- Ibboran - New Game Announced - 30 March 2026
Hi Folks.We are pleased to announce that our new game, Ibboran, is now in the 'Coming Soon' section of the store.It is a fantasy, strategy game heavily influenced by the original Fantasy General from SSI. It also shows how old we are!We will add more screenshots, trailers, etc. as development progresses. Expect a demo around September time (or sooner if we can manage). We are aiming for a Q1 2027 release.Click here for the Ibboran store page.All the best.Ian & Jann
- V1.012 Update - 15 January 2026
Hi Folks.It's been a while but we have just published a small update to add a couple of changes, fix a Unity security issue and a couple of minor bugs.* New - Added three new Cantrip spells (Level 0). Needle Bolt (Arcane), Malaise (Planar), Toughen (Divine). Each magic sphere now has a cantrip that can do damage, so spellcasters can still harm enemies when out of mana.* Change - Increased the range of Magic Bolt (Arcane 1) from 3 to 4.* Fix - Rebuilt with new version of Unity to prevent potential security issue. * Fix - Game could crash if a player unit dies after moving onto a trap.* Fix - When attacking with a Throwing Hammer, the icon is not displayed.* Fix - Corrected minor issues with Wither, Lesser Vampiric Touch, Vampiric Touch, and Combust spells.* Fix - Corrected grammar and punctuation errors in some spell descriptions. We hope you enjoy this update and please let us know if y…
- V1.011 Reload - 27 May 2024
Hi Folks. We loaded a Development Build for this update by mistake. The correct build should now be active. Apologies if it caused any problems. All the Best. Ian & Jann
- V1.011 Update - 24 May 2024
Hi Folks. Just a small update to fix a couple of minor bugs. * Fix - If a party has visited a level but none of them are currently on that level, the Jump Move button is highlighted and can be pressed but a jump move does not occur. Jump Move does not work between levels, so the button should not have been highlighted. * Fix - If the player casts a spell that targets their own units and a unit occupies a tile on another level that has the same tile number as the current level, the tile on the current level is highlighted even though there is no unit on it. * Fix - If a player unit casts the Animal Allies spell and the summoned unit(s) level up during combat, the character points for the summoned unit were not being automatically allocated to the unit. * Fix - Casting Animal Allies could result in a summoned unit appearing on a stair tile. This is not allowed. We hope you enjoy this upda…
- V1.010 Update - 9 March 2024
Hi Folks. Just a small update to introduce a new feature requested by the Community, a couple of game play improvements and fixes for some minor issues that we have uncovered while developing The Dark Tower. New Advanced Rule: Experience Balance. Only applies if 'AI Hit Point Bonus' is not zero. Adjusts the experience received from melee and ranged attacks so that characters receive the same XPs as when there is no adjustment to the AI unit's hit points. This means that your units will level up at roughly the same speed regardless of the AI Hit Point Bonus. Change: If a unit resists a spell due to its Magic Resistance attribute, the text "Magic Resistance" will float above the unit. Change: The Shadow Seep, Shadow Leak and Shadow Drain spells have had their short description changed to indicate the amount of rest required to remove the effect. Please let us know if you have any problems…
- Demo Updated - 11 December 2023
Hi All. Just a quick note to let you know that we have updated the DEMO to V1.009. This is a demo specific build and the main game remains at V1.008. The demo now has all the latest updates/fixes etc. All the best. Ian & Jann
- V1.008 Update - 21 November 2023
Hi All. Just a small update to fix a few minor issues and add a small feature requested by the Community. New: Additional Party Banners. We have added two 'dread' banner choices for the flag that is displayed on the adventure map, to give your party that 'dark' feel. Change: The AI behavior for spellcasters has been improved so that units will attempt to fight, rather than cast, when they are short on mana (or only have cantrips available) and player units are nearby. We have also fixed a couple of small bugs that we discovered in testing. Please let us know if you have any problems with the update and we hope you enjoy the changed features. All the best. Ian & Jann
- V1.007 Update - 30 September 2023
Hi Folks. We have just uploaded an update to fix a couple of small bugs and to add two minor features. * New Feature: The game will now automatically create a Saved Game when the player wins. This is so the player can return to this point at a later date or if they have Autosave set to greater than 1 turn (which may mean having to repeat some turns if coming back to the game later). * New Feature: We have added an information dialog that indicates a unit is a spell casting unit when it is created. It highlights the fact that the unit can Memorize spells before entering the battlefield. The dialog can be disabled if required. * Bug: There was a missing wall in Doomhaven. * Bug: Selecting an item with built in spells could leave the targets of that item highlighted, even after selecting a different item. * Bug: 'The Fire Eater's Tale' (tome) was not immediately showing the change to the u…
- V1.006 Update - 18 September 2023
