3 months ago - /u/FGS_Gerald - Direct link

Hi Stormgamers, Gerald here to help kick off something new that we’re pretty excited about. Developing a game like Stormgate is a complex journey, full of creative problem-solving, tough decisions, and plenty of teamwork. We recently shared that we’re making our highly-anticipated 3v3 mode a top priority and doing everything we can to release it this year. As part of that process, we want to bring you along for the ride. Our goal is to offer you a behind-the-scenes look at how a major feature like this comes together. Over the coming weeks, we'll be pulling back the curtain to show you how our team is bringing this new mode to life—from initial ideas to the nitty-gritty of development.

The upcoming 3v3 mode will be a team effort, with contributions coming from across the entire studio. Just as in team games, team efforts in game development need a captain as it's critical to have someone equipped to make key decisions and to keep progress moving forward steadily. It also really helps to have someone I can go to when I have questions about the mode!

Senior Systems Designer Chris Fugate, formerly a Systems Designer on StarCraft II, is leading the efforts of the 3v3 strike team. At the outset of this initiative, Chris told the team, "We're gonna be moving fast, we're gonna try to be smart about what's necessary to hit, and what's practical to achieve. The focus is on finding the fun."

Sounds like a plan!

What are we planning to ship?

Before we begin, we want to make something clear right off the bat: 3v3 will be in an early, iterative state when we get it into players’ hands later this year. There may even be a few bugs!

One more time in bold text:

3v3 will be in an early, unfinished state when we release it later this year.

  • It will change a lot before we reach 1.0, likely improved in many ways from our first draft
  • The mode will benefit from gamewide improvements to art and audio that will be coming over the course of Stormgate’s development

The team is working hard to deliver 3v3 in a form that is fun to play and that players can sink their teeth into for playtesting. The point of getting it into players’ hands sooner is not to have it “finished” this year, but to get player feedback so that we can begin the iteration and polishing phases even earlier, and get the mode to a high quality bar even faster. 

When is it coming?

Our goal is to invite players to give us feedback on 3v3 at the end of October, just in time for Halloween. Game development is unpredictable and that date may slip, but that’s our target. Our first content patch, unrelated to 3v3, will be coming in late September.

Our starting point: the 3v3 prototype

We’re not starting from scratch with 3v3: the original 3v3 prototype was tested internally on a custom SC2 map several years ago, while SnowPlay was being built. It was featured in Game Informer (RIP) #347–their former editor-in-chief Matt Miller actually joined us for a 3v3 playtest in May of 2022 for one of the first pieces of magazine coverage our studio ever earned. 

The prototype emphasized pulling combat out of the player’s base and focusing on shared objectives. This design aimed to reduce the pressure on individual players, making the game more enjoyable and less stressful, especially for newcomers. Combat centered around Creep camps, capture points, and expansions, with the destruction of the enemy team’s shared structure acting as the central victory condition. These elements encouraged teamwork and prevented early eliminations, ensuring that players could enjoy the game from start to finish. 

Addressing complexity and UI challenges

One of our key takeaways from the prototype is the need to simplify the experience without losing depth. The prototype was praised by experienced RTS players who tested it behind closed doors. They shared that it felt low-stress, interesting, and social, but the mode conversely felt overwhelming to those less familiar with RTS games–one even said it felt like “an RTS with even more systems on top.” We’ll share some ways we are aiming to address this in our next update. 

Setting the stage for a new team game

Our design philosophy for the 3v3 mode revolves around creating memorable moments and dynamic team play. We’re aiming for shorter game lengths to keep the experience exciting and to prevent games from dragging on unnecessarily or, as Chris puts it, situations where teams who can win decisively instead choose to “play with their food.” The inclusion of a comeback mechanic is also crucial, as it ensures that both teams feel they have a fighting chance until the very end.

Our immediate focus is on delivering a balanced and engaging experience. We’re aiming to release a single map to allow for intensive iteration and quality improvements, ensuring that the game mode we put into players’ hands for the first time can be refined as quickly as possible. 

Critical first steps 

Chris delegated tasks across the studio, separating them into two buckets: playtest critical and long-term support critical. Playtest critical tasks get the team into the game, providing feedback, and finding action items that will lead to further gameplay iteration and UX improvements. Long-term support critical tasks don’t keep the team from playtesting, but are required for a successful launch of the new mode. This would include things like creating a 3v3 faction selection screen, post-game screens, matchmaking, team chat, and so on. 

This is an initial “greybox” version of our 3v3 map for testing purposes. We intentionally keep the map in a low-detail state as long as possible so that it’s easy to react to playtest feedback.

