A downloadable game for Windows

Demo for the new and upcoming casual strategy game "Periculum" about conquering and building on hexagonal tiles. Engage in epic battles against bots or create your own map inside the level-editor. 

The game has a simple premise: each tile generates 1 gold which you can use to buy, build, and expand. Also collect wood, fish and stone for better units and buildings!

Quick, unique, easy-to-learn and hard-to-master 'Age of Empires'-like strategy combat with a Civ-like hexagon map/level


The full game offers 8-player multiplayer, plenty of game modes, and unique options to tweak your experience to your liking. The possibilities are endless.


VR supported. Async (meaning one can play inside the PCVR headset and one on the desktop PC using the same Computer) is planned for the future (also for this Demo).

Enemy bots have 5 difficulty settings: peaceful (do not attack), easy, normal, hard, dynamic (play similar to you).

Full game will have many different game modes and features/options. Learn more on Steam:

It would mean a LOT to me if you could wishlist the game on Steam, even if you don't plan on buying it there or waiting for a release on Itch.

Full Game releases on Itch.io, Oculus, and Meta Quest are also planned. Although sometime after 12. of September.

We use Discord as a Forum (share your created levels/maps and other stuff): https://discord.gg/pxjdD2ET6X

Download

Download
PericulumDemoUpdated.zip 557 MB

Install instructions

Unzip the files and execute ThiefPCDemo.exe
OR PericulumDemoVR.bat if you want to start with VR enabled

Minimum specs are:

  • GPU: Nvidia GTX 1050 or AMD R9 380
  • CPU: 2 Cores @ 2,5GHz
  • 64-bit operating system required.

You also need Microsoft Visual C++ Redistributable 2019 (2017 & 2015) for the game to work without crashes. Most PCs already have it installed. 

Development log

Comments

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(+1)

the game idea is really good but here are some things i found frustrating about the game. Unresponsive controls(hard to select units on the map), the tutorial blocks vision on the map,is hard to see the borders. Hope this feedback helps you in your development and to help you more i will wishlist your game on steam

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Thank you very much! Yes, I have already updated the things you mentioned but still need to upload it to itch and Steam. Actually gonna do that tomorrow since you mentioned it.

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wishlisted!

That means a lot, thank you!

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nice

A fast paced strategy game could be funny. Where do I get the full game if I don't have steam? 

I will write my recommendations on another post

I'm also planning a Meta Quest and Itch.io release. But both after the Steam release, as I'm not 100% sure yet if cross-play multiplayer will work across all three storefronts. Maybe an Itch.io release will have just single-player + LAN (local) multiplayer where you could use Tools like Hamachi to play with friends over the internet.

LAN is good, but it may cost you lot.

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Suggestion/ideas


Readability!!!

* Color & buildings: Even if I like the idea that everything is of your colour, it is very hard to read your territory. It is also hard to read if a mountain is settled or not.

* Buildings all the same: With a bit of dezoom, all the building look the same, not possible to quickly differentiate university from village. The shape/size and secondary color shall be quickly recognizable.

* Unit barely differ from another visually: not possible to recognize cavalry from horse archers with dezoom. One way to easily handle this maybe to have several miniatures to represent a single unit, for instance infantry is made of 3 miniature, and an archery of 2.

UI:

* Units hard to select, and ironically, hard to spawn a unit on an occupied territory sometimes

* Unclear if ranged unit or 2 moves units already attacked.

* What is the third characteristics of the units?

Improvement of the game as it is:

* Sacrifice units, to free population limit

* Handicap/Bonus system for a player/AI (ressource % or starting hex)

* You shall not need to kill all mine & port to win

* Upgrade for cannons!

* Allow to make roads over mountains, which only connect 2 of the neighboring hexes.

* Allow to simultaneously swap 2 neighboring units at the cost of one move for each, this will make your cannons definitely more valuables.

Concept to change the game :

* Linear upgrades: it is usually not very critical which upgrade you take because you always do the same at the end (If I think infantry man is the best, I will rush their upgrades). It is better to offer choices which allow to counter the enemy strategy: you do mass infantrymen? I will have an upgrade which allow my horsemen to attack before your infantrymen move.

