Rising Lords is a medieval turn-based strategy game with card and board game elements. Send your serfs to fight and die in your name... or let them prosper, and use them to your advantage!
Collect taxes and resources. Dictate rations and field work. Forge weapons, reshape the battlefield, raise armies, and build mighty fortified cities. Help your people become knights, or dump them on a battlefield far away, but be careful: even the most humble peasants will revolt eventually…
In addition to its campaign mode, Rising Lords features robust multiplayer functionality. Play a quick game, or settle in for an evening or more. Play mind games with your friends with Rising Lords’ special figures and spread false infos. Let them pay for their insolence in questioning your right to rule!
We can't wait to get your feedback and ideas and hope you will have fun with Rising Lords!
Early Access for Rising Lords is going to start on Steam TODAY: May 27, 2020 @ 1:00pm PDT / 10 :00pm CET ! We are super excited!
Please note that all alpha/beta keys will be revoked automatically, that is steam policy.
But Rising Lords is an indie game and we think the price is very fair and depends on your region: $19.00, £15.49, 16,79€, CHF 19.50, 435 pуб., 71,99zł, R$ 37,99, ¥ 2,080, 145,00 kr, Rp 108 999, RM39.00, P449.95, S$18.50, ฿289.00, 188.000₫, ₩ 20,500, 32,00 TL, 279₴, Mex$ 185.99, CDN$ 22.79, A$ 28.95, NZ$ 24.79, ¥ 63, ₹ 529, CLP$ 7.700, S/.37.00, COL$ 31.000, R 130.00, HK$ 89.00, NT$ 318, 34.95 SR, 53.00 AED, ARS$ 224,99, ₪73.95, 2 650₸, 3.35 KD, 41.99 QR, ₡8.500, $U429
We will also have a 10% Launch discount for early birds, so make sure to grab a copy as soon as possible :) There will be no other discount for a while.
Hello and thanks a lot to everyone that participated in our pre-early access alpha phase so far. We have received almost a thousand reports, suggestions and feedback emails! That's amazing!
We will keep pushing updates almost every day. We have fixed the most common crashes and gamebreakers. If you were affected, please consider playing some more and send us more detailed feedback and ideas :) We are looking forward to it!
The pictures shows 4 of the basic units with their different levels. Levels were requested by the community and almost all of them are already implemented.
Also for those who haven't had a chance yet... We still have a few alpha keys in reserve. If you want to participate, please sign up to the newsletter as soon as possible! http://signup.risinglords.com
Pretty sure they will all be gone towards the end of today.
Stay healthy and keep the feeback coming! You are awesome !
Thanks and Cheers
Chris
Rising Lords Changelog for the last few days:
Bugfixes: - added more logging for problems we were unable to reproduce - fixed different crashes with going to or coming from battles - fixed different crashes related to saving or loading games - fixed a problem with data compression that lead to corrupted files - Fixed obstacles + traps crashing when using right click unit menu. - Fixed a crash when merging armies for battle if an army contains a mercenary - Fixed map crashes with large regions - Fixed heavy armor mentioning cavalry. - Fixed Fire Mercenary button again - Fixed sword + spear tooltip description being reversed. - Fixed army bar crash caused by mercenaries being improperly loaded - Fixed merchant crash caused by hover not being setup in the create event - Fixed hunter crash after defeating a beast in a region without woods. - Modified bailiff to look for the tile's region rather than the nearest region object. - Fixed bailiff tax collection crash - added more logging for problems we were unable to reproduce - Fixed a battle crash with AI - Fixed new crash dropping bailiff into a region with no owner will now detect the nearest region. - Added a campaign GUI refresh when dynamic objects stop moving. - Fixed chapel crash - fixed an out of sync battle issues - Fixed so load battle wont place general if player lost general earlier. - Fixed rare morale glow crash. - Fixed wedge crash - Fixed crash when saving editor maps due to castle tiles setting waypoints - Fixed pressing escape to exit options menu in the title screen not restoring the title screen - Allow clicking on English in language menu when in Chinese or Russian language - Don't keep eating horses in the stables when not selected for eating New: - Editor: Added 100 region map cap along with warning - Modified killed a beast + beast killed peasant notifications to what type and where. - Added Spanish language support - Added 3 levels of cavalry (rider) spine sprites. - versions downward of 0.2.9 will now exit and recommend to update the game to avoid useless crash reports - Added newer 3 levels of ranked token bases for easier recognition - Added 1920x1200 resolution.
Changes: - Modified chance for peasants killing beasts from 50, 60, 70 to 50, 70, 90 - changes to german language file - changes to russian language file - Update to credits
Most of you will have a pretty clear idea what heritage trait ("faction") this special unit will belong to. The bigger question is, what advantages and disadvantages should that faction have on the scenario map? give us your ideas!
Thanks a lot you for you previous engagement! We want more! :)
This is the special unit for a certain heritage trait. What factions could it belong to? what could be different to normal heavy infantry? what advantages and disadvantages should that faction have?
Hi everyone! How would you like your game? We would like to do a test with community involvement. Share your thoughts and ideas and we will be happy to make this a regular thing.
Today is about one of the "factions", and there is more if you are interested. At the beginning of the game you can choose a Heritage trait. This is your faction, so to speak. They will go along with a special unit and some gameplay changes.
What medieval Country could this one resemble?
What Kind of perks, Gameplay changes, Advantages or disadvatanges would you like to see with this faction?
the last alpha phase was another success. Most of the testers played for several hours and we got a lot of positive and helpful feedback. Although we must admit that while some people really invested a lot of time and passion in their feedback comments, we would be thrilled to get even more feedback from more players. These testing phases live from the community's involvement, so please don’t hesitate to send your notes, suggestions and bugs to us! One of the main achievements of the alpha phase was that the game is now really stable. And we are confident that the few remaining problems will be solved during the next testing phase.
