New year, new questline. In 2026, I wish you the confidence of a Goblin attacking an Elite Paladin. Go get 'em! Let's make this year an epic win! Take care, Les
New year, new questline. In 2026, I wish you the confidence of a Goblin attacking an Elite Paladin. Go get 'em! Let's make this year an epic win!
Hi all! As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal! However, as with any software development, we
Hi all!
As some of you know, our series has a great modding workshop, and many aspects of the games can be edited. Over the years, we’ve tried to maintain backward compatibility — and I’m proud to say we’ve mostly achieved that goal!
However, as with any software development, we didn’t get everything right, and some of the more complex mods stopped working or had issues.
No more! Thanks to the hard work of Risewild, we’ve patched all incompatibilities and just released a major Backward Compatibility Pack. All our games will now work with previously created mods (over 100 and counting!).
Hi all, after a long while, we’ve finally managed to squash a few bugs and implement several optimizations. Nothing critical, but the UI should now feel noticeably more responsive, especially on Windows and during AI turns. Almost everything has been moved to a few simple arrays,
Hi all, after a long while, we’ve finally managed to squash a few bugs and implement several optimizations. Nothing critical, but the UI should now feel noticeably more responsive, especially on Windows and during AI turns. Almost everything has been moved to a few simple arrays, reducing overhead when dynamically creating collections.
We’ve also introduced a global battle state system, where the AI evaluates whether it should act more aggressively or defensively. This is a new subsystem, so your mileage may vary - in some battles, the impact is quite noticeable, while in others, it might make little to no difference.
We are starting to patch all games, please let me know if you have any suggestions or notice anything unusual!
Hi all, whether you’ve helped us fix bugs, shared feedback, or simply enjoyed the Age of Fear series, you’ve made this year truly legendary. This Christmas, we hope your days are filled with joy, laughter, and a little extra XP in whatever adventure you’re pursuing. May your loot
Hi all, whether you’ve helped us fix bugs, shared feedback, or simply enjoyed the Age of Fear series, you’ve made this year truly legendary.
This Christmas, we hope your days are filled with joy, laughter, and a little extra XP in whatever adventure you’re pursuing. May your loot be epic, your companions loyal, and your journeys unforgettable.
Hi all, building on the last patch featuring AI heroes, we've added even more unique skills to their arsenal. These include rare and powerful abilities like Meteor, Calling Reinforcements, Dance Macabre, and even Dragon Transformation! Originally, we intended for these unique ski
Hi all, building on the last patch featuring AI heroes, we've added even more unique skills to their arsenal. These include rare and powerful abilities like Meteor, Calling Reinforcements, Dance Macabre, and even Dragon Transformation!
Originally, we intended for these unique skills to remain exclusive to players, so we hadn’t created AI scripts for them. However, after some catching up, we’re now ready to unleash everything needed to make the AI an even bigger nuisance.
Hi all, with this patch, we are introducing procedurally generated AI heroes. We've been working on this feature for some time, and while some mechanics were released earlier, the feature is now fully complete in this version. The AI heroes have unique skills (some of which are q
Hi all, with this patch, we are introducing procedurally generated AI heroes. We've been working on this feature for some time, and while some mechanics were released earlier, the feature is now fully complete in this version.
The AI heroes have unique skills (some of which are quite OP!), and the AI is very protective of them. I hope we've struck the right balance, and TPKs won't happen too often.
Hi all, with the recent update, we've introduced an AI-only Pirates faction that will randomly attack your ships. The Pirates are fast units with ranged attacks and are occasionally armed with cannons, making them a challenge even for advanced armies. To balance this, we've also
Hi all, with the recent update, we've introduced an AI-only Pirates faction that will randomly attack your ships. The Pirates are fast units with ranged attacks and are occasionally armed with cannons, making them a challenge even for advanced armies. To balance this, we've also added Merchants who will appear on the seas with precious items. I'm also working on a Sea Storm mechanic, but that feature isn't ready yet.
