Age of Gladiators II: Rome - Creative Storm Entertainment
Large and very important update today.
  • Combat - Gladiators will now start in a series of different positions when the match starts. Sometimes they will be on sides, sometimes they will be a bit more mixed up and spread out across the arena. This has a new and more unpredictable effect now on combat.
  • Combat - Sand now procs only after successful roll against it's hit percentage.
  • Combat - Sand now has higher chance of succeeding. For current games, the market will need to refresh with new merchandise though before the new sand items can be seen.
  • Barracks Screen - Players can now double-click on the row in order to bring up the detailed View Gladiator screen.
  • Arena Setup Screen - Players can now double-click to assign gladiators and equipment from the arena setup screen.
  • Recruiter - Fixed bug where the owner Recruiter background was not applying bonus to gladiator salaries.
  • Classic Combat - Block and Dodge text added to the this screen.
  • Combat - Fixed Inspiration message to show correct AP bonus.
  • Combat - Prevent 0 heal message from displaying.
  • Combat - Fixed bug where gladiator nameplates were showing the combat UI.
Thanks again for all your amazing support thus far!

Age of Gladiators II: Rome - Creative Storm Entertainment
Smaller batch of updates this time - but lots more to come.

  • Fight Purses - these are now progressively larger for 2v2 and 3v3 fights, providing more incentive to compete in the larger battles.
  • Armory - space has now been increased by five slots at game start. This will not work on saved game however.
  • Weapon Condition - this is now shown when rolling over the weapon as well as via a column in the fight start screen when equipping gladiators.
  • Fame - fixed bug where fame was not advancing past 8000.
  • City Invitations - The date window for city invitations is now explained a bit more on the Office screen.

Thanks again for all your amazing support thus far!


Age of Gladiators II: Rome - Creative Storm Entertainment
Some excellent continued feedback and requests from players. Here are some of the latest updates I've deployed up to v1.5:

  • Combat Animations - The AI controlled gladiators were only using one combat animation previously. This has now been fixed and they now use multiple animations when attacking, which should make the spectate mode a bit more entertaining.
  • Trades - Quantity has a quality of it's own; but no longer in Age of Gladiators II: Rome. Opposing bosses will not be swindled into taking many sub-par gladiators for one good one. They now judge trades based on the average quality of the gladiator(s) being offered.
  • Special Items - Bandages now called Healing Powder. Makes a bit more sense in the arena.
  • Ethnic Label - Thracian and Iberian had swapped combat ability labels in their Other Stats window, this now fixed.
  • Donate - It now costs 2,000 to donate to gladiator rather than 1,000. This will accentuate the need for good purse sharing management.
  • Arena - Battle freeze, fixed issue where opposing gladiator did not know what to do and froze in place. I suppose people sometimes do the same thing in combat, but time doesn't also freeze with them... this is now fixed.
  • Missing Staff Members - Fixed a bug where staff members were running away during the wrong quest.

Thanks again for all your amazing support thus far!

Age of Gladiators II: Rome - Creative Storm Entertainment
Some excellent feedback and requests from players. I'm going through them all and trying to get them up as fast as possible!

Here are some of the latest updates I've deployed with v1.2:

  • Portraits - As requested, these can now be changed in the View Gladiator screen.
  • Arena Combat - Gladiator teams will now sometimes wait for the other side to move first instead of charging in right away.
  • Birthdays - Fixed a bug preventing certain gladiators from properly aging during birthdays.
  • Gladiators in transit can no longer be accused of murder - this was pointed out earlier.
  • Gladiators now always auto-train weapon appropriate to class
  • Simulations (Real-Time) - Removed boss records from this screen.
  • Famous Gladiator - Toned down the attributes a bit of a particularly famous gladiator that sometimes spawns.
  • Quest (Make Up Your Mind) - Fixed a bug where the doctor was not registered as human owned. He can now be successfully used in the arena, if you are so inclined.
  • Blood Spatters - The camera blood spatter is now an option that can be turned off on the Game Settings screen.
  • Blood Pools - Decreased the time it takes for blood pools to form so players can see it after 1v1 defeats.

More to come.

Keep the ideas flowing and thanks again for all your amazing support!

Age of Gladiators II: Rome - Creative Storm Entertainment
Hey all, I have launched the game moments ago.



For all previous owners of the first game, there is also an additional discount if you purchase it through the bundle here:
Pit Fighter Bundle

I hope you all enjoy the game!

I will be updating and improving it in the months to come!

Age of Gladiators II: Rome - Creative Storm Entertainment
Hey all,

I've finalized the release date to Tuesday, August 21st.



My reason for moving it by a week is due to the fact there are some pretty heavy-hitting games coming out on the 14th (I'm giving some free advertising here to Phantom Doctrine, Walking Dead, Death's Gambit, and State of Mind). Not to mention the new World of Warcraft expansion.

Though my game is sufficiently different from those, I want to give Age of Gladiators II: Rome the best release possible.

Other news, I'm also offering a 10% launch discount as well.

Will keep you all posted!

Age of Gladiators II: Rome - Creative Storm Entertainment


In the first iteration of Age of Gladiators, there were a few random events that popped up. With Age of Gladiators II: Rome, it was my intent to expand on this in order to make the world feel more dynamic and interesting.



Random Events

Random events pop up occasionally, usually presenting several (sometimes hard) choices. These are one-off events and do not constitute actual quest chains.

Examples of random events include:

  • One of your gladiators becomes an alcoholic. You have the choice of either letting this slide and watching a stat of his go down as a result, or disciplining him for a major morale loss.
  • The owner of a salt mine wishes to purchase one of your gladiators for a sizeable sum. Selling him might be tempting if you are in dire straits, but doing so removes him from your ludus forever.
  • A monkey trainer has offered to entertain your gladiators for the day. Accepting results in a massive morale boost for all of your gladiators, but they also have a chance of becoming very sick. Rejecting the entertainer results in a massive morale hit, which could be disastrous if your gladiators are already discontented.
  • A local baker offers to pay you to endorse his sub-standard product, even though he is known as a local price gouger. The payout is tremendous, but doing so will also result in a fame hit, which is also very important in this iteration of the game.
  • And many more.



Quest Chains

Quest chains are more involved and are typically triggered by one of your actions. Multi-part in nature and dependent on your previous choices, the rewards and consequences are much higher than random events.

Some examples:

  • The brother of one of your slain gladiators asks if he can join your ludus in his quest for revenge.
  • One of the slaves you purchased contacts you about discovering his lost heritage.
  • One of the money lenders that you previously borrowed from approaches you with a business idea.
  • A staff member has gone missing in your ludus. Foul play is suspected.

Without giving away too much, these are some of the quest chains available. Many are well-hidden and will come about only by exploring the game.

It is my hope that this helps round out the world a bit more and provides entertaining diversions to the bloody arenas of the Roman Empire!
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