Greg, one of our level designers, immediately went to work on creating a playtest map, bringing the original prototype map into the Stormgate editor, with some changes reflecting the team’s current vision for the mode. This process stirred a lot of internal discussion, with members of the team going back-and-forth on how to approach high ground, cliffs, and ramps. Chris shared his gut instinct, that “if there’s any occupiable high ground, we don’t start it near the middle of the map, as that’s too campy. High ground for the starting bases makes a lot of sense, though, as long as the walls aren’t too restrictive.”

Our team members have put a lot of thought into how open our maps should feel. StarCraft: Brood War maps strike a sweet spot that is likely most suitable for this mode, as its maps feature a more mixed/strategic style with some “choke-iness” versus StarCraft II, which is generally full of chokepoints, and Warcraft III, which has much more open maps. We think it makes sense for the 3v3 map to be more open with six players competing for territory versus just two.     

What’s next

Our next priorities include setting up the initial playtest, finalizing the map, and implementing the key gameplay mechanics such as resource sharing and our victory conditions. These foundational elements will allow us to begin playtesting and iterating quickly, incorporating feedback to refine the mode further.

In taking the prototype and bringing it into Stormgate, we’re committed to making the 3v3 mode a fun, social, and accessible experience that appeals to both seasoned RTS players and newcomers alike. Wish us luck, and stay tuned–we’ll have more to share on how the mode is coming together! 

External link →
3 months ago - /u/ - Direct link
A lil somethin somethin: You can find the details for this event on the announcement page here.
3 months ago - FrostGiant_Jex - Direct link
Hi Stormgamers, Gerald here to help kick off something new that we’re pretty excited about. Developing a game like Stormgate is a complex journey, full of creative problem-solving, tough decisions, and plenty of teamwork. We recently shared[playstormgate.com] that we’re making our highly-anticipated 3v3 mode a top priority and doing everything we can to release it this year. As part of that process, we want to bring you along for the ride. Our goal is to offer you a behind-the-scenes look at how a major feature like this comes together. Over the coming weeks, we'll be pulling back the curtain to show you how our team is bringing this new mode to life—from initial ideas to the nitty-gritty of development.

The upcoming 3v3 mode will be a team effort, with contributions coming from across the entire studio. Just as in team games, team efforts in game development need a captain as it's critical to have someone equipped to make key decisions and to keep progress moving forward steadily. It also really helps to have someone I can go to when I have questions about the mode!

Senior Systems Designer Chris Fugate, formerly a Systems Designer on StarCraft II, is leading the efforts of the 3v3 strike team. At the outset of this initiative, Chris told the team, "We're gonna be moving fast, we're gonna try to be smart about what's necessary to hit, and what's practical to achieve. The focus is on finding the fun."

Sounds like a plan!

What are we planning to ship? Before we begin, we want to make something clear right off the bat: 3v3 will be in an early, iterative state when we get it into players’ hands later this year. There may even be a few bugs!

One more time in bold text:

3v3 will be in an early, unfinished state when we release it later this year.
  • It will change a lot before we reach 1.0, likely improved in many ways from our first draft
  • The mode will benefit from gamewide improvements to art, audio, that will be coming over the course of Stormgate’s development
The team is working hard to deliver 3v3 in a form that is fun to play and that players can sink their teeth into for playtesting. The point of getting it into players’ hands sooner is not to have it “finished” this year, but to get player feedback so that we can begin the iteration and polishing phases even earlier, and get the mode to a high quality bar even faster.

When is it coming? Our goal is to invite players to give us feedback on 3v3 at the end of October, just in time for Halloween. Game development is unpredictable and that date may slip, but that’s our target. Our first content patch, unrelated to 3v3, will be coming in late September.

Our starting point: the 3v3 prototype We’re not starting from scratch with 3v3: the original 3v3 prototype was tested internally on a custom SC2 map several years ago, while SnowPlay was being built. It was featured in Game Informer (RIP) #347–their former editor-in-chief Matt Miller actually joined us for a 3v3 playtest in May of 2022 for one of the first pieces of magazine coverage our studio ever earned.

The prototype emphasized pulling combat out of the player’s base and focusing on shared objectives. This design aimed to reduce the pressure on individual players, making the game more enjoyable and less stressful, especially for newcomers. Combat centered around Creep camps, capture points, and expansions, with the destruction of the enemy team’s shared structure acting as the central victory condition. These elements encouraged teamwork and prevented early eliminations, ensuring that players could enjoy the game from start to finish.