Hi all, with the recent update, we have added or improved a collection of mini-games such as Dice, Poker, Roulette, etc. These are simple random-based scripts that let you win (or lose) small amounts of gold. The games can be accessed in many places throughout the campaign, with
Hi all, with the recent update, we have added or improved a collection of mini-games such as Dice, Poker, Roulette, etc.
These are simple random-based scripts that let you win (or lose) small amounts of gold. The games can be accessed in many places throughout the campaign, with the most prominent being the Black Castle Casino.
Hi everyone, recently, a player named Fliedner has shared a link to his recorded let's play. While there are several videos on YouTube, what sets this one apart is Fliedner's mastery of Age of Fear mechanics. I believe I've seen almost all abilities and skills utilized, along wit
Hi everyone, recently, a player named Fliedner has shared a link to his recorded let's play. While there are several videos on YouTube, what sets this one apart is Fliedner's mastery of Age of Fear mechanics.
I believe I've seen almost all abilities and skills utilized, along with a few combinations I never anticipated. Additionally, such videos assist us in identifying and fixing bugs, enhancing AI, and sometimes even inspire ideas for new features.
Please enjoy the serious showcase of the complexity of Age of Fear: https://www.youtube.com/watch?v=_t-PO-S3Jf0&list=PL-GPZ3WPf9ex2QMWj0ZDW8xcDe9XsUxz6&ab_channel=Fliedner
Hi all, after a long wait, we've finally added a completely new faction with complex stealth mechanics! Please enjoy our latest release. Have fun and take care, Les & AOF Team
Hi all, after a long wait, we've finally added a completely new faction with complex stealth mechanics! Please enjoy our latest release.
Hi all, it is with immense pleasure that we announce the completion of the Ratmen faction, which will be introduced to the Age of Fear series on April 12th ! Hidden beneath Sorodon, the Ratmen are a clever faction that excels in stealth. In the dark corners of their territory, th
Hi all, it is with immense pleasure that we announce the completion of the Ratmen faction, which will be introduced to the Age of Fear series on April 12th!
Hidden beneath Sorodon, the Ratmen are a clever faction that excels in stealth. In the dark corners of their territory, these elusive creatures have perfected the art of staying unseen and unheard. Though their units may seem weaker than those of similar factions, the Ratmen make up for it with their unmatched skills in backstabbing and surprising attacks.
Living in an underground world full of tunnels, the Ratmen can move quietly and strategically. Their expertise in covert tactics and surprise makes them a strong force, capable of turning the tide of battle unexpectedly. Emerging from the depths of Sorodon, the Ratmen create uncertainty and fear, establishing themselves as a unique and unpredictable presence in warfare.
Hi everyone, with this post, I want to wish you all a Merry Christmas and a Happy New Year! This year has been quite busy for us; we released a new game while working on the upcoming Ratmen campaign. The Age of Fear series was enriched with several new features, such as continuou
Hi everyone, with this post, I want to wish you all a Merry Christmas and a Happy New Year!
This year has been quite busy for us; we released a new game while working on the upcoming Ratmen campaign. The Age of Fear series was enriched with several new features, such as continuous area effects, burrowing, and a whole new array of spells. We have also added a new mini-boss, Sandworm, and a new minor hero (playable by all factions), Dancer Zarah.
Also, yesterday we released a complete pack of voiceovers for the Ratmen campaign. Therefore, the scenario is almost complete and requires only a few minor tweaks before full release.
As always, all feedback is welcome. Enjoy your time off!
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratme
Over the last few months, we have finalized the story and battles for the Ratmen campaign. There is still a lot of polishing to be done; however, the campaign is now playable from start to end. We have also introduced new mechanics, such as end-of-turn auto-invisibility for Ratmen, added a brand-new hero (Zarah, the dancer), and fine-tuned the AI to better utilize stealth.
