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File: cfinal_2k 1.jpg (929 KB, 2560x1440)
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We're out in EA today. Hope you nerds give it a go. Lots of stuff changed since earlier demos due in large part to feedback here.

> Action economy really reigned in, mainly used as a stretch resource
> Supply lines auto-connect on placed buildings
> Lots more UX around general actions
> Much Less stupid AI
> Tooltip nearly everything (+ NESTED tooltips)
> Reblanced a lot of stuff (things still to do here)

+ Much more.

Roadmap in next post
>>
>>1054363
Roadmap

Got some other stuff we want to put in that isn't roadmap.png worthy (probably getting Ammo in ASAP), but feeling pretty good about where the game is at and where we're headed.

I'll wait to post more stuff until someone responds, but here's a general overview:

3 main campaign maps, each 1-3 hours long with a totally unique faction
Built in modding editor + rough skirmish mode (same editor we use to build the campaigns)
Gameplay is between a tactics game and grand strategy, someone even called it a "turn-based RTS game" which sounds weird af but isn't wrong.
TONS of unique music. We literally dont repeat almost any music across chapters.
Unique unit variety, with faction tech trees being pretty different from each other.
Region capture + resource gathering systems.

More stuff. I've got other launch things to do but happy to answer any other question about what's in the build or what's on the way.
>>
>>1054363
>>1054373

oh okay and screenshot because I realize you have no idea what it looks like from what's posted
>>
looks horrible, saged
>>
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>>1054394
thanks for the kind words. here's another screenshot
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>>1054373
Continue to be interested in playing this but I don't do early access. Might pick it up after phase 2.
>>
>>1054363
>official shilling
based
>>
>>1054373
>Gameplay is between a tactics game and grand strategy
So it's a strategy game.
>>
>>1054587
That's uh, the opposite of what shilling means
>>
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>>1054518
totally fair. and yeah phase 2 would be a good moment to check in. we actually wanted to launch with the generator/skirmish stuff earlier but cut it near launch because it was either continue work on it to have it MAYBE be ready for release, or work on improving general game resilience + ux stuff. nobody has reported major game breaking bugs yet so I think it was the right call. here's a map gen debug preview to show I'm not bluffing.

>>1054587
>>1054600
id rather by honest about it instead of hiding in a "This game comes out today anyone interested??????" thread

>>1054599
yes
>>
first I've heard of it, I like the art.
>>
>>1054516
I have no idea what I'm looking at, sorry.
>>
>>1054363
Saw your last thread a while back, won't be picking this one up any time soon but I wish you the best of luck.
>>
>>1054363
Since OP is overly excited, retarded, or both, here's a link to the store page that explains what the fuck it actually is.

https://store.steampowered.com/app/690370/Cantata/

Seems it's a whole bunch of shit thrown in a blender and covered in pastels. Still, could be worth keeping an eye on.
>>
Sorry OP ur game is bad, gonna have to ask u to go back
I might pick it up after work today
>>
>>1054685
here's a screenshot of some units about to fight. game is base-building + grid based tactics, so lots of preview range stuff can sometimes make it hard to decipher (we're working on making it better)

>>1054686
>>1054681
>>1054712
>>1054725
thank you!
thank you!
>>
>>1054363
hello op, i remember your previous thread, and am glad to see your launch.
i lurked the steam recast, and was impressed with some of the features, like opponents line of sight query.
the art still bothers, but i am warming up to it. so before i buy i have question- will it ever be on GOG? because i prefer to purchase through them.
>>
>>1054886
The OP art is like Mike Mignola and Roger Dean had a baby.
>>
>>1054363
looks hella gay, absolutely unreadable

art school dropouts should stay AWAY from politics AND strategy game development.
>>
>>1054518
Same.
>>
>>1054886
we definitely want to bring it to gog. not really sure on the timeline there but I'm not some DRM hound. I'd rather people just be playing the game. the main blocker there is getting our backend stuff setup so you would still have access to mods.

