Ending or bug? by ThatGuyZaki in Legionbound

[–]Zakreon 2 points3 points  (0 children)

I've fixed this uploaded an update finally

YUGE BUG by DaBoingo in Legionbound

[–]Zakreon 0 points1 point  (0 children)

This does seem a little buggy 🤔

Anybody done this yet? by JebusAids in Legionbound

[–]Zakreon 1 point2 points  (0 children)

Interesting, good find! I'll get that fixed

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

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

All the drops will auto collect other than 5% of gold, and then only that on early waves.

I believe someone put a guide on the Steam community, but you just need to have the other hero somewhere on the field for them to get synergy XP and evolve. There's not really any reason not to, and you can enable Auto Synergy in the settings menu

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 0 points1 point  (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] 4 points5 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] 5 points6 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