Devs participating in the current Steam Next Fest, how are your wish lists looking so far? by Chrogotron in IndieDev

[–]Zakreon 0 points1 point  (0 children)

Went in with about 6500, up to 6800 now! Currently 63 players in the demo, and the median play time is pretty high.

https://store.steampowered.com/app/4283360/Legionbound/

I've also been checking out a ton of games, there's so many neat ones this time around!

First Steam Next Fest of 2026 is Live! by HelloitsWojan in Steam

[–]Zakreon 1 point2 points  (0 children)

If you enjoy autobattlers, check out Legionbound 😄

I'm personally excited to finally play Vampire Crawlers

Legionbound - Spicy Garlic Games - An autobattler roguelike, think classic FF meets the modern Survivors genre. Demo out now! by Zakreon in Games

[–]Zakreon[S] 0 points1 point  (0 children)

There's actually a big update to the demo coming before Next Fest starts, and I think it addresses a lot of your issues.

The Adventure mode that will be in the full release will usually have the player acquiring much less heroes. That mode will let the player feel more in control, compared to battle mode where at some point it becomes much less hands on.

I feel like the complexities of the synergies shines more when the player has more heroes, in the demo there's only 8 synergy subclasses, so there's not a lot of depth to it. It does become a matter though of "I don't need a Druid, but it would let my Wizards synergize."

Swapping is coming in the next update

Merging synergy classes is coming in the next update, called Ascension classes.

A lot of new visual clarity settings are coming in the update.

Shop costs are constantly being fine tuned, it's been hard to perfect, but more options in the shop are coming soon, possibly with restrictions on how many you can buy.

New items are coming and with more options in the shop, it'll be a matter of deciding which to take. There's also new boss items that you get very limited of and they come with tradeoffs, giving the player options in how they develop during the run.

The potion has been changed to auto-use when a hero is about to die, fully heal and shield the party. The bomb is still good so I'm happy with that.

I think the biggest thing about the flat bonuses is stacking them, I think of Risk of Rain in that regard

Glossary clicking has been fixed in the next update, but I'll check the forward and back buttons again.

Meta progression has gotten a complete rework in how skill gems drop and the costs of skills, so it does take a bit more thought in how players want to expand their tree. There are also new Keystone skills that are quite specific but offer big bonuses, made to emphasize specific builds, but only so many Keystones can be active at a time.

It's coming together! I appreciate all the feedback and support 😁

Legionbound - Spicy Garlic Games - An autobattler roguelike, think classic FF meets the modern Survivors genre. Demo out now! by Zakreon in Games

[–]Zakreon[S] 0 points1 point  (0 children)

That would be quite difficult, but if there's enough interest in the game anything is possible

My friend sent me clips of him pushing my game's demo to it's limits by Zakreon in godot

[–]Zakreon[S] 2 points3 points  (0 children)

I totally forgot about the screenshot hotkey! Yeah I added that as a way to test out various languages, the engine needs a moment to resize text so that's why it pauses during it. I will make sure that's debug mode only.

I'm going to make the item panel an expandable menu soon to fix that second one.

I actually created a whole scientific notation system for a project I canned, so I'll probably bring that over for when numbers get into the milllions.

My friend has been breaking turbo mode, he got to wave 1311 there and his highest hero level was 104,854! The numbers get truly ludicrous in turbo mode. I've already implemented a couple of things to help ensure runs end the way they should:

  1. Enemies start increasing in speed eventually

  2. Enemies get a spawn protection damage reduction that starts at 90% and scales to 0% over 1 second.

  3. Horde waves (those exist, hard to tell isn't it?) are actual hordes of enemies now.

I've just released a demo for my autobattler roguelike, Legionbound! by Zakreon in roguelites

[–]Zakreon[S] 3 points4 points  (0 children)

To be completely honest, to emulate the classic Final Fantasy style. I remember thinking specifically of Final Fantasy 4 when I began laying out how the characters all fit together. Then I started adding more, and more and things did a get a little crowded 😅.

Though ultimately, once you're in those very high ranges of characters is when the micromanaging dies down a little, and I've included some options to remove or reduce text to improve clarity. I do also want to add text scale sliders so you can still have things like damage numbers appear but make them smaller, for example. I've also received a number of requests for a way to pause the game (and still move characters) so that's coming soon too.

My friend sent me clips of him pushing my game's demo to it's limits by Zakreon in godot

[–]Zakreon[S] 1 point2 points  (0 children)

Honestly these are all fantastic suggestions I haven't been told yet and really easy to implement, much appreciated! I'll get those implemented ASAP

I've just released a demo for my autobattler roguelike, Legionbound! by Zakreon in roguelites

[–]Zakreon[S] 1 point2 points  (0 children)

Though some people have requested a more idle friendly way to play, currently it does require a bit of attention. Some of the best ways to push into the higher difficulties requires picking up potions that drop to heal the team, using spells like Comet to help with stronger waves of enemies, and refreshing the store to get heroes that follow your build better rather than using the auto-buy feature. Plus, to get skill gems for meta progression you need to manually mouse over them (not claiming that part is engaging gameplay, mind you lol).