>>1055037
definitely. the character artist is artyom trakhanov, he's a comic artist and has done stuff image and other comics for a long time.

>>1055043
gonna delist my game from steam now after this scathing feedback
>>
>>1054635
>id rather by honest about it instead of hiding in a "This game comes out today anyone interested??????" thread
thats why I called you based
I found out about this game last year and looked promising, will probably buy it later today
>>
you sound like jordan peterson
>>
>>1054363
What's the OST like?
>>
>>1056129
we have a shit ton of original music in the game. every campaign map has a different theme, and inside of the maps are different moments with their own music. we’ve got a music channel on our discord that loops a long mix of all the songs in lieu of having up a proper ost yet.
>>
Looks kinda fun, artstyle is up my alley too. I'll definitely be more interested in it when multiplayer gets added, but for now I might wait for a torrent. $30 is a bit steep, especially after I splashed out on Songs of Conquest. But I've added it to my wishlist and I'll keep an eye on it.
>>
Bump
>>
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Cool and interesting game, it's a slog to play right now but the devs know what needs to be fixed and are actively listening to feedback.

One of my biggest problems with the game was already fixed 1 day after release, I imagine the rest of what needs to be fixed to make the game less of a slog will be fixed pretty soon.

That's the only reason I don't fully recommend the game yet. I still recommend it if you don't mind waiting a bit for that stuff to be fixed or to try it out, otherwise right now it's more of an interesting experience rather than a fun one.

I have very high hopes for this game, it's very promising, just needs polish which is already being done.
>>
>>1054363
played the first mission, pretty fun, slightly sluggish but I'm sure you're aware, much less sluggish than the demo I played so I actually finished it this time
I like the art, in particular I thought the anusiya portraits (though I feel it let the naming down a little that they were called 'melee' and 'ranged') looked great
it's not really clear how you capture areas, I'm aware there's a pressure system but what values are going into it are a mystery, in some I just dropped flags until it worked, it seemed I usually had to drop two?
also, I ran out of supply at one point, but flags cost supply, so I needed supply to get more supply but I didn't have supply to put down a flag so I could construct to get supply and ended up selling another flag in a less useful area for it, maybe seems like a minor oversight
>>
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>>1056696
feel you on that. I'm also excited to finally get multi in and watch people just duke it out on our skirmish maps and custom ones. I think game design will really shine moreso in skirmish than campaign. also fwiw game is $20 now till thursday, then up to 25. we'll prob bump the actual price for full EA, so not a terrible time to buy now if you can.

>>1056807
thank you!

>>1057197
yeah I think the region pressure stuff could due to be a little more visible. the region UI (toggleable with R) make it easier to see what's up, and I think in the tutorial we sort of make you think one banner can capture any region, but different regions have different pressure thresholds so it can be easy to miss that you may need more.

and yeah softlocking supply is an interesting thing. part of me wants to be like "well that's a fail state, reload a previous save" but that also isn't necessarily Fun. putting flags on a longer cooldown + warmup timer with a chunky AP cost could potentially be the solve. basically we want to make the decision to place one be an actual decision and not just busy work, but striking the balance for that is definitely difficult.

unrelated, people are already using the map editor and getting setup with triggers and such! excited to see people using our tools.
>>
Oh SHIT, I remember this game from a couple of years ago. It looked very shit back then but now it actually looks interesting. I'll be keeping an eye out for it
>>
Oh hey, you got on a big website. Good for you.