Addressing complexity and UI challenges One of our key takeaways from the prototype is the need to simplify the experience without losing depth. The prototype was praised by experienced RTS players who tested it behind closed doors. They shared that it felt low-stress, interesting, and social, but the mode conversely felt overwhelming to those less familiar with RTS games–one even said it felt like “an RTS with even more systems on top.” We’ll share some ways we are aiming to address this in our next update.

Setting the stage for a new team game Our design philosophy for the 3v3 mode revolves around creating memorable moments and dynamic team play. We’re aiming for shorter game lengths to keep the experience exciting and to prevent games from dragging on unnecessarily or, as Chris puts it, situations where teams who can win decisively instead choose to “play with their food.” The inclusion of a comeback mechanic is also crucial, as it ensures that both teams feel they have a fighting chance until the very end.

Our immediate focus is on delivering a balanced and engaging experience. We’re aiming to release a single map to allow for intensive iteration and quality improvements, ensuring that the game mode we put into players’ hands for the first time can be refined as quickly as possible.

Critical first steps Chris delegated tasks across the studio, separating them into two buckets: playtest critical and long-term support critical. Playtest critical tasks get the team into the game, providing feedback, and finding action items that will lead to further gameplay iteration and UX improvements. Long-term support critical tasks don’t keep the team from playtesting, but are required for a successful launch of the new mode. This would include things like creating a 3v3 faction selection screen, post-game screens, matchmaking, team chat, and so on.


This is an initial “greybox” version of our 3v3 map for testing purposes. We intentionally keep the map in a low-detail state as long as possible so that it’s easy to react to playtest feedback.

Greg, one of our level designers, immediately went to work on creating a playtest map, bringing the original prototype map into the Stormgate editor, with some changes reflecting the team’s current vision for the mode. This process stirred a lot of internal discussion, with members of the team going back-and-forth on how to approach high ground, cliffs, and ramps. Chris shared his gut instinct, that “if there’s any occupiable high ground, we don’t start it near the middle of the map, as that’s too campy. High ground for the starting bases makes a lot of sense, though, as long as the walls aren’t too restrictive.”

Our team members have put a lot of thought into how open our maps should feel. StarCraft: Brood War maps strike a sweet spot that is likely most suitable for this mode, as its maps feature a more mixed/strategic style with some “choke-iness” versus StarCraft II, which is generally full of chokepoints, and WarCraft III, which has much more open maps. We think it makes sense for the 3v3 map to be more open with six players competing for territory versus just two.

What’s next Our next priorities include setting up the initial playtest, finalizing the map, and implementing the key gameplay mechanics such as resource sharing and our victory conditions. These foundational elements will allow us to begin playtesting and iterating quickly, incorporating feedback to refine the mode further.

In taking the prototype and bringing it into Stormgate, we’re committed to making the 3v3 mode a fun, social, and accessible experience that appeals to both seasoned RTS players and newcomers alike. Wish us luck, and stay tuned–we’ll have more to share on how the mode is coming together!
3 months ago - /u/FGS_Gerald - Direct link

Hi Stormgamers, Gerald here to help kick off something new that we’re pretty excited about. Developing a game like Stormgate is a complex journey, full of creative problem-solving, tough decisions, and plenty of teamwork. We recently shared that we’re making our highly-anticipated 3v3 mode a top priority and doing everything we can to release it this year. As part of that process, we want to bring you along for the ride. Our goal is to offer you a behind-the-scenes look at how a major feature like this comes together. Over the coming weeks, we'll be pulling back the curtain to show you how our team is bringing this new mode to life—from initial ideas to the nitty-gritty of development.

The upcoming 3v3 mode will be a team effort, with contributions coming from across the entire studio. Just as in team games, team efforts in game development need a captain as it's critical to have someone equipped to make key decisions and to keep progress moving forward steadily. It also really helps to have someone I can go to when I have questions about the mode!

Senior Systems Designer Chris Fugate, formerly a Systems Designer on StarCraft II, is leading the efforts of the 3v3 strike team. At the outset of this initiative, Chris told the team, "We're gonna be moving fast, we're gonna try to be smart about what's necessary to hit, and what's practical to achieve. The focus is on finding the fun."

Sounds like a plan!

What are we planning to ship?

Before we begin, we want to make something clear right off the bat: 3v3 will be in an early, iterative state when we get it into players’ hands later this year. There may even be a few bugs!

One more time in bold text:

3v3 will be in an early, unfinished state when we release it later this year.

