So, Wargroove broke even over the weekend, we've covered the cost of development and the game is now profitable! we want to thank everyone for their support!
We made a quick blog post last night just running through what our plans are in the short term.
We have a patch going through submission right now that will fix a few bugs we weren't able to nail down in time, but the patch after that will include a number of quality of life fixes, such as:
There's some additional info about our plans beyond that, so please check out the blog for more details!
- The ability to skip battle scenes more quickly. With various options on how this will work.
- The ability to force fast map movement to 'always on'.
- Tooltips and more info for the effective/vulnerable charts.
- In multiplayer, the host will be able to fill open spots with CPU players.
- Display S rank requirements. (Tip for now, it's always based on number of turns.)
- Make it more difficult to accidentally end a turn.
- Multiplayer Lobby improvements
- Various bug fixes
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Excellent most my nitpicks will be resolved. Especially the vulnerable/effective section. Currently I still cannot work out what's effective against what.