- Cutscenes are here! - 2 March 2025
Hey there. Long time no see! We have been working as much as we can to provide a playable campaign for you guys, and today we come with a very important announcement. We have a workable structure to insert cutscenes to the game! This is a small preview of what this is capable of, and we still have a couple frameworks that are much simpler to be added; we are very happy that this is the most common type of cutscene in the campaign, and it opens up a world of possibilities. In another news, there'll be some new mechanics for campaign which are not exactly world exploration, but should be a good middle-ground. Expect news also from this! Plenty of cutscenes are being added for the first chapter, and a new test version for the game with the campaign should be available in the coming months. Stay tuned.
- Update 1.8.2 - 4 June 2024
Hello everyone. Another package of fixes for the game. Some are small, but noticeable. One of the new units were being removed because of coding issues, and should work now. We expect more fixes in the future until the game is ready for a campaign. Stay tuned. Fixes: * Suebian Proven Ones now should be deployable and able to be played. * Buying certain items now does not place them in an invisible black hole that makes it disappear; should be correctly placed in the player's inventory. * Right-click "Take" command in looting should work properly * Defeating a leader now should properly crush the warband's morale.
- Update 1.8.1 - 29 May 2024
Hello everyone. As promised, this is our May update. Our apologies for only a couple fixes, but we felt necessary to post what we have done so far. Our development has been underwhelming lately, made it worse with our subversion being disabled by tragic circunstances. We hope Xp-Dev's main developer's family recover from the loss of a dear family member. Since we are disallowed to use it, our updates and files have been transferred manually, which increases our time drastically. Internally, we decided to let our subversion client resolve their internal issues while we develop our campaign. Though we are behind in programming, our artwork and animation has been going fast. We have a script ready and expect everyone to like this small preamble to our main campaign, as a prelude that is actually an epilogue. You'll guys know more details in a few. Not everything is bad news. Hyperkinetic h…
- Update 1.8 - 19 December 2023
Hello, everyone. Today we give our Christmas present to everyone who contributes to our game. Its been several months since our last endeavours in developing were made, and we can safely say that the first fruits arrived in time for the holidays. A long-remaining glitch in our multiplayer code left everyone without the means to play with each other, which was one of the core features of our early builds. As much as desync and bugs still happened, it was possible for players to play freely by creating a room and inviting others for a fight. Today, this has been finally addressed, and our partners at Hyperkinetic worked hard to provide a fix. This has revealed as well that our current code is not up to standards (evidenced by our previously mentioned problems), and not only has the fix been made, but we are now aware of the steps required to upgrade our systems for larger scale playing. I…
- New Development Partnership with Hyperkinetic Studios - 29 August 2023
Hello there. We are very proud to announce an ongoing negotiation of partnership with Hyperkinetic Studios for the development of Rise of the Foederati! Although it is a little early to bring the exact points of our agreements, this news is to further address and finally solve our systemic issue of programming workforce that is plaguing us for years; we expect that this partnership brings a hyperkinetic boost to our programming forces, and solidify this alliance for more projects in the future. Expect more details soon, as we finalize our deal and solidify the fineprint of our joint efforts.
- Happy Steam Launch 3rd Anniversary, Rise of the Foederati! - 4 May 2023
Hello there, folks. It's been three years since we officially launched Rise of the Foederati on Steam as an Early Access title. It has been a while since our last update, and we have not brought you news because... well, there isn't enough content for us to update you guys as newsworthy, unfortunately. This year has been very hectic for us; we hired new programmers to aid in our title, but it has been difficult to put them on tracks with our project. Our previous lead programmer unfortunately was not with our project for some time. On a good note, however, is that he is partially back in development. Our lead sprite and animation artist has a nasty injury and cannot draw as often as he did, leaving us to start a new hiring process for new artists that can fill in for him in our campaign demands. Meanwhile, structurally, our campaign script is almost done, so we know already how it will…
- More about our Campaign (Part 2) - 9 December 2022
Hi there. Continuing our series about our single player campaign, today we'll present to you our main character. As previously posted hinting it, the new character is a young prince by the name of Hermenegild. Being a Visigoth prince, he is raised in the court of his father, king Liuvigild, who for the first time manages to unite and create a lasting kingdom, something their people have not seen for centuries. During the campaign, the player will be put in Hermenegild's shoes as they try to survive as a young man with the huge burden of being the successor of the king. Will he be up to the task? Or will the weight of the Kingdom be too much for him to bear? Perhaps what is most unique about our campaign and what we are most excited to show you is the progression of our prince. When the campaign begins, you will play as an immature, but headstrong young man destined for greatness. As the…
- More about our Campaign (Part 1) - 27 November 2022