  • It will change a lot before we reach 1.0, likely improved in many ways from our first draft
  • The mode will benefit from gamewide improvements to art and audio that will be coming over the course of Stormgate’s development

The team is working hard to deliver 3v3 in a form that is fun to play and that players can sink their teeth into for playtesting. The point of getting it into players’ hands sooner is not to have it “finished” this year, but to get player feedback so that we can begin the iteration and polishing phases even earlier, and get the mode to a high quality bar even faster. 

When is it coming?

Our goal is to invite players to give us feedback on 3v3 at the end of October, just in time for Halloween. Game development is unpredictable and that date may slip, but that’s our target. Our first content patch, unrelated to 3v3, will be coming in late September.

Our starting point: the 3v3 prototype

We’re not starting from scratch with 3v3: the original 3v3 prototype was tested internally on a custom SC2 map several years ago, while SnowPlay was being built. It was featured in Game Informer (RIP) #347–their former editor-in-chief Matt Miller actually joined us for a 3v3 playtest in May of 2022 for one of the first pieces of magazine coverage our studio ever earned. 

The prototype emphasized pulling combat out of the player’s base and focusing on shared objectives. This design aimed to reduce the pressure on individual players, making the game more enjoyable and less stressful, especially for newcomers. Combat centered around Creep camps, capture points, and expansions, with the destruction of the enemy team’s shared structure acting as the central victory condition. These elements encouraged teamwork and prevented early eliminations, ensuring that players could enjoy the game from start to finish. 

Addressing complexity and UI challenges

One of our key takeaways from the prototype is the need to simplify the experience without losing depth. The prototype was praised by experienced RTS players who tested it behind closed doors. They shared that it felt low-stress, interesting, and social, but the mode conversely felt overwhelming to those less familiar with RTS games–one even said it felt like “an RTS with even more systems on top.” We’ll share some ways we are aiming to address this in our next update. 

Setting the stage for a new team game

Our design philosophy for the 3v3 mode revolves around creating memorable moments and dynamic team play. We’re aiming for shorter game lengths to keep the experience exciting and to prevent games from dragging on unnecessarily or, as Chris puts it, situations where teams who can win decisively instead choose to “play with their food.” The inclusion of a comeback mechanic is also crucial, as it ensures that both teams feel they have a fighting chance until the very end.

Our immediate focus is on delivering a balanced and engaging experience. We’re aiming to release a single map to allow for intensive iteration and quality improvements, ensuring that the game mode we put into players’ hands for the first time can be refined as quickly as possible. 

Critical first steps 

Chris delegated tasks across the studio, separating them into two buckets: playtest critical and long-term support critical. Playtest critical tasks get the team into the game, providing feedback, and finding action items that will lead to further gameplay iteration and UX improvements. Long-term support critical tasks don’t keep the team from playtesting, but are required for a successful launch of the new mode. This would include things like creating a 3v3 faction selection screen, post-game screens, matchmaking, team chat, and so on. 

This is an initial “greybox” version of our 3v3 map for testing purposes. We intentionally keep the map in a low-detail state as long as possible so that it’s easy to react to playtest feedback.

Greg, one of our level designers, immediately went to work on creating a playtest map, bringing the original prototype map into the Stormgate editor, with some changes reflecting the team’s current vision for the mode. This process stirred a lot of internal discussion, with members of the team going back-and-forth on how to approach high ground, cliffs, and ramps. Chris shared his gut instinct, that “if there’s any occupiable high ground, we don’t start it near the middle of the map, as that’s too campy. High ground for the starting bases makes a lot of sense, though, as long as the walls aren’t too restrictive.”

Our team members have put a lot of thought into how open our maps should feel. StarCraft: Brood War maps strike a sweet spot that is likely most suitable for this mode, as its maps feature a more mixed/strategic style with some “choke-iness” versus StarCraft II, which is generally full of chokepoints, and Warcraft III, which has much more open maps. We think it makes sense for the 3v3 map to be more open with six players competing for territory versus just two.     

What’s next

Our next priorities include setting up the initial playtest, finalizing the map, and implementing the key gameplay mechanics such as resource sharing and our victory conditions. These foundational elements will allow us to begin playtesting and iterating quickly, incorporating feedback to refine the mode further.

In taking the prototype and bringing it into Stormgate, we’re committed to making the 3v3 mode a fun, social, and accessible experience that appeals to both seasoned RTS players and newcomers alike. Wish us luck, and stay tuned–we’ll have more to share on how the mode is coming together! 

External link →
3 months ago - /u/FGS_Gerald - Direct link

Originally posted by DanHodge

I'll be honest I am a little confused. I am not a game designer by any means but other than performance issues as mentioned in another comment surely the only thing to deliver is the map? I appreciate map design is important and makes an impact but why does it take a few months to create a balanced map? I mean these days we see a lot of AI generated maps/terrain would this not be at least a starting point to get a 3v3 map into playtesting and then refine?

