We have some important announcements about the upcoming Early Access release. Due to missing time to do final internal testing with the Staff Team we have to postpone the release from 11th of May to 1st of June. During this time the Team will test and finalize the latest changes to the game to ensure the best gameplay experience for everyone. Players who already own a key from earlier tests will be able to play as well. We want feedback from those to make sure everything works fine. During this time there will be livestreams held during which it is possible to win a free key. When these livestreams will be held or on what day the servers go live to test is to be announced on our Discord Server.
Without SameGame, with the Multiple Gamepads option, one can play in local multiplayer mode (up to 4 players). Use only the left and the right triggers of the gamepad to shoot.
Guards of Atlantis: Tabletop MOBA is a competitive "zero-luck" team-based board game inspired by computer games of the MOBA genre.
In the game, each player controls a single hero and uses a hand of cards to move that hero around the game board, employ special abilities, and attack enemies. Defeating enemy minions earns you coins, which are used to buy levels and upgrade your hero. Your goal is to help your "minions" — units that are not directly controlled by the players — reach the enemy base and capture it.
Guards of Atlantis II is a complete overhaul of the original game with 21 new heroes, new game board and much more. In addition to new content, Guards of Atlantis II streamlines the rules of the original, making it faster and tighter.
With the game out now and in your wonderful hands, we thought it would be a good time to go back to the beginning (the very best place to start) and talk a little bit about how Moving Out came to be!
It was a long and winding journey, full of mystery and adventure, with many players and moving parts, like all good stories must have.
We begin with Jan from DevM, an independent game developer in Sweden, with tiles such as Extreme Forklifting 2, Desert Worms and Silly Sailing under his belt.
INT. JAN’S FRIEND’S HOME – DAY
It is 2016. Jan is helping a friend move house.
JAN What if moving houses was a game?
JAN’S FRIEND Like a moving simulator?
JAN Ummm...
SIX MONTHS LATER
INT. THE SWEDISH LAIR – NIGHT
TIMELAPSE + MONTAGE: 3 days of Jan hacking away furiously at his keyboard making THE PROTOTYPE.
TWELVE MONTHS LATER A partnership between DevM and SMG is proclaimed. A bright new era in game development begins.
INT. SMG STUDIOS, MELBOURNE – DAY
Dave is given the game to play. He sees the untapped potential and the cogs begin to turn in his Level Designer mind.
DAVE I do declare, these characters must jump!
LOTS MORE TIME PASSES The game is being made.
EVEN MORE TIME PASSES It is a game.
THE END
Such daring, such intrigue!
Actually, we thought we’d just ask Jan some questions.
What are some of your highlights? When working alone on a game there’s the constant unknown if the game is any fun, or if the idea even makes sense. [So it was a big deal] the first time I had other people play the prototype - seeing how much they enjoyed it.
Another highlight was visiting Melbourne and seeing that there are actually real people working on the game; it felt a little surreal at first.
What’s it been like to work with SMG and T17? Has it been hard being half the world away and in a completely different timezone? Waking up and aspects of the game have completely changed. [With SMG in Australia, T17 in the UK and DevM in Sweden] it can be a little challenging to work with the timezones. I’ve always been a night person and don’t like getting up early, but yeah, staying up till 6 in the morning hasn’t been optimal.
What’s the last 2 years of your life been like finishing it? Mostly a blur... :)
Did you ever think it would get signed and actually released? I always knew the game would be released in some form, but the initial plan was to make it myself and release it as something much smaller. I knew MO would be bigger than my usual games, my initial estimate placed it at 6 months rather than the usual 3 months. A slight underestimate in hindsight.
It was fun coming into the office in the morning and seeing you’d added a new feature like Laika’s tail wagging when co-moving a heavy object. Did you have a favourite little feature that snuck into the game? I like the way the movers look at each other and the way Rye-Yu burns their toast when straining.
Have you ever slapped a door into someone’s face? I’ve slapped kitchen cabinet doors into my own face more times than is reasonable.
Have you ever thrown a couch out of a window? Not yet.
Who is the premiere moving company in Sweden? Not the ones I have used.
Does it rain in Packmore? Not since 1983.
What’s your favourite food? Pizza after a busy day of moving.
Thanks to Jan from DevM for answering these questions! Let us know in the comments if you noticed Laika’s tail doing that little wag or how much you love the rogue flying toast when Rye-Yu strains.
Until next time Movers, Have fun playing the game!
When Martin suddenly fell ill, I immediately realized that this was the beginning of the end. The clouds had been gathering over the Knechte for a long time, we could smell the trouble that haunted us. Even the rains could not clear the air from the smell of ashes. The flames were coming, and Flanders wasn't going to save us.
In the evenings, I sat next to Martin, who was getting a bad cough and tried to figure out what we should do now. Being the chief adviser means making decisions when the leader can't, and I tried: looking for help, trying to find a cure that could help our leader. But time went by, and Martin got worse.
— Augustus, — one evening he said quietly, waking from oblivion. In the dim light of the tent lamp, his exhausted face seemed even paler. — Augustus… I had a strange dream.
— What? — I got closer so I wouldn't miss a word. — Flanders?
— No, my friend, — Martin grinned with a distinct bitterness. — No, not Flanders. Another unknown green land. There are plenty of clean water springs, straight from the ground, can you imagine?.. And also… This place smells like apples.
— Apples?
I only heard about tree fruit from adult colleagues, those who saw the world before the disaster, so I had no idea how Martin knew their smell.
— How did you?..
— I don't know, — Martin shrugged slightly and closed his eyes. — It's so peaceful in that place. Like an island hidden from all the troubles. A place of eternal happiness. Do you think we'll find it?
— Of course! — I didn't want to, but I clearly saw the light go out in his eyes.