Dev Plans


Hey everyone! Thank you so much for supporting HorMega in this very early stage.

As some of you may know (and as I've mentioned in the page and the rules booklet) this version is a proof of concept made with a limited amount of time for GDG's Anniversary Jam, and thus, only features a part of the originally intended content. I don't have a set roadmap planned out, and I want to make it clear that I won't be updating this game regularly. Rather, I'll leave this prototype here and focus on getting stuff done on my own, and return to re-publish the game once I've worked out the kinks, playtested it, and made some real art of all the content I want to create for it.

So, what can you expect for the full release?

  • Five Playable Factions, each with its own theme and thematically appropriate faction bonuses:
    • Workers Union (Per Aspera - Garden Ants)
    • Fungal Hivemind (Cinis Cinerem - Ophiocordyceps)
    • Firebrand Legion (Ignis Invictus - Fire Ants)
    • Emerald Enclave (Silva Vocat - Weaver Ants)
    • Wind Nomads (Semper Incedendo - Army Ants)
  • Multi-player Support: More Factions means more players! The game will feature 3, 4, and 5 player setups, with each player taking control of one Faction each.
  • Ten Queens: Something mentioned by the rules but not wholly implemented, each faction will feature two Queens, each with their own royal decree, art, and playboard, that you can choose before the match begins to slightly alter your experience.
  • Board Pieces: A collection of 6x6 board pieces to shuffle and set up before every match, direly missing from the Jam version.
  • Research Cards: An (optional) system of cards that allows all players to invest War Funds to improve their army and faction on the go through little bonuses and special abilities. The reason this mechanic is out of the Jam’s scope is because it would've required a lot of design-heavy content that I simply did not have time to invest into, but it has been an intended design element since day one.
  • Actual Art: The current art was made in a hurry to meet a deadline. The full game will feature print-ready art made with more time, care and design sensibility, which will inevitably result in better quality. Depending on how some art and design tests turn out, they might feature full color art as well, rather than just black and white

Physical and Digital Releases

In the end, I'll also be looking into options--whether I'll create assets strictly for print-and-play, if I can afford to look into sites like TheGameCrafter to provide a physical release on demand, or if I'll pursue a proper publication with a publisher/manufacturer/distributor.

In the meantime, fellow designer and GDG Guildmate Arty made a pretty good port of HorMega into Tabletop Simulator in its current state, which features all the pieces needed for playtesting a few matches (including some test board pieces), and currently the only way to play the game as it is right now. We'll collaborate in the future when the game is done to create an updated version together.

See you next time!

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