eisenhans" underwent some changes. Before, they were just yet another artillery unit at Saxony’s disposal. While they still fire long range mortar attacks, they now perform devastating melee attacks. As slow as they are, you might think they’ll never reach their target, but they also received an armour upgrade and so are now very hard to kill.
New Features!
Resources: The whole resource system has been overhauled. Iron, oil, and victory points stay, basically everything else has changed. The mid-game has been delayed a lot. This results in more distinct gameplay phases that still blend smoothly. The improved pacing gives every unit a time window to shine which results in a huge increase in strategic potential.
Suppression: Overall the speed with which infantry gets suppressed was reduced significantly. To accommodate for this, being suppressed is now a huge disadvantage. It might help to survive a little bit longer, but fire rate and movement speed are impaired a lot more than before.
Veterancy: All units are now able to reach veterancy with comparable effort.
All mechs are now able to shoot over obstacles they should be, visually, clearly be able to.
Grenades, artillery shells and rockets now deal a portion of their damage to targets further away from the explosion’s origin.
Infantry units now deal different amounts of damage while melee fighting.
New responsive and more dynamic A.I., particularly on the 4th and 5th Polanian campaign mission.
Living up to our name, wrecks from destroyed mechs are now harvestable!
New Maps!
The 1st five Polanian campaign maps are playable and we’re pleased with the result. These add a whole lot of depth to the world of 1920+ and we know, like us, you crave that in RTS games.
New 2 vs. 2 multiplayer and skirmish map, fight for the cargo of fallen airships.
New multiplayer and skirmish 3 vs. 3 map. Don't get lost and use this challenging landscape to your advantage.
Improved challenge map.
Lots of general map polishing.
New Animations
Animated all new units! Seriously, check out the moment of the “Stiefmutter”! We’re very happy with how that turned out.
We made sure that every unit has a proper flinch reaction. Shoot it and you'll see what we mean!
Infantry can now vault over short walls and fences. This includes "Wojtek", the bear, and he ain’t half cute/deadly while doing it.
Added unconscious state to some units.
Animated NPC civilians.
Minor animation improvements on structures.
Loads of other cool things you can't see yet.
New Cinematics
The narrative behind our RTS is truly enhanced by all new cinematics between campaign missions.
Vegetation is livelier than ever. It can now burn, be bombed away and trampled down or just peacefully wave in the wind of a nearby explosion.
Units now leave tracks in deep snow.
Likewise, explosions now affect the terrain.
Landscapes are more varied now. Including lush flowery fields or barren sand plains.
Cutscenes for the Polania Campaign have been polished and are close to our vision for the final product.
All blockout-assets for the Polania Campaign have been replaced with their finished counterparts. This includes improved industrial buildings, more varied walls and hedges as well as the incredible train you'll commandeer in the 5th Polanian mission
Finalized all unit portraits
New Audio
A lot of new weapon and unit SFX (engines, steps, explosions).
New music, including Choir and Solo instrument recordings.
More unit shouts!
New Programming
Tons of new Visual FX
Introduced multi-threading for several subsystems to improve performance and reduce lag spikes.
Trains now navigates along its tracks better. Full Steam Ahead!
A.I. is now using cover & throwing grenades, as well as general improvements all over, especially in campaign maps.
Vaulting behaviour.
Mines now do interesting things when triggered.
Manual and Automatic saves of games can now be made.
Our Backer Beta is only accessible by all the people who backed us during our early-supporters phase. We’re sorry that inevitably people missed out on that campaign. However, stay tuned as there may be opportunities later and September 1st] isn’t that far away.
If you already have the Alpha3 in your Steam library, you shouldn’t need to do anything. Steam should auto update.
If you are new, welcome, thanks for joining us and here’s a quick guide to get you stomping:
Click the KingArt yellow and blue symbol in the top-right of the screen.
Click on “My KingArt” and log in using the same email address you used for Kickstarter or when you previously purchased.
Click “claim purchases” and enter your email again. The same addressed used for Kickstarter or past purchases.