https://www.pcgamer.com/au/cantata-is-fascinating-but-sometimes-ponderous-logistics-porn/
>>
>>1059169
I feel like this dude really gets the game and sees what it’s trying to do. I get that it’s slow and such right now but it’s nice to see someone see beyond that and see what’s really cool about what is there now.
>>
>>1059764
There's a reason I still read PCGamer. They have some decent writers.
>>
>>1054363
Oh neat, I'd been keeping an eye on this. Didn't realize you posted here.
Gonna upgrade from keep an eye on to try out I suppose.
>>
>>1054363
Looks nice, eye-catching style.
Have to admit that even after watching the trailer and reading the steam page I'm not quite sure what the actual flow of the game is like. Looks like RTS base building and units with factorio-lite resource gathering set on a turn-based grid. I like the idea of turn based grid combat on a larger scale, it's always either small in scope with tiny maps and few units or overly abstracted like a 4x where tactical decisions aren't as interesting.
Wishlisted game, probably pick it up when I'm done my current X-Piratez run.
Good luck, always wanted to make a strategy game so I hope yours is successful or at least helps you learn and grow.
>>
>>1059861
>Looks like RTS base building and units with factorio-lite resource gathering set on a turn-based grid
basically nailed it honestly

and thanks for the wishlist!
>>
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based review
>>
>>1054363
Loos great, I love the art style, it's like moebius, too bad I'm not really into turn based strategy game but will check a few gameplays to see how it is
>>
>>1060868
That's one of the crigniest things I have ever read.
>>
>>1060868
>tall cool glass of scotch
lmao
>>
>>1054363
Hey anon, let me try it in its current state and I'll make sure it's bought for at least 2 other people.
>>
>>1062645
I'm pretty sure it's in early access. You can just like buy it and play it.
>>
>>1062699
Is there a demo?
I'm not sure I want to commit the funding.
>>
>>1054363
I bought this when EA came out, but only logged in to see if it runs, I haven't had much time. I also bought Songs of Conquest the same day. Good to see stuff like this being made so I'm happy to support even if I don't have much time to play them. The artstyle is really cool, keep it up bro.
>>
>>1062725
Oh also, any plans yo release an artbook? Really digging the Mignola/Moebius vibes.
>>
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>>1062702
no demo, but here's some keys (first come first serve)
VE7QR-M8CXE-FPE3G
M2M7N-L0VF7-PR08T
4AX5G-RJX9W-VC4TF

>>1062725
thank you!

>>1062730
we have Plans but nothing announced yet. it's definitely a no-brainer, and I really want something similar as well.

---
also, our 20% off sale ends today for the foreseeable future, pick it up if you want to help an anon out.

pic is a map someone has already made in the editor.
>>
>>1062917
I grabbed a key so here's a free bump
I'll try the game out later and shill it a bit if it's good
>>
This game suffers from having a unique artstyle while also having having unique mechanics, I see many brainlets in the review section who bought it for the visuals and got filtered by the gameplay.
>>
>>1054363
Congrats for the launch Anon, i'm proud of you
>>
>>1054363
I bought it just for the fantastic arts, reminded me of EOFTs style and older warhammer arts.
Played a little, but still waiting for skirmish and more campaign
>>
Are there any plans for additional campaigns or modded custom campaigns?

Nine missions seems to be so few...
>>
>>1063191
we definitely made a weird art style to stand out and are definitely filtering some people. I like to joke that we trick people into playing a logistics management game. at the same time we’re also getting a fair number of people that say they don’t normally play strategy stuff but like the gameplay because it feels different. I’m just happy people are playing it, but it also does suck to read reviews of people who seem to think we aren’t aware of issues in the game. we all want it to be great.

>>1063242
>>1063449
thank you!