Hi Folks. We have just pushed an update to fix a bug and add a minor change to the import procedure. * Bug: A crash could occur fighting the undead on the first level of Doomhaven. * Changed: We have added an information message to the Import Options Dialog to explain that an export needs to be done in The Curse of Feldar Vale before it can be imported to Mystery at Morgoth. We hope that you do not encounter any issues with the update. Please let us know if you discover any problems. All the Best. Ian & Jann
- V1.005 Update - 16 September 2023
Hi Folks. Another minor update to fix a couple of bugs and introduce a new feature. * New feature: Improved tooltips on the Rest and Back to Base buttons. The tooltips will now display a list of reasons why the button(s) are disabled. For example, a nearby enemy preventing the party from resting. * Bug: Fixed an issue where some of the party's weapons could get lost at Doomhaven. * Bug: Fixed a problem where the Magic Shield spell could allow a disqualified spell to work. We hope that you do not encounter any issues with the update and enjoy the new feature. Please let us know if you discover any problems. All the Best. Ian & Jann
- V1.004 Update - 9 September 2023
Hi Folks. Another minor update to fix a couple of bugs we have discovered during internal testing. * Bug: Fixed an issue that could occur in a fight with one of the Cabal members (Steros). * Bug: Fixed a couple of minor issues related to the doors bug in V1.002. * Interface: Fixed some more spelling and grammatical errors. We hope that you do not encounter any issues with the update. Please let us know if you discover any problems. All the Best. Ian & Jann
- V1.003 Update - 7 September 2023
Hi Folks. We have just uploaded a minor update to fix a couple of bugs and introduce a couple of new features. * New feature: We have improved the usability of the Combat Ticker by adding additional options. There are now two dropdowns available on the Adventure Rules Dialog that enable you to show or hide the ticker for the player and the AI. Note that all ticker functions are only available when the Combat Accuracy rule is turned on. In the image below, you can see the ticker displayed during the AI turn (1). This example shows the ticker in Manual mode for the AI. You must click the 'check mark' (2) to continue the AI's turn. This allows you to study the information about the AI unit's attack. If the ticker is in Auto mode for the AI, the information will only display until the next AI action overwrites it. Clicking the Ticker Log button (3) will display the following dialog. This wi…
- V1.002 Update - 4 September 2023
Hi Folks. We have just pushed a small update that fixes a nasty bug that can occur when moving between scenes. In addition, there are a couple of small amendments for issues we have found during continued testing. Nasty Bug If your party leaves a battle and then moves to a different battle before returning to the first battle, it is possible for the doors in the scene to disappear. It may be possible to re-create the doors on a case by case basis. Please, send an email to [email protected] if this happens to you and we will give instructions on how to send a saved game and try our best to fix it. Apologies to anyone affected by this but it is a fairly unusual sequence of events, so hopefully the impact will be small. Not So Nasty Bugs Fixed an issue where the Acid Arrow kills a unit with a "splash" rather than the full hit and the spell name is not floated on the killed unit. Fix…
- Mystery at Morgoth - Released! - 31 August 2023
Hi Folks. Finally! Mystery at Morgoth has arrived and we hope it was worth the wait. Lots of new rules and improvements, some not very nice people that you will have to dispose of (The Cabal) and a story line that links to the final instalment The Dark Tower (in production - estimated December 2024 - yes, really!) The following is a list of the new rules/improvements added since The Curse of Feldar Vale: New Adventure Rules and Features Can be accessed when starting a new adventure and at the end of any battle turn. Rule: Chance of Critical Hit - Do extra damage by striking a vital area of the enemy. Rule: Chance of Critical Miss - No matter how easy the target. Rule: Combat Accuracy - Sometimes fighting units are just going to miss! Feature: Combat Ticker - If the Combat Accuracy rule is on, you can display a dialog in the bottom left corner of the screen that shows the 'roll' required…
- Mystery at Morgoth - Release Date - 29 June 2023
Hi Folks. You're not going to believe this but..... ....we have a release date for Mystery at Morgoth! Thursday August 17 2023 8am PDT It's been a hard slog but we are almost there. Apologies for the many delays and thank you all for your support and patience. The following is an abbreviated list of the new rules/improvements from The Curse of Feldar Vale: New rule: Chance of Critical Hit - do extra damage by striking a vital area of the enemy. New rule: Chance of Critical Miss - no matter how easy the target. New rule: Combat Accuracy - sometimes fighting units are just going to miss! New rule: Static Encounters - improved AI gang-rushes if turned off. New rule: Death Blow - characters have a chance to become Unconscious and/or Bleed Out instead of being killed outright. New movement: Jump Move - the party can immediately move to any point on the map it has previously visited. New move…