You’ll receive an email with instructions and see your PC-Steam game key in your “Library”
Info: Feedback and the Community
Firstly, we can’t thank our community enough. Iron Harvest wouldn’t be where it is today without your tireless support and feedback. We’ve already seen the positive impact of your feedback and look forward to continuing to make Iron Harvest better with you.
When you enter Iron Harvest, you’ll see a button in the bottom of the main menu screen. Please remember this is here. Click it and fill in the Beta survey as soon as you’ve completed the campaign missions, then again after the challenge map and/or once you’ve played roughly 10 Skirmish/multiplayer games.
We have a great and growing community and you’re all welcome to be a part of it. A lot is going to be happening between now and full release so please like, subscribe, follow and all that jazz. It helps us get noticed and make the game more of a success.
You are free to stream Iron Harvest gameplay etc. Please make it clear to your audience the game is in Beta, use #IronHarvest and @ us so we see it. Share you game experiences, feedback, videos, screenshots, fan-art, questions and anything else your little mech heart’s desire on our:
Stay tuned because we regularly post updates, news, cool/pretty images, fan-art, more tournaments contests and you'll never miss our monthly DevBlogs.
Really keen? If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here.
Our Backers-only Discord is the best place to arrange multiplayer games, discuss, compete in tournaments, win prizes and get 1-on-1 with our Devs. Come September 1st we’ll open it to the public.
Looking Ahead
Considering the recent difficulties, we’re extremely pleased and excited to have reached this major milestone. However, as much as we’d like to take a break, now is the time to ride the momentum towards the finish goal of September 1st.
We’ll be taking a good look at your feedback as it comes in over the next few weeks. We’ve still got lots to do, and when we’re ready, we’ll no doubt have a Beta 2 to release with some hot-fixes and perhaps some new additions for you to try.
As you may be aware, the games industry has been hit hard by the Covid-19 outbreak with many gaming events cancelled and projects delayed. Unfortunately, we are no exception and we must now announce a short delay to the Backer Beta we had planned to release this week.
While we are just as disappointed by this as you are, be assured that we are doing everything within our means to bring together our teams online and adapt. We are adjusting our workflow to new challenges and we will deliver the Backer Beta as soon as possible.
Here’s a taster of things to come. Some of you have already spotted new things ;)
Thank you to everyone who has expressed their support and encouragement to us through Facebook, Twitter, Reddit and Instagram. Join us there and share your Iron Harvest thoughts, questions and fan creations.
We’ll let you know the moment we’re able to release, hopefully sometime in mid-April.
If you've already claimed your early supporters game, please also join us in our Backers Discord Channel for all the latest news, info and discussion. You'll find the link here.
Info: Previews Are Here!
Fortunately, and just before the European Covid-19 lockdown, game industry veterans got to grips with the latest version of Iron Harvest during PaxEast2020 and a Berlin Press event.
No better setting than an abandoned WWI factory complete with an air-raid shelter and Pretzels!
This was intense, but a lot of fun and a great way for us to get independent feedback of our game for you. If you’re unsure if Iron Harvest is for you, here are some highlights and new screenshots:
“I feel confident this game, with its fanciful depiction of a world at war in a universe where mechs are the primary vehicles of battle, is going to sink its hooks into me deeply when it comes out later this year”
I’m struck with sadness when I manage to get Wojtek killed in battle.How can I continue? How can I go on? How can I conquer an army without my killer bear?"
“Everything feels lived in and believable. This game definitely has an extreme level of detail, the care and time put into the overall experience shows.”
- Dave Rottino for Rated G for Games, full article here
“The company's devotion to those who believed in them is admirable”
“Iron Harvest takes inspiration from the likes of Company of Heroes with squad based RTS gameplay, but instead goes for a post-WWI alternate reality where mechanized armies dominate the battlefield”
- Erick Tay & Michael Higham for Gamespot, full article here
“Conclusion Spoiler: fans of bustling real-time strategy battle and base building will have their joy. Real-time battles with tactical depth, clear base construction and a really exciting scenario, I really liked the first missions from Iron Harvest”
- Ulrich Wimmeroth for EuroGamer, full article here
All these previews, and the many more out there, motivate and encourage us as we look ahead. Of course, there is still a lot to do, and an unprecedented new situation to adapt to, but our morale is high.
