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Future plans for Sanctus Reach

Posted: Mon Jan 30, 2017 1:58 pm
by AlbertoC
Sanctus Reach released less than two weeks ago and it has been extremely well received. We’re really glad we received such a marvelous reception and we’re grateful for all the support the fans are showing.

When we started development, we knew this would be an ambitious project. We worked very hard to reach our goals: to capture the true Warhammer 40,000 tabletop fans interest with a turn-based game that would catch their imagination. We humbly think that Sanctus Reach was a really good first step in that direction.

We have many plans to improve upon this foundation and though we can’t reveal many details yet (we will soon!), for now let’s focus on what is directly ahead of us.

What are we currently working on? Besides the obvious bug fixing and balancing, we’re focusing on a number of areas.


Force Selection – our goal is to improve the usability of this screen to make it easier to navigate
Unit Carry over – we’d like to give more control over what units the player can bring to battle
Pre-Battle Flow – we want to improve the flow and reduce the number of screens the player has to go through to start a battle
Map Generator – we want to improve the variety of victory conditions and force compositions in random maps to make them more interesting
Level Up – we aim at giving the player more control over the skills their units receive when they level up
Difficulty Levels – introducing different difficulty levels
More Story – we will give a bit more background story to players as they play through the campaigns
Unit Introductions – similar to above but introducing the player to the units somehow so we can explain their strengths and weaknesses for both player and enemy units
Morale System – we’re looking forward to bringing improvements to this
Melee system – as above
AI Improvements – we will always improve the AI!


These are the current plans: they are sizeable changes and we don’t know when we’ll manage to implement all of them, but we’ll do our best.

The changes we are working on will specifically target those issues raised by you, the players. We are always listening to all kinds of feedback and always reading the forum, and your feedback, suggestions and criticism have been extremely useful! We have a lot on the table right now and we can promise well-rounded improvements to make Sanctus Reach better and better.

That isn’t all, of course. We have ambitious plans for the future and for new content.

Stay tuned for further news – we’ve only just begun.

RE: Future plans for Sanctus Reach

Posted: Mon Jan 30, 2017 2:24 pm
by wings7
Awesome! [:)] Here is a great review...
http://www.awargamersneedfulthings.co.u ... h.html?m=1

RE: Future plans for Sanctus Reach

Posted: Mon Jan 30, 2017 7:06 pm
by balto
Yessssssssssssssss.

RE: Future plans for Sanctus Reach

Posted: Mon Jan 30, 2017 7:41 pm
by heyhellowhatsnew
Yay! Proof to put more games on Steam. Pleaaaaaaaaaaaaseeee [&o]

RE: Future plans for Sanctus Reach

Posted: Tue Jan 31, 2017 11:11 am
by schascha
I'm waiting for a real hotseat. I'would buy this game to play with my son.

RE: Future plans for Sanctus Reach

Posted: Tue Jan 31, 2017 7:34 pm
by DonCzirr
+1 on Hotseat for all Fathers and Sons !

RE: Future plans for Sanctus Reach

Posted: Wed Feb 01, 2017 1:00 pm
by PipFromSlitherine
You can currently play hotseat, via the MP system. The turnaround is pretty quick, and you would need some kind of intermission screen anyway.

Offline hotseat is on our list though.

Cheers

Pip

RE: Future plans for Sanctus Reach

Posted: Thu Feb 02, 2017 10:43 pm
by balto
This game is sucking the life out of me, like XCOM and XCOM 2 did. Luv this.

RE: Future plans for Sanctus Reach

Posted: Fri Feb 03, 2017 3:04 am
by Ranger33
Good list. Get all of that stuff fleshed out and polished a bit more, then you can just start churning out new content!

RE: Future plans for Sanctus Reach

Posted: Fri Feb 03, 2017 1:14 pm
by Benjamin123
Thank you, I think that this rewiev is not bad [:)][8D]