Twilight Wars is a dungeon crawler in a cyberpunk setting, where corporations fight for resources and influence. You will have to revive a secret organization, recruit top-class specialists and restore the balance of power in the world!
Comrades,
Since Twilight Wars: Declassified 2.0 was released, you have been actively sharing your ideas and giving your feedback. Our team has thoroughly examined the feedback and recognized the importance of providing a detailed explanation of certain aspects of the game.
Before we dive in, it's worthwhile to delve into the game's genre to better understand it. In modern projects, it can often be quite challenging to identify a specific genre, as they frequently combine different mechanics and elements.
Twilight Wars is a dungeon crawler, turn-based strategy game with roguelite elements.
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[b][h3]Why this genre?[/h3][/b]
At the initial stage of the project’s development, it was clear that the dungeon crawler genre was the best fit. The concept of exploring and clearing labyrinthine dungeons in our case helps to better showcase the gameplay and narrative aspects. The actions unfold in various settings such as streets, laboratories, offices, and more, thereby immersing you even deeper into the game’s atmosphere.
[b][h3]Nuances of the combat system[/h3][/b]
The combat system in Twilight Wars, like in other turn-based strategy games, is based on the principle that the main focus is on the strict sequence of actions. Certain decisions made by the player during missions or dialogues with agents and Shi directly influence the further development of the plot.
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The choice of agents for each mission can either make it easier or cause plenty of problems. And it’s not just about making a wrong choice based on the characters’ skills and abilities, they may also have quite strained relations with each other. We will give you more details about this in one of the upcoming devlogs about the ‘Living Agents’ system.
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[b][h3]Agents lost forever?[/h3][/b]
Probably many players are familiar with the situation of losing a beloved character without a possibility to revive them, which is always unpleasant. In the Twilight Wars project, all the agents are unique and… mortal. Therefore, one must approach the decision-making process as seriously as possible.
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We have analyzed player feedback and have decided to make it possible to revive agents, but with a few conditions. We will also tell you more in the upcoming devlogs.
[b][h3]Is it only about battles?[/h3][/b]
Exploring different locations and engaging in battles in the game is truly exciting. But there's more to our project's gameplay: developing the Triple-A base and constructing additional modules for various purposes, such as rest and healing for your agents. These modules allow agents to restore their mental and physical states after fighting enemies.
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As we continue to develop the project and gather player feedback, we constantly come up with new ideas to diversify the experience!
[b][h3]Be sure to add the game to your wishlist:[/h3][/b]
https://store.steampowered.com/app/1396540/Twilight_Wars/
[h3]Free demo version Twilight Wars: Declassified 2.0 is available on Steam. Play it and share your feedback in the survey after completing the game![/h3]
https://store.steampowered.com/app/1714850/Twilight_Wars_Declassified/
[b][h3]Also subscribe to Twilight Wars socials and stay up to date with the latest news:[/h3][/b]
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