We wish you and yours good health and we will release the backer beta as soon as possible.
Never want to miss an Iron Harvest DevBlog or update?
For extra content and info, like us on Facebook and follow us on Twitter, Redditand Instagram. Subscribe to our mailing list and you'll never miss out!
That’s right, we can confirm Beta will be released during the last week of March.
Backers will be able to play the first 5 missions of the first campaign (Polanian), new skirmish and multiplayer maps. Check out new units and play for the first time with some of our heroes.
For those eager for our 3rd faction, the Rusviets; you’ll meet them as opponents while playing the campaign missions. We'll assess your feedback and then later this year we will make them available as a playable faction for skirmish and multiplayer.
Below we tease some of the content, features and improvements you’ll find. We’ll do a full breakdown and give details in next month’s DevBlog. No brakes on this hype train hype!
We’re at Pax East 2020 in Boston, MA, US, from today until March 1st
You’ll find us here:
This is one of our favorite annual gaming conventions and the atmosphere is electric. We’ve got a great booth set up this year, so come find us for a chance to play the latest version of Iron Harvest.
Look out for Tobi’s big bushy ginger beard, he’ll be happy to grease your gears and answer any questions you might have.
News: Backer Portraits
Our 2D artist has been scribbling away and already produced some great in-game player portraits for our backers with the “You-in-the-Game” perk.
Here’s a sneak peak, perhaps you’ll recognize one.
Info: Beta Campaign Levels!
You’ll get to play the first five missions of the Polania campaign. Follow Anna from her early days to her descent into the chaos of war that threatens her homeland.
*Spoiler Warning*
The war comes to Anna’s peaceful village
Polanian forces live to fight another day
United by a common cause, Polanian resistance fighters execute a daring strategy
In a moment of respite, Anna and her compatriots plan their next move
Valuable cargo secured, the journey towards answers and freedom begins
We’re also very excited to show you our latest cinematics that we hope will engross you into our stories as they start to unfold.
Info: Beta New Multiplayer Maps!
We’ll also have two new multiplayer maps for you to challenge each other on.
“Crashed Site” will see you and a friend race against two opponents to control the spoils of a downed Airship.
“Restless woods” is our largest map yet! This will see you fight 3 vs. 3 over a large, varied landscape that’ll require you to constantly adapt.
Info: Beta New Units and Abilities!
Introducing two of the largest, and so deadliest :P, mechs in the game. The Saxonian “SKS 300 Kaiser” (left) and Polanian “PMZ-24 Tur” (right), these boys are huge, end game, mechs that will both inspire and terrify.
If it’s the quickest way to get from A to B, our infantry pathfinding now includes the ability to vault over objects no higher than 1 meter. Very handy for getting into and out of trouble quickly.
Looking Ahead
The next month is sure to be intense! We can’t wait to bring you our Beta and show you our labor of love as it nears its final form. Our confidence continues to grow, and we can’t wait to meet fans during upcoming gaming events.
Next month’s DevBlog will be in late March when we release Beta. We’ll have all the details for you then. Stay tuned on social media because we don’t think we’ll be able to contain the hype for much longer ;)
Never want to miss an Iron Harvest DevBlog or update? For extra content and info, like us on Facebook and follow us on Twitter, Reddit and Instagram. Subscribe to our mailing list and you'll never miss out!
To get final numbers and begin producing the physical assets, such as the mecha miniature and artbook, we’ll be disabling upgrades on the 31st of January. This is your last chance get your mechanical claws on any of the physical goodies and perks from our Kickstarter campaign. Please upgrade your game edition by logging in here.
Anyone who has supported us from the $1 tier and higher is able to upgrade for access to the Alpha/Beta, and any of our other perks. Best way to support us?Click here to Wish-list us on Steam, you’ll know immediately if a pre-release version of Iron Harvest becomes available and won’t miss our release.