This leads to the main announcement of today’s post: Rising Lords will be available to Early Access on May, 29th 2020! We are confident that the game is ready to be played by more people and we look forward to improve the game along it’s way to the final release. We need you to stay involved in the process so that we can shape the game to your liking!
Updating the current closed alpha build was discontinued on February 12th and we have been working on a lot of new features and improvements. Diplomacy, sending food and leveling troops to name a few.
Early Access Infos
Why Early Access?
We have been working on Rising Lords for several years now. Rising Lords is in a playable state, stable and many of you have enjoyed the closed Alpha versions for many hours already. We want to be able to use your feedback and ideas to make the game as good as possible and thus are happy to make Rising Lords available to everyone via Early Access. We have many ideas to further enhance the gameplay, improve replayability and want to add a lot of content that is yet missing.
Approximately how long will this game be in Early Access?
We think that it should take about a year to finish our current plans. We have many ideas how to improve and expand Rising Lords and we also want to work closely with the community to get some more inspiring ideas and suggestions from the playerbase.
What will be the difference between the full version and the Early Access version?
The full version will offer more battle cards, more units, more events, more maps, more buildings, more victory conditions etc. It will also include the story campaign where you play the role of a young knight struggling to restore the glory of his ancient house and every decision you make will shape your path. An arcade battle mode where you fight your way from battle to battle to beat global highscores will also be included. AI options will be improved and diplomacy added to the full version. We are also going to add more language support and modding options in addition to the already available map editor.
What is the current state of the Early Access version?
The game is in a stable state, thanks to our alpha testers. The main gameplay is already available in both single player and online multiplayer. This includes full scenarios where players will manage regions and conquer other territories in battle. There are also quick or custom battles. You can also create your own maps with the editor and share them with the community via Steam Workshop support. Will pricing be different between the full version and Early Access version? The full version will be a bit more expensive to reflect the larger amount of content.
How are we planning for community involvement?
As we have proven already, community involvement is a vital part of our development process. We value feedback and ideas from the players very much. It is very important for us to answer any requests, questions, and posts as soon as possible. You can do that on discord (https://discord.gg/NAqnsFx) or right here in the steam community.
Before we conclude this post here's a game from our friends at Lost Pilgrim Studios that we can wholeheartedly recommend you to wishlist here on Steam as well! It is a turn-based post-apocalyptic fantasy RPG. Steam Page Link
Technically the alpha phase is over so we orginally didn't want to change the version number and make only some vital bugfixes. But now the patch is bigger than expected so we want to publish the changelog.
Bugfixes: - Map Editor and workshop fixes - Fixed hover upgrade crash from the system resetting the tile it's working with. - Don't show upgrade icon for things already upgraded - Fixed victory check after a scenario is won - Fixed crash reporter not working - Fixed a language crash - Fixed hand peasant popping in with smith graphic. - Fixed general of a dead unit taking a default general token. - Fixed 0 troops in battle caused by round() instead of ceil(). - Fixed wall crash
New: - Added LR+AD keys to go cycle the event cards. - Wasted fields show progress indicator and green outline if more peasants than needed - prepared network system for language support - animals start off on fields - Added 3 new button sprites to region menu. - Added placeholder button for provisions to be added like diplomacy. - updated campaign gui tooltips to have dynamic information regarding animals.
Changes: - Modified default editor region to Argonwood. - Modified event card maximum size to 90% and tweaked other sizes and - Swamp and forests increase gold and time costs, and remind you on building description - Automatically eat animals about to die from lack of fields - No morale messages if all enemy units are defeated.
Bugfixes: - Fixed crash when saving map related to zoom out to take map screenshot. - Fixed blind fire message crash. - Fixed Steam workshop problems and other map related crashes - Fixed instant crash when mouse wheel zooming in editor looking for the mini map. - Fixed obj_dwellingquarters to no longer crash the game when looking for a _workplace. - Sync battle wall data back to campaign in MP - Fixed army merge crash as the AI tries to merge the player's armies. - Fixed right click in editor to name things not returning to previous windowed or full screen state when clicking cancel. - Fixed obj_unit_overhead_message crash from duplicate dictionary key leading to a missed dictionary key. - Fixed bailiff crashing taxpayer modifier for being in a region without knowing the population and other things. - Fixed the immortal first strike swordsman - Fix remove loading screen too early in battle. - Mercenary fixes -Dont place escape flags in enemy tile with walls. - Fixes for moving peasants around - Allow selecting corner regions while zoomed out - Fixed green screen issue.
New: -improved info for health and ration gui tooltip - Show enemy start zone when placing units. - improvements to resource and weapon tooltips - iron man mode - updated garrison gui tooltip to use the dynamic numbers - updated garrison gui tooltip with extra info on unit types and amounts of each unit type -updated sheep gui tooltip to state the amount of people sheep meat feeds
Changes: - added new darker green and red macros and applied them to the lower gui in campaign - Quicker animations for get hit and destroyed battle units - Added map editor to zoom out to a full map before taking a screenshot for the save file. - Only highlighting workplaces where peasants can be placed. Stronger highlighting for currently hovered workplace. - slight AI improvements for the last remaining battle unit
Now that we have the Map Editor available we would love to see your map ideas. For this we want to start a little contest. Everyone with an alpha key can join, just send us your exported map data or a link to the steam workshop file via email, discord or PM until Feb. 15th.
What is in for you?
- The winner will get a Release(+EA) Key for Rising Lords - Entry in the Rising Lords hall of fame - With your approval, your map might end up in the final game with your credits - You like to create more maps? We might have a small side job for you