The mechanics of the game which is the time consuming bit to build (I assume!) are in place so yeah just a little confused.

We are specifically not just throwing 6 players onto a map. The game mode aims to have a unique win condition and other fundamental changes to how Stormgate is played, to make it a better fit for team games. Stay tuned, as I'm planning to dive into some of those changes in a future update.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by JonasHalle

Hello Gerald.

I think it's about time that we discuss monetization of the 3v3 mode. You've confirmed that it includes heroes, so what does that mean? Do they not have progression, and as such are all free like their trial version in coop? You can't just copy the progression system from coop, I'll tell you that much for free. Not only would that be pay to win, but it would suck to effectively not be able to play a hero/subfaction until fully leveled.

If heroes aren't completely free, it is absolutely essential that they're purchaseable through in-game efforts, like every other free to play game. This would mean the creation of an in-game currency system, probably with dailies and such for easy player retention.

I plan to cover how Heroes will work in 3v3 in a future update. This series is just getting started and the mode is being developed at this very moment. I want to make it clear that I hear your concern around monetization, but the #1 focus for the team is making the mode FUN.

The point of these updates is to help players understand how 3v3 is being built and the decisions we're making, so that you are well-informed when we get it into your hands. I've always enjoyed snapshots of what goes on behind the scenes in the making of the games I play and hope you'll find these updates insightful or entertaining.

Please also remember that some of the decisions we make now may change after 3v3 is opened up to the public for testing. We won't always stick the landing, but we are doing our best and committed to working with our players to make the game great.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by n1caboose

So I'm pretty pumped for this new type of 3v3 mode. But are you able to share why this is the starting point instead of traditional 2v2 or 3v3 without heroes? It seems like a lot of people (myself included) would be quite happy with queues for traditional team games.

The 2v2 maps I've played with friends in customs are already pretty dang fun, and those maps feel carefully designed to support team games and avoid early elimination with good base placement.

I just wasn't able to get them to keep playing since inhouse games inherently become less fun once someone becomes better in the group and teams can't be balanced. Queues completely solve that problem imo

As you pointed out, we already have 2v2 customs available (glad you enjoy them), but we're not starting from scratch on 3v3 as the team already put significant work into building the original prototype.

That said, I'll let the team know that matchmaking for traditional 2v2 or 3v3 is still something players like you want! They've definitely already heard, but I can give them another gentle reminder.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by Wraithost

heh, the most important - win conditions and role of Heroes are still secret

These will definitely be covered in future updates.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by JonasHalle

I do appreciate these updates. I'm bringing it up as a supporter because, whether either of us like it or not, you kind of do have to stick the landing on 3v3, especially when it comes to monetization. There's been too many missteps when it comes to monetization that the one thing we can't have is a state of something vaguely pay to win, which includes buying heroes even if they're intended to be balanced. I simply don't believe this is something that should be even remotely considered low priority or treated like you can fix it later. 3v3 is the single best opportunity to entice new players, and I couldn't convince my friends to play a game with 1 hero available (Blockade) and a bunch of locked and/or trial but strictly inferior until purchased heroes.

It's not a low priority at all, it's a super valid concern, and I'll be sharing more details when they're more fully fleshed out. Feel free to reach out if you have more thoughts on the monetization side of things, too. You can find me easily on our Discord.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by DANCINGLINGS

While I understand your line of argument on focusing on the fun part first, it is very important though to get the basic philosophy of the monetization straight from the start. I assume you are not sure yourself yet internally, but in my opinion a Pay2Win concept, where you lock heros behind a paywall completely, will be such a bad optic for the mode, that you should not even dare to try it. Pay2Win is the horror for any consumer who reads "Free2Play" as a business model. Triggering that point will be extremely bad press and the wrong way to tackle the problem.

Just my 2 cents, but you guys probably know this already.

Heard, Chef.

3 months ago - /u/FGS_Gerald - Direct link

Originally posted by PointyArt

I am very happy to see this post about 3v3 and I think it is the correct decision from the team. My non-professional opinion is that frequent (weekly? biweekly?) communication with the following tone will be important for community discussion & morale:

  • “Here’s what we’re thinking / what’s on our mind / what we’re exploring / what’s upcoming”

  • “Here’s a reminder of these other things we’re working on, and a link to the previous announcements etc.”

  • “This is a work in progress, seriously, nothing is final and anything could change if that change produces better gameplay”

You forgot to add, "and here are links to all of u/PointyArt's Drawing Stormgate Badly posts since last week."