Even if you don’t intend to play on PC, please consider Wish-listing us because this is a good way to show your support for the game and help us be successful upon release. And if you’re feeling especially awesome, please ask your friends to Wish-list us too :)
News: “You in the Game” Edition
A big thank you once again to all those who supported us on Kickstarter at the “You in the game” level. Now it’s time for us to start delivering!
If your bought this perk, check your emails, spam folders and/or account for instructions. We need you to complete the “Ingame Avatar” survey by uploading 2-3 headshots that our artist will turn into a custom in-game portrait of you.
You’ll also be asked what in-game profession you’d like to have. By supplying this info, you also have the chance to become one of our campaign NPCs.
This all needs to be done before the 31st of January 2020! If you have already supported us, you can still upgrade your pledge to this tier here.
Inevitably, some of you missed out on this opportunity, but take this announcement as an indication that our development is progressing well, and we fully intend to deliver on our promised perks.
News: Your Name in the Credits
No matter what level you’ve supported us at, we’ll put your name in the game’s credits. Tell us what name you want by logging in here and completing the “Iron Harvest Credit Name” survey.
Info: End of Year Q&A - Part 2
Continuing on from last month's DevBlog, we answer all your questions going into 2020. You guys really out did yourselves with interesting questions and so you'll find some great insights for answers.
It's a lot, but you did ask, so you only have yourselves to blame. Enjoy!
When can we expect big maps or 8 player maps?- tomasz_exe (Discord)
We have a 6-player map and an experimental 8-player map in development. The 6-player map will probably be part of the Beta. Whether or not we’re going to release the 8-player map depends on our internal testing. It is very demanding when it comes to memory, so it might not work out in the end.
Is it planned to have day/night cycles in the game (like in WC3) and will it have an effect on units?- SentoN (Discord)
Our plan is that you can chose the time of day and the weather for multiplayer and skirmish matches. If/what effects this will have on the gameplay is not yet clear. Depending on the weather, the range of sight or the attack range might be reduced, possibly also movement speed. But if all that just makes the game less fun, we would rather leave it out and make it purely cosmetic.
Are there heavy armor infantry units?- Justin Walberg (Facebook)
Yes, there are. Bunkers and some heavy mechs for example.
Any plans for other exoskeleton types and the possibility of making them weapons kits for late game?- Shaders...ellipses (Discord)
Each faction has at least one unique exo-skeleton and there is also a hero besides Gunter who uses enhancements. The weaponry is set as for all units.
In regard to actual game content, not just fixing bugs. Is there anything someone in the community said, that became a major topic at an internal meeting or started an idea or change of mind?- n0x (Discord)
After we release a new version, we collect feedback from all sources and compile a list. Once a week there is a “game design meeting” with the game design lead, the game director, the lead programmer and others who discuss the suggestions. We have the philosophy that the origin of an idea doesn’t matter. If it is a good idea, we discuss it.
Not all good ideas find their way into the game, though. Sometimes they don’t mix well with other concepts already in the game or are not possible/too hard to implement. More often we already have an idea for a feature and community feedback encourages us to implement it eventually. Examples of that are:
Enable backwards movement for mechs
Make exo-skeleton squads, instead of having them as a single unit.
Different weapons for bunkers/upgradable bunkers
Map editor/User maps
Reload indicator
More background story/lore -> Glossary
Skins/cosmetics (e.g. “Winged Hussar Recon”)
Will you have your files available for 3D printing?- Tom Barnes (Facebook)
Maybe after release. Until then we strongly recommend you check out Vidovicarts. He created quite a few of our mechs and uploaded files for 3D printing on Thingiverse.
Will we ever get werewolves/knight-like mechs?- Zlo Sov (Twitter)
Not for Iron Harvest, which is based on the "World of 1920+". The knights and werewolves are from another of Jakub Rozalski’s universes.
How much visual customization options (if any) will players have when designing their armies? - Benjamin (Facebook)
There will be some. For example, you will be able to choose your own banner (for your flag poles and on your buildings). There will be also some skins and potentially attachments for mechs as rewards in our progression system (for example, for unlocking a certain achievement, reaching a certain level or playing successfully in the league). Additionally, there will be many options in the meta-game to customize your appearance there.
