Zodiac Legion: the game I spent my 7 last years on, will air its debut trailer on June 5th for the Guerrilla Collective

Yes, that seems like a good way to do it. The advisor is a great idea!

You could just have a separate tutorial campaign which people can skip if they do not want to do it. Also it could have chapters detailing different mechanics so that players can pick and choose what tutorials they want.

Psst! Do you want to hear about an impressive strategy game?

Yes, I was thinking about either having a “danger room” (like in XMen), or short training scenarios.

Thank you for the find!

Here’s a nice and long new interview with @Galdred about Zodiac Legion. One question I didn’t see asked was when the game would go into beta. Nevertheless, there a lot of great info about the game and its development in there. This remains one of my most anticipated upcoming games (along with Songs of Conquest).

We planned to launch in June, but there are a bit too many issues to address for it to be a realistic launch date, and I will move back to France at that time, so it won’t be ideal for post launch support either.
It is not set in stone yet, but we will probably release the Early access in november 2022.
I’m glad to announce that the game will release on GoG at the same time.

Thank you for supporting GoG. I’ll keep an eye there for Zodiac Legion!

You can try, but you can’t hide, @Galdred!

Thanks! We made it as part of our submission for indiecade, but we thought it would as well go there. ☺️

We’ll be at digital dragons next week(16-17) in Krakow.
I’ll try to update some of our latest changes to the steam demo for the online version of the event, but there is still a lot of cleaning up/bugfixing to do.

Galdred, in viewing the video above, it seems that the dungeon environments might get pretty complex and I notice that there’s no mini-map. Is that something you plan to add? Or will there be an overall map you can call up to see where you are?

You can zoom out to see the whole dungeon. I’m still hesitant about the mini map because it would take some more screen space.

That’s fine as long as you can zoom out that far. Thanks.

How about loot/equipment? Is that handed out at the end of a dungeon run? Does that include armor and weapons?

This looks fantastic!

I like the “alarm” mechanic in concept though I may not enjoy it as much in practice as I’m more of a methodical player and as I understand the mechanic it would hurry a player like me along. Though I am eager to give it a try.

The varied mission goals are welcomed news.

That video takes pains to let us know that losses are to be expected. Can’t say you didn’t warn us.

And fireballs!? Seriously high damage output. I assume the other side gets them, too. “Light ‘em up!”

Equipment will work a bit like in X(-)COM: as you use a totally different magic system than your opponents, you cannot reuse their magic items, but you can use them as “components” in your forge to improve yours.
But unlike X-COM, you will also control “primary” sources of magic material to use in weapon crafting.
Apart from what you will forge, some of the equipment will come from mission rewards (for ruins/vault exploration missions).

Thank you!
Sorry, we might have gone a bit too far in the “unforgiving” direction :D
I’ll try to teach the other side how to use abilities and to destroy terrain “soon”. Currently, they need to rely on simple attack, but they can already use active items and open doors to flank.

Do you want to try an indie turn-based tactics game? You know you do!

Thank you!
I am about to add a few things to the demo, for end september (as Zodiac Legion will be part of the Tacticon and Games made in France events), like traps and secret doors.
I wanted to add campaign elements, but it would not be a good fit for these events (as they have short streaming slots), so they’ll get into the demo later.

That’s great to hear. Good luck!

Someone has uploaded another video:

Thank you for linking it. We made it to showcase the new AI enhancements for Gamescom.

The alarm is not only reinforcements. These arrive later. Early on, it represent AI groups getting “clearance” to go to some locations, or finishing to assemble and leaving their starting area: as the alarm level rises: more areas and AI groups get activated.

As for fireball, they are a bit overpowered, but we will probably make the higher tiers spells require a prolonged skill check to cast (ie, you channel until you manage to get over the channeling threshold), and make casting a full action for them.

Btw, I have an interview and a LP for Tacticon, starting in 34 minutes:

Tacticon Steam page

And here is the Steam Event page with the details:


I mostly updated the demo with the addition of traps and secret doors. I didn’t have enough time to make the AI aware of them, and I’ll add a few other elements in the future, like traps/mechanisms that take several turns to operate.

Greeting commanders,
We are thrilled to showcase you the new elements we added in our demo build for Tacticon and Games made in France.
Traps and pressure plates can now be hidden on the ground.

And if you missed it, since the Gamescom build in late August, the AI can no pro-actively open doors to engage your party or reinforce an area.

As with every major update, this one probably broke a few things, so please excuse us in advance for the inconvenience.
I only had time to modify the prison (jailbreak) and cathedral (iconoclasm) level to add traps and secrets to them.

For Tacticon, I will have an interview with kormakrtv followed by a LP on Twitch tomorrow (8PM CEST)
twitch.tv/kormakrtv, or here on the TactiCon Steam page.

and with Games made in France on Saturday (11h30 PM CEST).
Thank you for your support, and may the stars shine on you.