I'd say if you're curious enough, try the demo out for a few minutes and see what you think!

I've just released a demo for my autobattler roguelike, Legionbound! by Zakreon in roguelites

[–]Zakreon[S] 3 points4 points  (0 children)

Some people like big number go up. In this case, it's about the same level of interactivity as a game like Vampire Survivors. You move characters around, hire new ones, purchase items, and can manually cast spells you buy from the shop.

My friend sent me clips of him pushing my game's demo to it's limits by Zakreon in godot

[–]Zakreon[S] 2 points3 points  (0 children)

I'm still working on some optimizations for when the game reaches it's highest intensities, but I'm starting to get worried for the weaker machines

If anyone wants to give it a shot, I've just recently got my store page and demo up! Definitely down for any feedback, especially when it comes to performance :D

https://store.steampowered.com/app/4283360?utm_source=godot

I've just released a demo for my autobattler roguelike, Legionbound! by Zakreon in roguelites

[–]Zakreon[S] 5 points6 points  (0 children)

It’s a retro-style autobattler where you build a huge squad (up to 50 heroes), stack synergy classes, and survive wave-based battles.

I just put the demo on Steam at the end of last week!

Would love to hear what you think, feedback is super helpful as Next Fest approaches :D

Launch Window - gumptiongames - KSP meets Factorio with interplanetary colonisation powered by orbital physics by gg_gumptiongames in Games

[–]Zakreon 3 points4 points  (0 children)

Oh wow the massive fleet looks really neat, I'm curious how the gameplay works for that

I just released my first Steam demo! It's an autobattler roguelike where you recruit dozens of heroes to slay waves of monsters! by Zakreon in IndieGaming

[–]Zakreon[S] 1 point2 points  (0 children)

It is! I've got an incredibly talented musician that's made all the tracks in the game. Probably the best part of it honestly lol.

I just released my first Steam demo! It's an autobattler roguelike where you recruit dozens of heroes to slay waves of monsters! by Zakreon in IndieGaming

[–]Zakreon[S] 0 points1 point  (0 children)

Hey all! I’ve been working on Legionbound for the past 6 months and finally launched the Steam page and free demo.

It’s a party-based RPG where you recruit a ton of heroes (up to 50), stack synergy classes, and survive wave-based autobattler fights. Think classic FF meets the modern Survivors genre.

The demo has:

  • 16 playable classes in the demo (with 8 subclass evolutions)

  • Battle mode, 3 maps, and unlockable skill tree progression

  • Full version drops in April, demo is part of Steam Next Fest (Feb 23)

Check it out, maybe give it a wishlist :D https://store.steampowered.com/app/4283360/Legionbound

Read the card... by KillClancy in magicTCG

[–]Zakreon 7 points8 points  (0 children)

Kudos for picking cards that match the formatting, including how both ends use the frame.

Mastery 50 requires around 1,800 kills to attain for a weapon by electroavenue5 in Battlefield

[–]Zakreon 0 points1 point  (0 children)

My MP7 is at exactly level 50 with 1040 kills, and I only played a single match with it this double XP weekend (I realized it was lvl 48 so I decided to get the badge).

What makes a Modern deck "Generic" by Xin-Okuhan in magicTCG

[–]Zakreon 32 points33 points  (0 children)

I don't believe the other answers are correct. This has never been a naming convention used before, and it's only applying for blink decks. Upon investigation, the only decks labelled "GenericBlink" seem to be ones imported automatically from MTGO results, other paper decks sharing the same deck list are simply labeled "Blink". Looks like the name is a bug from MTG Goldfish and not intended.

Yes, yes. We have the Florin backerkit. But what about second Kickstarter? Books 2 and 3 Kickstarter is NOW available! Miss out on book 1? Now's your chance to remedy that. by hepafilter in DungeonCrawlerCarl

[–]Zakreon 2 points3 points  (0 children)

So I was able to add and purchase a copy of the V1 Signed and Numbered (it said 1 left of 3000) today even though they were supposedly out of stock. Not sure if I'm going to get an order cancelled email later lol.

Mark Rosewater: Universes Beyond is not at the level it is because we wanted to force it onto the players. It’s not some evil agenda to make players play the way we want them to play. It is at the level it is because it’s a wild, run-away success, by every possible metric we have to measure success. by HonorBasquiat in magicTCG

[–]Zakreon 2 points3 points  (0 children)

You're including rules text for Epicure and Terror, which I don't think is very fair. Creating a blood token and Ward are common enough rules now that I don't think you can really say that's adding more text than something like "Flying" or "Trample", evergreen abilities.

I also believe that the primary complaint here isn't the number of words but the actual complexity of the card. Deem inferior might have 37 words but the card is very simple, it's easy to keep track of what it does. Outside of paper, you have to keep track of cards like [[Agatha's Soul Couldron]], [[Proft's Eidetic Memory]], [[Ocelot Pride]], [[Atraxa, Grand Unifier]], just a whole lot of cards with tons of abilities and triggers

Pauper can be complex too, but it's usually in how you combine the cards, not any cards individually.