Any plans for Mech camo paint/kits that might affect their visibility of the machine or be just decorative?- Axelyoder (Discord) and Davis (Facebook)
There will be skins as rewards (see above), but they’ll be purely cosmetic.
Will mechs have different skins? E.g. Christmas hat or a Pumpkin head - Guzma (Discord)
Hehe. Mechs with Santa hats? We’ll see. We’re going to have events and we have skins, so... stay tuned :)
Will infantry units be able to climb over waist-high obstacles?- 2Sk3tChy (Discord)
Yes. They can vault over any cover that is approximately 1 m high.
Will the game have an ELO, leagues or seasons based ranked leaderboard?- Kaos (Discord)
Yes! Well… it’s not ELO, but an ELO-like system. There will be a competitive ranked mode and a more casual multiplayer mode and seasons.
Will we get horse riding units- 2Sk3tChy (Discord)
Yes. One of our hero units is basically “The Cavalry". This hero’s squad becomes larger and larger as he levels up.
Will there be melee mechs?- August Jones? (Twitter)
Oh most definitely ;)
Will there be more realistic close combat with punches, swords and hatchets in the head?- David Vigil (Facebook)
Our goal is not to make it as gruesome as possible, but we plan to add synchronized kills that enable more graphic deaths.
Will the fog of war system be like Company of Heroes 2 whereby buildings can block your view of enemy units?- EIectron (Reddit)
No. We did tests with that and it didn’t feel good. There are a lot of assets in our maps and to constantly have big portions of the screen be visible one second and under FoW the next just isn’t great. We opted for the simpler and calmer “standard” FoW.
Will there be an option to change the HP bars, or at least the option to change the size or remove them?- Seleck84 (Reddit)
It is already possible to scale UI elements from within our setting menu. You can decide how prominently you want to see the UI in general. If there is interest, we could add an option to scale the overhead info separately or to hide them completely. It’s usually pretty important, though.
Will a unit design contest take place where the best design(s) could be implemented into the game?- EthosImmortal (Discord)
No, sorry. It’s too late for that. All units and buildings are already designed.
Will the story/campaign feature a nonlinear, territory-based perk system?- Onxy (Discord)
No. We follow the “Warcraft 3 model”: Three campaigns (one for each faction) that are all part of one bigger narrative.
Will there be a photo mode with ability to control both armies so we can create dioramas and films?- Grey MJ and EthosImmortal (Discord)
You can play against yourself when you set all factions in a skirmish map to “Player”. Additionally, we could maybe release some of our debug options. They are quite nice for this sort of thing (you can spawn units, use free camera and so on). We can’t do it before release because of spoilers. But maybe we’ll see these features in an update after release.
Will there be off-map Abilities? e.g. airstrikes, supply crates, mech delivery- 2Sk3tChy (Discord)
No active abilities, but there are some missions/challenges in which, for example, supplies are being dropped on to the battlefield by an airship and things like that. When it comes to reinforcements, we’re planning an optional system for skirmishes and multiplayer that enables players to invest points for reinforcements they’ll receive when they reach certain goals in the map.
Will the HQ become a building that can be upgraded?- 2Sk3tChy (Discord)
No. Barracks, workshops, iron mines, oil pumps and bunkers can be upgraded, the HQ cannot.
Will there be mod support/community made content?- Willows "Trench Fox" WulfLast (Discord)
We would love user generated content for Iron Harvest! However, since we’re using Unity as our level editor, we can’t really make a neat little editor for everyone to use. Once we’re done with the main game, we’ll investigate if we can enable the community to work on Iron Harvest content within a free Unity version. It will be more complicated than other editors, so it’s not going to be for everyone. But it would be a way for dedicated community members to build upon our game. Hopefully, there will be the first user created maps on release!
Will there be a separate map maker tool with ability to put custom trigger conditions?- tomasz_exe and A furry (Discord)
See above. If it’s possible/feasible, we’re going to do “something”™, but we don’t know at this point how easy/comfortable and how powerful it’s going to be.
Will the AI/pathfinding be able to blow up rubble/buildings/wrecks to create a path to the target location if there is none?- tomasz_exe (Discord)
Yes, absolutely. Units evaluate multiple routes and if it makes sense to destroy (or jump over) something to reach a target faster, they’ll do it.
Any plans for E-sports?- Kaos (Discord)
We always say: “It’s not really up to us whether Iron Harvest is going to be an E-sports title or not.” We can’t invest tens of millions of dollars into an E-sport initiative with uncertain results. We’ll do everything we can to offer a great multiplayer experience. After that, it’s up to the community to grow the game as an E-sport and we’ll help wherever we can.
Will we get an official livestream from devs playing the game?- Rusviet (Discord)
Closer to release we’d like to do these. Tobi, our resident redhead, is raring to go and we’re also looking forward to seeing more of you livestream! Every couple of weeks we have an internal tournament. Maybe we could stream those as well.
Will the bunkers include support roles like medical bunkers, repair or artillery?- Brox9146 (Discord)
Each faction has three types of bunkers. An empty bunker, without any weapons, a bunker with strong capabilities against infantry and one bunker that is strong against mechs. It is often a good idea to garrison inside an infantry type that complements the bunker well (e.g. anti-mech Gunners in an MG bunker). There is also a field medical building you can build by sacrificing a veteran medic squad.
Is there anything you thought of adding to the game and then decided that’s just too crazy and would never work?- Benjamin Brøgger (Facebook)
There are a few things we won’t talk about because they might be part of a fun event some day or maybe an add-on. Other than that, there were some locomotion concepts for mechs that were on the stranger side. Does anyone remember the “He-Man Dragon Walker”? We also would have liked to have sandworms in the game, but somehow, they didn’t fit right with our setting ;-)
Will we always need an internet connection to play?- Nathan Raveau (Facebook)
You will be able to play single player campaigns and skirmishes offline. However, you’ll need to be online in order to play multiplayer, co-op, get achievements, progression rewards and so on. . .
What is the average tris count for your grass meshes and your tree meshes? They look great but are clearly low poly enough to have dense foliage without affecting performance.- Jeremy Scharphorn (Facebook)
We rely heavily on instanced rendering for our Vegetation, which enables to display large fields of lush grass without the heavy performance hit this would usually mean. Every grass/plant asset consists of up to 3 levels-of-detail, ranging from 20-30 tris on the lowest resolution up to 150-180 tris on the highest.
All visible instances of one Vegetation Type get combined into a single Mesh on RenderTime and shadowed via Screenspace Shadows. This keeps the cost for rendering millions of polygons extremely low. Our trees consist of 4 levels-of-detail and a billboard. Which level-of-detail you will see in closeup changes based on your quality setting. The tree featured here is right in the middle of the park resolution wise. Larger trees can reach up to twice the triangle count while those used to fill our forests never exceed a 1000 tris, even on the highest settings.
Will the game have V-sync to prevent screen tearing?- Gadzooks (Steam) and Oskar Lukianowicz (Facebook)
Yes. It’s already in the game settings.
How intuitive will the hotkey system be, and will it allow complete customization of all units/buildings/game functions?- mell00yell00 (Reddit)
There is already hotkey customization, so players can play in any settings they prefer. There are only very few fixed key bindings, for example “Esc-key” opens the in-game menu. When it comes to the “factory settings” we tried to be as close as possible to established standards, if there are any. It’s always a pain to re-learn those things.
Does this game use hit scan, or is each projectile calculated individually?- Suniwat (Facebook)
Beneath it all is a 2D simulation of the whole battlefield. Each bullet is simulated individually in this 2D space with some additional height information. So for example, if a Saxonian Stormtrooper fires a volley of five bullets at a target that is partially blocked by a waist high wall, some bullets will hit the wall, some will fly over the wall and hit the target and others might fly over the wall, don’t hit the target but hit a building behind it.