We are also in the process of ordering a voiceover and conducting auditions. We have selected a few options that align with the theme of the game.
I kindly ask for your feedback on which one is the most suitable.
The auditions are provided below in a zip file (10MB): https://www.dropbox.com/scl/fi/td6sc1mphahjjahzzbtwk/voiceover-auditions.zip?rlkey=mrhblcy9jvt5gp6oig2uzrwr0&dl=1
Please comment on your favorite option and suggest any improvements. I'll share your feedback with the voice actors so they can align with notes.
Hi all, after a bit of waiting we have pushed another update to the Ratmen campaign. Right now, around one-third of content is playable and includes a few interesting additions like stealth missions (where your units need to remain undetected), sewers maze and Sorodon's bazaar (w
Hi all, after a bit of waiting we have pushed another update to the Ratmen campaign. Right now, around one-third of content is playable and includes a few interesting additions like stealth missions (where your units need to remain undetected), sewers maze and Sorodon's bazaar (with obligatory drunken dwarves fight!).
We have also added a few items which improve the morphed form of heroes, e.g. Spider form of Lexa can be made quite powerful. I hope to add ever more items and work on polymorph mechanics.
We also re-numbered all campaigns as chapters so new players aren't confused about the order of campaigns. For modders - we have modified battle tasks and separate conditions can be made mandatory, e.g. it's possible to force players to open certain Treasure Chest.
Please enjoy and, as always, any feedback is welcome.
YOU ASKED AND WE LISTENED! After a long wait we finally released the stand-alone version of our series! This package includes not only all games in the series, but it will also be updated with any and all future releases and DLCs. This means a purchase today entitles you to every
YOU ASKED AND WE LISTENED! After a long wait we finally released the stand-alone version of our series! This package includes not only all games in the series, but it will also be updated with any and all future releases and DLCs.
This means a purchase today entitles you to everything coming down the Age of Fear pipeline once it arrives! (please note that the Day of The Rat campaign is being actively developed and not all content is available yet.)
We are now adding Workshop and finalising other bits to enable all features (it should be ready in an hour or two).
For current series owners - please visit the bundle for a neat upgrade option.
Hi all, It has been a while since the last update, but now we are back! In this patch we introduced a new mini-boss - Sandworm! Sandworms are colossal, worm-like creatures that live in the desert. As it tunnels through the sandy dunes of the desert, the sandworm leaves a trail of
Hi all,
It has been a while since the last update, but now we are back!
In this patch we introduced a new mini-boss - Sandworm! Sandworms are colossal, worm-like creatures that live in the desert. As it tunnels through the sandy dunes of the desert, the sandworm leaves a trail of destruction in its wake.
This mini-boss will be unlocked as the game progresses and has quite a few interesting properties, e.g. it stays burrowed and can swallow your units in one turn. There are a few possible strategies to defeat it, but I leave it for you to discover.
Btw, Sandworm will be playable as a separate hero in the coming release of a new addition to the series. We are almost finished with the build and hopefully we will be able to push it out tonight or during the weekend.
THE FIRST FIVE PEOPLE WHO DEFEAT SANDWORM ON EXPERT DIFFICULTY (AND POST A SCREENSHOT) WILL RECEIVE A FREE KEY FOR OUR NEW GAME! (Sandworm is not available in the Age of Fear: Free World.)
Hi there, there are a couple of new enhancements we have done while refactoring ui for Steam Deck compatibility. All our games are now fully compatilble with Steam Deck! All DLCs were updated with battle tasks - that concludes the backporting of this feature to older games. Ident
Hi there, there are a couple of new enhancements we have done while refactoring ui for Steam Deck compatibility. All our games are now fully compatilble with Steam Deck!
All DLCs were updated with battle tasks - that concludes the backporting of this feature to older games.
Identify is a new option in Crafting. If you have an Alchemist in your team, you will be able to discover new items from Crafting options. If an item is craftable, you will learn its recipe afterwards.