>>1063522
this was a bit of a pain point for the publisher and PR because 9 sounds like a small number. the thing is that each of the campaign maps is pretty big, and you can easily spend 3+ hours on a single map. we say we target 1-3 hours per map, so by extension the current EA is 3-9 hours. also worth saying each map is pretty unique, they all have unique music, new terrains, etc. we aren’t just recycling the same stuff over and over (yet) and really try to make each campaign map feel like it’s own scifi story.
>>
>>1062917
>>1063708
Alright, anon dev. I won't say you did me dirty because it was first come first served.
But I was asleep in my shitty country.
Try me again, right now. I'm ready.
>>
>>1064077
3WDDR-P3NDX-J7NPI

last try
>>
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>>1064175
>3WDDR-P3NDX-J7NPI
Ta, I'll write a review once I've played it.
>>
>>1064175
You really are a bro anon. Grats on the launch, I'll check your game out.
>>
>>1062917
Uhh
Dev anon
If you want to share keys on 4chins, you better not paste them, because we are constantly scanned by chink/russian bots that hunt for them.
Try reversing them or posting pictures of codes instead.
>>
>>1062917
>>1064175
I JUST BOUGHT IT NOW I SEE THERE ARE FREE KEYS AAAAAAAAA
Doing the tutorials, I like the autistic supply line but I softlocked myself in the first tutorial by killing the second npc before the game telling me.

But the game seems fun, hope it will be fully finished relatively soon :)
>>
>>1054363
Remember NOT to shill on /v/ or else you'll carry a plague of unshakable autism
>>
>>1064557
those keys got snapped up real quick anon
>>
>>1064223
thank you!

>>1064410
>>1064811
if the thread is alive in a week ill post a few more keys

>>1064557
yeah its definitely possible to softlock yourself in the tutorial right now. i need to fix it.

>>1064564
well the downside is that vst is the only place on the internet i know of where people are actively playing and trying strategy games. every other strategy place is just praising civ or paradox stuff.
>>
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>>1054363
>"Hakuna Cantata? What's that?"
> "It means plenty of worries for the rest of your Early Access days!"
> "It's our Strategy philosophy, Hakuana Cantata"
>>
>>1065692
Bump for Anon's game for the potential of keys
>>
>>1065716
based boomer post
>>
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someone has played 100 hours of my game and its barely been out for two weeks???
>>
Is there a saturation filter slider? The game seems kind of tiring to look at due to how vibrant it is, especially if you'd play at night
>>
>>1068983
there isn't but you sort of normalize to it. its looks really saturated but when you're actually playing you barely notice it.
>>
how do you finish chapter 2? I took out the prophet guy when the dream clouds popped up, then his entire base, still keeps going, no objective apart from keeping fenman alive
>>
>>1068973
Autism exists in many forms. Respect the autism and you will succeed.
>>
>>1069180
I think there is a bug at the very end of chapter 2 - the match is supposed to end after that event but something is messed up with the triggers. we're actively trying to debug it.
>>
>>1060868
I had some fine comfy evenings poring over OOBs in HoI3 with a good whisky. Now I'm in a room phase, I should find a game that complements it well. I'd say Tropico but not in the mood for that.

Anyway, to stay on topic, OP your game looks interesting, but I'm not sure I like the general look, not the art itself, but the color palette is odd as fuck to me.
>>
>>1069850
what rooms do you like anon, I like room cocktails and tiki stuff especially but never got into drinking rooms that are nice enough to have straight
>>
>>1062917
Change the font.
>>
>>1054363
make a demo or post a torrent first
>>
>>1070007
which font?

>>1070019
make your own torrent
also we do demos occasionally as part of festivals (we did a big one for the mix and gamescom) so may have another one live at some point this year
>>
>>1069173
The problem is reducing brightness at night screws up the visibility, a custom saturation slider reducing the saturation by about 10% would help playing at night
>>
>>1071045
>which font?
The font for the objectives and all the numbers that looks like you just opened a Google Doc and copy pasted the text as is. I don't like looking at it.
>>
Buying for the artstyle, I don't think I'll play it yet but i'm looking forward to it bro. Congrats on the launch
>>
>>1071370
I may look into it - desu though this is usually a thing for monitor settings vs. game specific stuff. but maybe.

>>1071400
damn u really got me anon how did you know

>>1071787
thank you! every little bit helps, and we've got big plans.





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