What's the chance of getting mouse and keyboard support for PS4?- Callum Sweeney (Facebook)
It is possible and we’ve already investigated it. The mouse & keyboard UI works on televisions (and you can "feely" scale it) and there doesn’t seem to be a technical problem we can’t solve. One of the challenges is to keep the multiplayer fair, a match between PS4 players using gamepad and the other using mouse & keyboard is problematic. So, this is no confirmation at this point but if it enhances the experience, we’re all for it.
Will there be LAN support?- Solensia (Reddit)
We’ve already managed to build a local server running on a PC, and we used it to present 1 vs. 1 competitive gameplay in Korea at G-Star 2019. So, LAN multiplayer is possible in theory. But we would have to improve it and make it more convenient to use. That’s definitely on our list, but don’t take it as a confirmation at this point.
What are the most known German game dev studios and how KAG compare to them? Do you still consider yourselves indie?- luk_zloty (Discord)
In general, there are not as many great and well-known studios in Germany. Our neighbors like France and Poland have done a much better job building a strong games industry. There are a couple of big mobile games studios like Bigpoint, InnoGames, Gameforge or GoodGame and some good PC/console developers like Crytek (Farcry, Crysis), Yager (Spec Ops: The Line), Ubisoft/Blue Byte (Anno Series, Settlers Series), Deck13 (Lords of the Fallen, The Surge), Piranha Bytes (Gothic Series, Elex) but it could be more.
Currently, it feels like the German games industry might finally be on the upswing and it is our intention to help with that ;-) KING Art is one of the older German developers (20 years in the business and counting). We have the reputation to make good games with small budgets. Iron Harvest is the first project we are working on, where the budget actually meets our ambition ;-) With approximately 60 developers, we are the 30th biggest developer in Germany. Yeah… we consider ourselves “indie”. Whenever we can, and it’s true for Iron Harvest as well, we keep total creative control of our projects and we try to invest as much as possible of our own money.
Has the lore been changed for the Rusviets or is it the same nonsensical "soviets kept the tsar in power" thing?- Patrick Katalenas (Facebook)
Iron Harvest is an “origin story” and takes place a little before other stories in the “world of 1920+” you might know. There are changes but, yes, a country named “Rusviet” is still ruled by a tsar which isn’t super logical. But maybe in our world the tsar isn’t around forever?
If the game does well, would you like to do a sequel and expand on this universe?- Tyler Harris (Twitter)
Yes. First thing we would like to do is add-ons, adding new factions, campaigns and game modes. But also, spin-offs games like a grand strategy game (turn-based) or a 3rd person shooter could be really cool. What would you like to see?
If the super-Mechs like the “Tur” are added, will they be unique controllable units or more like set-pieces unique to the environment?- Rusviet (Discord)
All the factions have different-sized mechs and one “super-mech”, that can be controlled. These units are late-game units and of course, pretty expensive. In case of the TUR we had to make it a little smaller, to make sure it fits on the screen and doesn’t block out the rest of your army ;)
Will we see other factions from the world of Iron Harvest be made into DLC of the game and if so, which candidates would the Devs most like to see in the game?- Aaron Park (Facebook)
Hopefully! We would love to make add-ons. There are many cool options to chose from. Having an Asian faction could be really cool, but also other factions you might know from Jakub’s artworks. Or we could do something totally different. At the moment, we’re focused on the main game and making it a success that warrants more factions! :)
What is your favorite unit in Iron Harvest and why?- Ashton Grey (Facebook)
We asked the game designers and animators. Here are their answers: Dominik (Game Designer): SKS 156 “Wotan” It is just a cute, loveable mech! Especially when it moves and turns with all its legs. Yet when it arrives at position, it just annihilates its enemies with brute explosion power!
Tim (Game Design Intern): PZM-13 “Mocny” Once setup, it goes BOOM…and then everything is gone to dust.
Elliott (Game Designer): SHM-69 “Serp” The “Serp” is the one giant enemy that no player can ignore when it arrives at the battlefield! Whenever it appears it draws the attention and is just spectacular every time!
