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-+- The Campaigns -+-

A topic by Petersome created Jul 26, 2025 Views: 140 Replies: 3
Viewing posts 1 to 4
The Campaigns

The Campaigns is a turn based strategy game with hand/deck building and base building aspects

Try it out

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Establish a solid foothold on the map and craft your hand cards, to suit your battle strategy. But beware: On turn 10 a boss will spawn, quickly escalating dangers... so prepare carefully.




Construct structures with which you can capture useful resources
Command units to loot treasures, barricade structures and attack enemies
Cast spells to... you know, do whatever they say they do


  • There is no deck, and only a limited amount of space in your hand. Choose carefully what cards you want to have available!
  • Each turn new events, enemies, treasures, merchants etc. will spawn. Map awareness is key
  • The game is planned to feature 3 unique factions and maps, designed with a 'build tall' mentality.
  • Tired of difficulty modes that simply add a multiplier to stats? Maps in The Campaigns have multiple difficulty modes that simply add one or two new mechanics to map. Minimal changes, maximum effect.

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This game has been a passion project of mine for a little of a year now. With how it's going, I think its best to catalog changes here (and to shamelessly promote it). The learning curve for this game is definitely on the higher end, so I'm curios how its perceived by new players. Any and all feedback is very welcome. 

Thank you for reading!

(1 edit)

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Added a lot of stuff to make the game feel better. Also setup most stuff necessary for functioning progression, except the glue to hold it all together

Changelog Features

  • No more -2 Health for Rampant Growth, now it just hurts whatever is capturing it
  • Added a Progression Menu with Progression Stamps & Experience Paths
  • Added a funny haha welcoming sequence for new players
  • Added overview and descriptions to Deephearth
  • Reworked some visual effects and made everything move and wobble when interacting with it
  • Maybe performance increase?
  • Buffs have been reworked and are now much cleaner and properly associate themselves to resources and other sources
  • Reworked Deephearth map layout and some enemies/resources

Next - v0.2 Real Progression Update 

  • Make Progression Menu work properly with cool animations and such
  • Polish stuff

This all consuming geode has been freshly baked and spawned from distant cosmic forces. I'm sure it comes in peace

(1 edit)

Uhhh gif might not work? Welp.. here is a direct link

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Whaaat actually version 0.2? Only took like 11 minor versions for 0.1 to happen. This is a big feels good patch & establishing all the most important parts of the game. They are not necessarily working correctly yet, but they exist.

New Stuff:

  • Progression works now (mostly... 50%)
  • Cool completion animations
  • A whole lot of object and action animations to make everything feel better
  • Damage and heal numbers spawn when something is, well, damaged or healed
  • Better Overworld Icons for Resources
  • Added a unique merchant (pls dont attack them, thats mean)
  • Treasures you loot no longer go to your inventory, instead you have to open them immediately
  • More ambiance and enemies to Deephearth
  • Merchants now offer direct stats to buy

Next Up:

More stuff that is good. Some parts are even *feels good*



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Planer and QoL rework. Its all coming together... somehow

New Stuff:

  • Performance upgrade. I did a lot of stupid things and never checked the profiler until now
  • There now is Very Important (P)Info (VIP) on the right side so you won't forget about all those boss mechanics and global damage bursts that are about to happen
  • More Ambiance and Enemies added to Deephearth
  • Some new Graphics
  • Reworked Dialogue, it now looks better, runs smoother and can do crazy font animations
  • Campaign Planner has been remodeled. At least the map selection is pretty final aside from some sounds and graphics that need to be added
  • Influence & Strength are now displayed when hovering above a unit or structure or whatever else
  • Tutorial has been fixed after some playtests
  • Fixed a bunch of placement related bugs and made it look and feel better
  • Fixed some cards