We know a lot of you have been requesting it, so we have some awesome news for you today… Wargroove will be getting it’s very own physical release on October 29, 2019! That’s right, you’ll be able to walk into a shop, and hold Wargroove in your very own hands! (You could even buy it and play it at home if you want).
We’ve teamed up with the folks at Sold Out to release a retail version of Wargroove on both Nintendo Switch and PlayStation 4, called the ‘Wargroove Deluxe Edition‘. What makes it so deluxe...Read more
Today we’re doing a public beta of a long awaited PC feature, modding! We’ve been testing it ourselves, but as you are all much more creative than us, we’d really like your help to break it as much as possible while creating cool mods!
How do I access the beta?
Good question! First of all – back up your save files!
Next, you’ll find the beta is available on Steam by using a beta branch. In your Steam library, right-click on the Wargroove entry and select “Properties”. In the “Betas” tab, you should see a drop down and a textbox. In the textbox, enter the password ‘caesarisagoodboy’ and click “Check Code”.
Happy Wargroove PS4 launch day! Wargroove is now officially available on the PlayStation Store across European and North American regions, so we hope PS4 fans will enjoy delving into the game today – thanks again for all your patience while the PS4 version was finalised.
But that...Read more
Today we wanted to give you a quick status update on how Wargroove’s PS4 version is coming along.
We know a lot of you have been excitedly waiting for it’s release, so we’re pleased to say the wait is nearly over! The PS4 version is now in the final stages of CERT (the platform-holders approval system) and we should be able to announce the release date very soon! As always, we really appreciate your patience and support during the porting process.
Happy Monday everyone!
We’re starting off the week strong with another look at our favourite community-made maps. It’s a great time to get into map creation, with Wargroove currently 33% off in the Steam Summer sale (complete with some nice ...Read more
Happy Friday everyone!
Before we get started, those of you in Japan may be pleased to hear that Wargroove will be at this year’s BitSummit in Kyoto on 1st – 2nd June. You’ll find Wargroove (and Stardew Valley!) at Nintendo’s Indie World stand, so do pop by and play if you’re going to the show.
While this Maps Spotlight had no theme requirements, next time we’d like to set another map design challenge! As many of you know, we’re soon to be launching ...Read more
Things have been busy at Chucklefish HQ, with lots going on behind-the-scenes. We’re currently working on implementing modding into the PC version, as well as other exciting, secret things! The PS4 version is also still on the way, just taking a little longer than anticipated – thanks for everyone’s patience so far! In the meanwhile we’ve also been addressing minor bugfixes. Nintendo Switch players can now find the latest patch update (v1.2.5), which resolves issues when resigning from matches – full version history for all platforms can be found here...Read more
Fresh from a quick trip to GDC, we’re back again with another Community Maps Spotlight to show off some cool maps we’ve seen recently.
Before we get into it, we wanted to take a moment to apologise to those who have been affected by recent issues with online play. We’ve been working on a server-side fix, and believe everything should now be in order, so thanks for your patience while we looked into it. Please do let us know if any issues continue and thanks for bearing with us!
We also recently released a bugfix patch for all platforms (Nintendo Switch v1.2.4 ...Read more
We’ve got another Community Maps Spotlight to share some player created content.
Recently, NintendoLife held a custom map competition. We checked out some of the submissions and there were loads of really excellent entries – great job everyone who participated! Here’s a selection of a few interesting maps which were entries in their contest.
1. Wagon Escape by Landmine752 – Code: DXNXA3DT
This unconventional map requires...
Hello again everyone!
It’s time to see what you’ve all been up to with another Community Maps Spotlight! Let’s get straight to it…
1. Advance Wars Mission 1: It’s War by Fabian – Code: DP8VZ9ZU
It was bound t...
Hey folks, Tom here! Today I’m going to share my experience of working on the AI with you.
I came to the Wargroove team fairly late, switching over from Stardew Valley once work on the multiplayer update came to a conclusion. When I first joined the team, Wargroove already had AI, albeit AI that would commonly throw away a win, or miss an opportunity to escape defeat. My first major task was finding ways to make the AI smarter… a daunting introduction for someone who (at the time) couldn’t even beat the AI!
Luckily, I had help from Tiy (game design) and Armagon (level design), experts at handing the AI its ass. Together, they sent me dozens of situations where the AI was acting dumb. My job in each case was to step through the AI’s decision making using the debug output available in dev builds, and figure out why it thought a dumb order was a good idea.
This he...Read more
It’s been great to see how much people have been enjoying Wargroove and its music. If you can’t get enough of those catchy tunes, I’m pleased to announce that the soundtrack is now available for streaming on Spotify, Amazon Music, Deezer, Bandcamp, Google Play and iTunes / Apple Music respectively.
Oh wow. Hi, internet.
Abi here, Artist and Writer at Chucklefish. I’ve come out of my hermit cave to give you guys a window into the writing of Wargroove! Let’s get right to it, as it’s bright out here and I want to get back to those sweet, mossy shadows…
Just like the art, design and code, the game’s writing was a team effort. From the outset we wanted Wargroove to be a character-centric game, so that’s where we started. We had meetings about the commanders’ personalities, their histories, their relationships and their goals. Eventually, out of the squishy clay of discussion and debate, more than a dozen characters were formed: colourful, complex golems brought to life.
First of all, I want to say how humbled and thankful we all are here at Chucklefish for the incredible launch weekend. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.
So what’s next for Wargroove?
Really Short Term
We already have the first post-launch patch submitted and going through approval, this patch brings with it a number of bug fixes and other small improvements that we weren’t able to fix in time for release.