Francis (Game Design Intern): Sd.KS 78 “Isegrim” With its simple box form and its four long legs – I think the “Isegrim” is really cute, yet imposing, when traversing the battlefield. Sometimes it’s the simple things: It looks good and does a good job in every situation!
Maximilian K. (Game Design Lead): MWF 28 “Stiefmutter” The working process behind this unit has driven one of our designers crazy so far (and he probably was not the only one) – yet the idea is something really unique I think; and alone the naming of the mech (combined with what it does) is just too good to not love it!
Sarah (Animator): SKS 156 “Wotan” It is simply cute! And it was genuinely fun to animate with all its little legs!
Thomas Derksen (Lead Animator): SHM-69 “Serp” From all mechs in the game, the “Serp” represents Jakub’s look best! We needed to compromise on most mechs with the sizing a little bit – but the “Serp” stayed a huge, impressive metal giant, dominating the battlefield!
Vladislav (Animator): Lech Kos’ Mech – The Rebel Leader It’s a powerful, aggressive and melee focused unit, and the animations we did to translate this were really fun to make! Rahel (Animator): Tag & Nacht They're good doggos
Mailyn (Animator): Lev Zubov’s Mech - The Rusviet General The two badass rotating blades are really cool, and all its crazy melee attacks make it even better!
Thomas Peter Paul (Lead Technical Artist): PZM-7 "Smialy": The "Smialy" is definitely the most iconic unit of the game to me! In addition, is great speed and range perfectly fits my play-style!
What is the airspeed velocity of an unladen swallow? - Valentine (Discord) Depends, is it an African or European swallow?
Is the cake really a lie?- Peter Norell (Facebook)
THE cake? Yes, I know it’s hard to accept, but yes. Let’s move on.
How did you and this game get so awesome?- Joshua Hill (Facebook)
No, you’re awesome!
Do you prefer eggnog or hot cocoa drinks this time of the year? - shdewit (Reddit)
Glühwein or cocoa, the historical Bremen Christmas market is just across the road from the office. Delightful.
What was the hardest time you have ever laughed in your life?- Zerg_x (Discord) Not sure, but this is top-10:
Within the company, do you have morale boosting events?- ThibmoRozier (Discord)
Once a year, we have our company summer and winter festivals. We also have regular “Show & Tells” where the different teams show off what they are working on. Then there are the many unofficial activities. We do Wine Wednesday every week (The Iron Doctor insists on bringing his Gin), board game/pen&paper rounds or miniatures painting. A whole bunch of us have weekly medieval sword fight training or train for half-marathons. I find only one of the last two things strange ;)
What kind of coffee does Elliott prefer?- Night Owl (Discord)
Like himself, Black (of heart), bitter (of mind) and preferably fair-trade (of body).
Which came first, chicken or egg?- Kaos (Discord)
Egg! Darwinian evolution teaches us that a proto-chicken must have laid the 1st chicken egg. Which then hatched the first mech and from this the AT-ST naturally followed.
Will the Rusviet mechs be powered by vodka?- Shaders...ellipses (Discord)
Iron Harvest is DIESELpunk mechs. We can’t comment for the pilots, though hehe.
What is the sense of life?- Rusviet (Discord)
To buy Iron Harvest 42 times.
Pineapple on pizza? Thoughts?
Not bad. Come at me bro!
Info: End of 2019 Gameplay Video
If you haven’t seen it already, check out our latest gameplay trailer. It’s proving very popular and will get you up-to speed with our progress over 2019.
Contains new in-game footage and a 1st look at our cutscenes. Enjoy!
Looking Ahead
We're gaining more and more traction as we steam towards Beta release in mid-March. The office is full of activity and excitement as we start to put the build together and we're pumped to show you what we've got as soon as its 100% confirmed.
Until then, we're presenting the game at conventions, such as Dreamhack in Leipzig this weekend. If you're in the area, drop on by and play the latest version of Iron Harvest against your friends!
If you've already claimed your early supporters game, please also join us in our Backers Discord Channel. for all the latest news, info and discussion. You'll find the link here.
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