* More upgrades, with incremental prices (e.g. Infantry attack 1: 10 coins, 2: 25 coins, 3: 100 coins, ...), so you cannot have them all, and decide the one you want to have

* Some Terrains may influence fight, so that you can have more strategic depth. Example: doubled defence in the wood.

* Limit the overspawn of cheap unit? this make the cannon more interessant. => for instance unit which just died still count in limit.

* A capital city, buildings/territory not connected to the territory embedding capital not produce?

* Capture enemy buildings?

* Unique civilisations? With different voices language, as per Age of Empires!

* Co-op, alliance? => can my units travels through my ally territory? I recommend

* Units which produce bonuses to neighboring unit?

Game mode: (as per your other post):
* scored (terrain, ressource, units, ... customisable what bring how much point), after a certain amount of round come automatically to an end.

* Allow to combine all several game mode, you may have flags AND king.

Big Thanks for all the suggestions!

Some are really good and I'll try to implement them somehow. For example, combining multiple game modes is an idea I've had for a while too - I just need to adjust the UI as it's currently just a drop-down.

Some of these suggestions need more thought on my side, for example, if I can find a clever way to better distinguish cavalry from horse archers.

Some suggestions are also too big to implement, like unique civilizations. I see you got a lot of ideas from the civilization games. I have the idea of adding more biomes to the game - and it would be interesting to have e.g. three civilizations for snow, desert, and normal terrain, each with their own advantages in their biome.

Some of your suggestions are already implemented in the (full) game, like teams/alliances and sacrificing units.

I'm not sure what you meant by "hard to select units" without having seen a video. I saw something similar in a gameplay video and already made some changes to better select units on tiles.

And if I understand you correctly, the third characteristic in the UI, besides health and damage, is the hotkey to quickly spawn the unit.

And yeah, terrain that influences the fight is something I am currently working on (mountains where only archers/cannons are useful).

I also like the idea that units that died inside the round will only reset the population counter after the round ends. Although I am pretty sure that some players might think that's a bug if not explained well.

Like I said, big thanks for your thoughts!

Aside from your suggestions, have you encountered any bugs or glitches or just things that don't make sense?

"Some of these suggestions need more thought on my side, for example, if I can find a clever way to better distinguish cavalry from horse archers." => I suggest you to have clearly different horse color, this will help.

"I'm not sure what you meant by "hard to select units" without having seen a video. I saw something similar in a gameplay video and already made some changes to better select units on tiles." => simply hard to click on the model when the game is zoomed out

"And if I understand you correctly, the third characteristic in the UI, besides health and damage, is the hotkey to quickly spawn the unit." => it was for me not that clear, because for the units (not building), it was like a number. Now it is clear, thanks.

"I also like the idea that units that died inside the round will only reset the population counter after the round ends. Although I am pretty sure that some players might think that's a bug if not explained well." maybe you can indicate this in the UI through a small skull and a number near the limit.

"Aside from your suggestions, have you encountered any bugs or glitches or just things that don't make sense?" => well I some situation where I was not able to find why a game did not ended properly although I kicked all the other people, and their buildings. I assume there was a mine I didn't found, although I looked thoroughly.

Looking forward for the next update.

Oh yeah! I like the color idea, I am changing the horse color right now. Thanks!

And yes, already added that if you click on the tile instead of the unit, the unit will still be selected.

Also, added an option inside the game lobby settings to only count pop after each round!

In addition, also thinking about adding a slider to the default game mode -> you win if you have 10x more tiles than your enemy (as a winning condition). Or I will simply add it without a slider and set 10x as default in the background. So you don't have to destroy all mines etc.

I like the slider ratio idea. Also can be part of the scoring system, if you want to implement this one.

(1 edit) (+1)

the concept of the game is very addictive

(+1)

The demo is soooo fun!!

(+1)

I really had a lot of fun with your demo !

(+1)

I had a lot of fun with the demo! The different bot difficulties kept things interesting, and I liked that you could create your own levels. Can’t wait for the full game!

Don't hesitate to share your gameplay videos/Let's Plays here! I love watching anyone playing my game, it doesn't matter how well cut or how many views.