Upon loading a saved game, the current turn log will also be restored.
Units' descriptions can be expanded / collapsed (by clicking them).
A New World Map tutorial was created and also a Unit Stats page was added to the battle board tutorial.
Place Sentry Gun is another defensive skill for Dwarven engineers.
For min/maxers - there is a new option 'Display experience gains' (shows Exp gains in the log)
Floating utility buttons can be enabled from the Render tab. Those were primarily designed to support touch-only controls, but can be also enabled for desktops.
Hi all, over the last few days we have released a number of patches focused on further ui enhancements (e.g. gesture scrolling of listings) and also substantial changes in crafting. Changes: Gesture scrolling has been added to listings, e.g. team units, items' list, bestiary, etc
Hi all, over the last few days we have released a number of patches focused on further ui enhancements (e.g. gesture scrolling of listings) and also substantial changes in crafting.
Changes:
Gesture scrolling has been added to listings, e.g. team units, items' list, bestiary, etc.
Items have been consolidated into fourteen themed sets (from the previous thirty one) which should make the crafting interface easier.
Required attributes like Alchemy, Blacksmith, etc. display hints about units that provide them.
Resource items provided after battles will be geared towards craftable items (i.e. ones which you know and also have all needed attributes).
Blood Sacrifice is a new skill for Blood Mage which allows you to gain a bit of MP in exchange for HP (it's to balance Meditate which the good side enjoys).
AI for finding hidden units has been almost completely reworked and its actions should reassemble what a human player would do.
As always - all feedback is welcome. I have a special request to all Steam Deck owners - please send me your feedback, especially about new ui features!
Hi all, over the last few weeks we were working on customisations required to play the series on Steam Deck. You must have noticed after this patch are larger fonts, buttons and other interactive elements. Larger UI is necessary for much smaller screens; however, we hope to strik
Hi all, over the last few weeks we were working on customisations required to play the series on Steam Deck.
You must have noticed after this patch are larger fonts, buttons and other interactive elements. Larger UI is necessary for much smaller screens; however, we hope to strike the right balance between desktop and console UI. Other changes are activated only in Steam Desk mode and include sensitivity settings to select units and zones (my thick fingers...) and a whole new way to show help and tooltips (by long-press).
While at it we have also fixed a number of issues and back-implemented a few pending mechanics:
Chaos Demons and Greenskins campaigns now have battle tasks and we are working on adding them to Dwarves and Forest campaigns too (thanks to Willisama).
Resource items given are more targeted at craftable (known) items.
Barkskin gives +2 Defence - combined with Bear Form and Nature Wisdom makes Dryads into a formidable melee unit (but time-limited).
Dispel Magic is more reliable and burns a fixed amount of MP
Disintegration damages a fixed amount of HP.
Escape key can be used to close most of the dialogs.
Bugfix for spawned units overlapped themselves (this is still being worked on).
Bugfix for occasionally non-exploding Gunpowder Barrels.
Bugfix for static objects blocking units with Hit-and-Run.
Bugfix for Burning units not-detonating.
...and many more (including re-balance of several units).
There are a few more improvements to be made, including the Steam Deck-customized hints, touch-pad tutorial and also guide how to bind keys in the most effective manner.
Happy New Year to you all! That was quite a year, both personally and also in series development. We have made many fixes and patches, and also added a few great additions like pushing mechanics, illusions, AI heroes, taunts, light sources, just to name a few. Our to-do list is s
Happy New Year to you all! That was quite a year, both personally and also in series development. We have made many fixes and patches, and also added a few great additions like pushing mechanics, illusions, AI heroes, taunts, light sources, just to name a few. Our to-do list is still quite long and we still have many awesome features to implement.
We have also made good progress on the next game in the series with a completely new Ratmen faction. I am also about to upload a new trailer (hopefully you can watch it now). If it all goes well, we should be able to release it in 2023.
That said, I would like to wish you all the best in New Year 2023! Happy gaming!