Warkeep - Closed Alpha Starts

Quarter Onion Games is proud to announce the launch of the Warkeep closed alpha! With the core features built in and largely working, we are looking to iron out the core and ensure the game is balanced and fun. Once we’re confident we’ve hit the goals we strove for at the start of Warkeep’s development, we will build in the remaining features and begin open beta.

Warkeep is an indie game being developed by Quarter Onion Games initially for iOS, Android, and the Windows, Mac, and Linux platforms.

Warkeep combines elements of tile-based puzzle, and side scrolling tower defense. You build your Warkeep using systems similar to Tetris combining a mix of block pieces, rooms, and towers. When the Warkeep is completed, you then withstand waves of enemies as they work to destroy the keep core (shown as doors). If you survive the waves, you win the stage.

How do I join closed alpha?
Please join our Discord server and the latest builds will be available in the #builds channel. We will be setting up a new system shortly to allow access to the builds via direct platforms like Steam, Google Play, App Store, etc. Updates will be provided in the #general channel.

What if I can’t test currently?
If you can’t test but still want to support Warkeep’s development, we invite you to become our patrons through Patreon (https://www.patreon.com/quarteronion). This will give you special access in Discord to speak directly to the team (especially as we ramp up testing and it becomes harder to respond to everyone in general chat) as well as other long term perks.

The Future!
In terms of Warkeep development, we’ve reached a stage where its more fleshing out than anything else. If the core works smoothly, we will add in the leveling mechanism within MyKeep as well as the shop to allow spending of resources. From there, we should be full speed ahead for the official launch.

As mentioned in the demo post, if Warkeep doesn’t particularly fit your style of gameplay, this is the first of 3 games that will be tied together by a framework we’ve touched upon in the forums (https://www.quarteroniongames.com/forums/topic/whats-on-the-horizon/). We will be providing more information about the other two as their demos are fleshed out, as well as the framework we discuss in the post.

We hope everyone enjoys the closed alpha, and please let us know of any critiques or issues you may have about it. Whether its on our Discord server, through our forums, or via email, we will get back to you asap!

2 Likes

Huh! Pretty cool combination of multiple genres, the two most evident tower defense and tetris-like puzzler. Even though I’m not a big tower defense fan - I think you’ve done an interesting thing here.

Can you show a video example of a tower that wasn’t built successfully - and what happens when the player doesn’t manage that aspect too well?

Can you elaborate on the other genre aspects you’ve used in this?

The goal with Warkeep is to allow someone who’s not a huge fan of any particular genre to enjoy this. In your case not being a huge fan of tower defense, ideally with the right combination of abilities (you would choose the abilities before starting a region from a large variety that are unlocked over time) coupled with the right choices on rooms and towers, you can easily have a hand’s off approach where you’re focusing on using the hero to hold back the waves while utilizing the Warkeep as cover for the hero. We’ve discussed potentially having much more control over the hero if that is the intent of the player (i.e. allowing you to use WASD and various skills for a more active experience).

https://www.youtube.com/watch?v=qFsKLSg--64

So this is a bit on the extremes, but this is a really poor tower coupled with a complete lack of upgrades (whether on the keep core which would reinforce the rooms, towers, and walls or the rooms/towers themselves which would keep the units effective against the stronger waves). It has holes everywhere which collapse when initial damage is applied to the base of the keep, and then rooms and towers are a bit easier to get to (as seen by most of the towers being destroyed). Now the rooms falling isn’t necessarily a bad thing (i.e. when we had the rooms in a column above the keep core in the first look video). Rooms collapsing on enemies function like a trap dealing heavy damage and pushing the enemies back. But you generally wouldn’t want your rooms being destroyed as the units are extremely valuable.

As for the other genres, the demo is focusing mainly on the Tetris-like tile matching to build the keep along with the tower defense. As mentioned above, the hero will be a major focus (either hand’s off where it functions more in-line with an RTS game where you simply send the hero out, or the concept mentioned at the start where you directly control the hero).

The battlefield map gives you more strategy based on whatever objective needs to be accomplished. For instance, if the goal is simply to kill the commander of the enemy army, you could try to beeline towards the location you expect them to, or you could explore each region thoroughly which opens up the possibility of unlocking new abilities, heroes, items, and more. There will be quite a few different objectives ranging from clearing a percentage of enemy troops, killing an enemy boss, finding an artifact, activating magical shrines, and various quest objectives provided by liberating towns and cities.

The world map functions like an RTS game (and the game itself is in real-time albeit you’re given ample time within each region to not have it majorly affect events outside). It will have two elements: the enemy keeps which each spawn an army that will generally react to your movements (and require you to destroy them to win the game), and your actions themselves. Each region has a certain bonus it can provide when held (such as more pieces, more troops, or more times you can rebuild your keep during a battle). Regions can also contain special bonuses such as an imprisoned hero, items that boost the abilities of your hero, new abilities you can use, and more. A general world map scouting mechanism allows you to identify where the best resources that fit your game style are at to plan out your expansion.

The initial region chosen determines the initial difficulty on multiple fronts. Starting far away from the enemy keeps means that its less likely they’ll even notice your efforts until you’ve expanded to many regions nearby. You’ll also be dealing with much easier troops. Once they notice, however, they’ll begin sending their armies to take back their outlying regions. When an army invades a region owned by the player, the Warkeep that was built at that location will be reloaded and assaulted by a strong force. If successfully defended, that enemy’s keep will eventually respawn a new army but they will be at a major disadvantage if you begin invading them.