Hi there, we announced ten days ago our new single player campaign. We only mentioned it briefly what was all that about and today we're here to explain what it is all about. As only a reminder for everyone, when we started developing Rise of the Foederati our main idea was to bring the connection between Antiquity and Middle Ages to players, as a interstatial period for those wondering what happened in the continent of Europe, Northern Africa and the Levant. Being a turn-based strategy game where players do not play as the leader of a nation, but rather as a commander of a soldier detachment, the whole mission of players is generally to serve their king/leader as a military officer with a group of different sizes, from a small warband to a large military unit performing a multitude of tasks, related to combat, or not, as they weave through the intricacies of a very politically fluid hi…
- A Change of Roads (Campaigns) - 16 November 2022
Hello there. When we started Rise of the Foederati, we envisioned a project that would begin as a multiplayer experience first, and a single-player campaign game second. The objective was to build a historical game where players could travel around and seek adventure with their tribes and play along with their friends for objectives, fun or even just competitively seek to outpace other players in the same tribe. Our team begun very small, with an artist, programmer, game support designer/developer; then came an accountant, new artists, support programmers, and we started hiring voice actors to play the leaders and the trailers. Development was good; in 2017, we showed how our project was coming along in local game fairs, such as Brasil Game Show, together with other indie games. It was a great pleasure to be standing next to indie big names such as Knights of Pen and Paper devs, for exa…
- Programmers, development and single-player campaigns - 24 May 2022
Hi there, its been a while. You may have noticed we did not have a two-year anniversary Steam launch message on May 4th. We didnt post anything because there is very little to show in the ways of content update. Currently, as it is, our project is halted on the programming side, because of a shieldwall/animation bug that needs fixing. Until it is, all of our units use the same system that may cause game inconsistencies. We have new units, new tribes and the map exploration mechanic to develop ASAP and we were supposed to deliver it by April of this year. Our team consists of one lead programmer, a game designer and several artists, with another person working in the background as the bridge to accounting, business and so forth. Our programmer has been facing personal and working-related issues that kept him from further developing as required, and we gave several months for the situatio…
- Yay for 2022 (New website)! Or nay...? (Programming halting) - 22 February 2022
Hi there guys. Hope you are enjoying your 2022, because we at Genos Studios are having a lot of trouble to get our job started. Programming has been on a halt since last year due to a combination of real life inconveniences, health issues and general work-related demands for our crew (which is... our game designer and programmer). So to be transparent with you guys, no, we haven't done much in terms of programming so far, and we intend to make it up for it in a near future. In other more positive notes, our website is finally up again! We made lots of changes to make it more dynamic and accessible for people on both smartphones and PCs. If you want to check it out click below: www.riseofthefoederati.com Regarding our new tribe; we have a sketch ready for the leader of the Alans, and it should be finished by the end of the month. This is a quick announcement just to get you guys up to da…
- New units, tribe, animations and regarding maps - 29 January 2022
Hi there. It's been a while since our last update. We didn't give you guys a Merry Christmas nor a Happy New Year, but we've been hard at work to provide something to make up for this. Our timeline is filled with holes and not complete yet for this year, because of many not-listed-before content being added. Taking into a bulletpoint list, lets address each point here. New units. Until the end of February-mid March, all tribes will feature their six Ordinary units and one Authority unit, meaning the remaining tribes, Basques and Franks, will have their new units added. The Frankish unit should take longer because of the sheer amount of animations and its new depiction of a mechanic regarding reloading weapons. After this, our focus will go into the new tribe. The new tribe ready, we'll add a new leader for each tribe, making it possible for players to choose one of the two tribe units,…
- Website maintenance - 5 November 2021
Hi there, we are currently overhauling and putting our website in maintenance for upgrades, better visibility and sleekness, given its previous outdated style. For now, it should not appear for you because its also being migrated to a different host; expect the migration to end by December and the new website to be up by February 2022. We apologize the inconvenience; the website has a huge wealth of information on our game and it was the place of choice to know how things would look like superficially in a full release.
- Official Website and new unit - 19 October 2021
Hi there. If you haven't noticed, our website is down for rehosting on a different provider. We ask for patience while we settle the new configurations with our new partner. Addressing many of the issues that are there, in the future some things will be improved, such as an easier access of information regarding tribes, geography and the history of the game. Our next update will feature another new unit, this time, for the Basques. We mentioned that the new units provide a solidification of the tribes' identities, and this time it is not different; the Visigoths got an armored Medium infantry unit for melee, the Suebians got a flexible Medium Infantry unit focused on combining power, tankiness and responsiveness, and now the Basques will get an infantry unit with interesting aspects, more details coming soon.
- Update 1.7.7 / 1.7.8 - 11 October 2021
Hi there, we have two patches, one that hit last week and this one right now. We didn't add the changelog for it, so here it is below: 1.7.7 (10/2/2021) Fixed: Breaking error when switching from no weapon at all or when a unit had no old weapon while getting ready for battle. Fixed: Breaking error when a dodger's neighbor positions are all occupied, it now dodges in its own square if that's the case. Fixed: Leader commands were never ending their "in progress" state, thus preventing a leader from performing any further abilities. 1.7.8 (10/11/2021) Added: multi-step tooltip to inventory items. Added: New Suebian unit: Proven One (Dugunthiz). The Dugunthiz is a Medium Infantry unit with outstanding durability and strength with great flexibility in roles. This wildcard soldier can perform in many tasks exceedingly well, and is a very valuable addition to any Suebian warband. Changed: Bett…
- Patch 1.7.6 (Documentation of Patches 1.7.1-1.7.6) - 29 September 2021
Hi, we've been working on our newest update and made several fixes. For purposes of documentation, below are the changes made in the six patches we released ever since the 1.7.0: Patch 1.7.1 - 1.7.6 Added: Tribal Abilities list will show abilities for the currently 4 usable tribes (hovering the icon of a tribal ability should show description of a level 1 of it). Added: profile previewing in home screen & lobby. Fixed: breaking error when generating warbands. Fixed: steam cloud and saving not working properly. Fixed: Calculated stamina regeneration value was applied to health instead of stamina. Fixed: Integer overflow when calculating unit battle value. Fixed: Multiple corrupt attack animations. Fixed: Boga Aihwudrauhts visual stances and undeployability issues. Fixed: Frankish Galikakus axe animation state wasn't playable. Fixed: Breaking error when using leader commands. Fixed: Charg…
- Update 1.7.0 - 20 September 2021
Hello everyone, it's been a while. We apologize for the four-month silence, work has been hectic in all fronts. There are many things to correct and many things to add to our game, and this update tries to bring forth all our work in this time period to fruition. Most possibly, this update surpasses all others in relation to content. We have new units coming along in the next weeks, a whole lot of abilities that more than double the last amount. And there are also many fixes to bugs. Unfortunately, all this does not take away the fact that we are late in several of our timeline milestones. We said we were eager to provide map conquest support for gameplay that gets closer to our general game idea, and this update does not provide it, yet. Instead, we continue to build the foundations for a more complete gameplay when the first template for this game mode is complete. As always, we great…
- Happy birthday to our Steam release! - 10 May 2021
Hi there, it's been roughly a month since our last update, and this is only a small news report on what is going on in development. Rise of the Foederati has been launched on May 4th, 2020. As a project on early access, there is intense work going on to make it through our Alpha stage, set to be up in January 2023. In our development stages throughout our timeline, we managed to reach several points we didn't expect to reach so early, while others got severely delayed due to multiple problems and setbacks. Our development team is very small, consisting of a project manager, an accountant/business planner, a programmer, a media manager and a few artists. Sometimes one person gets ahead in development, sometimes this same person gets behind. Currently, our artists are ahead, which means there is plenty of material in stash ready to be programmed for the game. Because the game has no way (…
- The Road Ahead, our Timeline and Announcing the New Tribe - 6 April 2021
Hello there. It's been a while since we talked about the development of the game, and instead we posted our last few updates with mostly fixes, small additions and changes to the overall balance of combat in the game. One of our main concerns regarding the game is transparency, and it was our decision to make a timeline where we make our predictions for our development process and lay out a comprehensive way to tell players what our goals are. Currently, as our timeline stands, we made progress in lots of areas which were not predicted there, but lacked in others that were made there and are not ready yet. Below we detail the development points where we are late and explain to you why, and how we are going to solve it: 2020 * June: Estabilishment of ranked play and support for territory conquest This is our number one priority right now for development. We are lacking only one map as te…
- Update 1.6.3 - 13 March 2021
Hi there. Did you get tired of getting fixes? Hope not, because we will keep fixing things and adding things until you wish we didn't!! As previously, we still are animating the new units, so no new soldiers for now. Fixed: Second attack on chain is not accounting extra stamina cost (only found on Quick attacks) Changed: Attack chain stamina cost multipliers. Changed: Javelins' Critical Hit chance reduced from 10% to 5%. Changed: Medium Armor should now be more effective at reducing damage. Added: Pause/Continue offline game shortcut (Spacebar). Added: Music tones based on the win/defeat type of the battle. Added: Warband Power attribute, a hidden attribute calculated by the overall levels of your units in your Warband and the classes they have. Units with higher pay have higher power levels than those with lower pay but the same level. Your deployed units follow this same calculation.…