If the enemy succeeds and taking back the region, you lose all benefits from that region, and they’ll continue invading nearby areas. This becomes even more problematic if the lost region disconnects your active location from the rest of your holdings. Like a supply line, you’d lose all benefits except from the connected regions. This becomes debilitating when you’re trying to attack the harder villains, and you need every benefit you can muster to defeat the waves they toss at you. You’re suddenly trying to attack this army with half the pieces and troops necessary to easily hold your own against them.

TL;DR Overall if I were to say what sort of Frankenstein’s monster Warkeep is, it is a mixture of Battle for Middle Earth (world map RTS elements), Stronghold (2D version for building, reinforcing, and systems like traps that we’ll have in the final game), Kingdom Rush (side view of their tower defense elements), Tetris (self explanatory) and Darkest Dungeon (battlefield map being procedurally generated and promoting exploration at a cost along with a smattering of RPG elements with the hero unit leveling up and having a very rudimentary equipment system (one slot for an armor set and one slot for a weapon, but no inventory system).

Thanks for the detailed reply. I may have finally found a tower defense game Id like to play for more than 26 total minutes. :slight_smile:
Hope the visuals come out nice as can be. Im fond of using placeholder art at certain stages of development as well but am a bit turned off by stock assets in a finished release.
I do really enjoy well implemented RPG elements in other genres.
Will follow your progress.

Glad you like it. There’s plenty of directions we can expand Warkeep as well which excites us in the team. We’ll have a good foundation shown in the demo, but there’s plenty we can do when able to focus the time on the game.

The version shown is strictly our demo. It will be aimed at anyone that wants to try out the core of our game (but still has quite a bit of replayability), and available during our Kickstarter campaign to properly fund the game (and beyond). The majority of the funds would be for our art team to focus on unique art for Warkeep, and we’ll have multiple options shown during the campaign as to where we’d like the art to go. Our current licenses for the purchased assets are for demo purposes regardless so we couldn’t even launch this game for a cost if we wanted to. But its handled well at getting the concept across to everyone (though I’m personally still not completely sold on a cartoon look).

It looks like we’ll be adding the hero mode into the demo, so I should have a video of the mode in action soon.

The Warkeep demo is now live on Google Play and PC (through IndieDB). We’d love to get any feedback for the current build. We will be ramping up development after this week to get the completed game within the next two months.

As an additional update, some of the details in the original post are outdated. Warkeep’s focus is strictly tile matching puzzle (the “Tetris” like elements for building a keep), and the side scrolling tower defense elements now. The focus now is:

  • A full campaign of 16 levels telling the story of the last survivors of an evil army using the Warkeep artifact to beat back the enemy using the keeps they build and a small garrison force
  • Endless mode (constant attacks to see how long your design survives + leaderboards)
  • MyKeep (build a unique keep and then design waves of units you’d send against other keeps while also surviving incoming attacks to control your region)
  • Multiplayer (battle a friend’s keep on a special level)
  • Trinity (game mode allowing interconnection between two additional games down the road on a persistent map - our most excited feature)
  • Additional story lines after the events of the original campaign.

Warkeep and the two games coming after are the beginning of a new set of lore that will evolve as we progress from simple mobile games to more “indie” titles in the future. Trinity will be the first mode showing these games and the lore in action.

We should see a lot more updates in the next few weeks. We’re also always looking for testers on all platforms, and are currently running a Discord server to allow easier communication with everyone.

Quarter Onion Games is proud to announce the launch of the Warkeep closed alpha! With the core features built in and largely working, we are looking to iron out the core and ensure the game is balanced and fun. Once we’re confident we’ve hit the goals we strove for at the start of Warkeep’s development, we will build in the remaining features and begin open beta.

How do I join closed alpha?
Please join our Discord server and the latest builds will be available in the #builds channel. We will be setting up a new system shortly to allow access to the builds via direct platforms like Steam, Google Play, App Store, etc. Updates will be provided in the #general channel.

What if I can’t test currently?
If you can’t test but still want to support Warkeep’s development, we invite you to become our patrons through Patreon (https://www.patreon.com/quarteronion). This will give you special access in Discord to speak directly to the team (especially as we ramp up testing and it becomes harder to respond to everyone in general chat) as well as other long term perks.

The Future!
In terms of Warkeep development, we’ve reached a stage where its more fleshing out than anything else. If the core works smoothly, we will add in the leveling mechanism within MyKeep as well as the shop to allow spending of resources. From there, we should be full speed ahead for the official launch.

As mentioned in the demo post, if Warkeep doesn’t particularly fit your style of gameplay, this is the first of 3 games that will be tied together by a framework we’ve touched upon in the forums (https://www.quarteroniongames.com/forums/topic/whats-on-the-horizon/). We will be providing more information about the other two as their demos are fleshed out, as well as the framework we discuss in the post.

We hope everyone enjoys the closed alpha, and please let us know of any critiques or issues you may have about it. Whether its on our Discord server, through our forums, or via email, we will get back to you asap!

Oh wow really cool!!! the game look amazing.

Glad you like it. It has been a lot of fun during tests. :slight_smile: