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What is Siege of Turtle Enclave you ask? Only one of the most unique strategy games ever made! Through the course of the game the player must collect resources, build and upgrade mighty structures, train a wide variety of troops, cast spells, conquer territory and wage war against a mighty foe in this innovative 4X strategy game! It's safe to say players will have their hands full, as the enemy is as cunning as he is numerous! Take command of your troops and fight in action packed battles featuring a unique real-time-turn-based hybrid system! Deploy the right unit for the job, as these battles also feature a dual-rock-paper-scissors mechanic, and diverse and powerful unit-specific abilities for added depth and excitement! No two campaigns will be the same, as the map is randomly generated for players to explore and conquer each time a new game is started! This game is currently in Alpha and is under heavy development, be sure and follow it's progress as awesome new content and features are added!
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0 comments by KingHeftig on Jan 23rd, 2014

Let's start off with the new and revitalized Agricultural System, as many of you may know crops were a part of SoTE since the first Alpha, but it was a tedious and mostly unrewarding undertaking and since there were so many other elements demanding my attention Agriculture in general fell by the wayside. But no longer! The system was re-designed to be a lot less micro-managy and more powerful, to make it worth the player's while. Now crops are 'Cultivated' at the Alchemist's Lab and once this is done players can plant as many as they like, you no longer have to 'forage' or 'extract' seeds to plant one or two crops. Also, once a crop has matured it will either offer a passive benefit or require you to 'assign' it to one of your armies, and once it has been assigned it will confer it's benefits on the army until the army is destroyed or you re-assign the crop to another army, so you won't be stockpiling crops by growing and harvesting and re-planting etc... The crop will in essence be grown, harvested and carried to distant battle lines automatically. Also most of the benefits and or effects of the crops have been re-balanced to scale with the armies using them, for example; Tomatoes used to restore 10HP when used in Battle, when they were implemented Peasants had 20HP, so that was a lot, but know units can easily have over 100HP even in the Stoneborne Tier, to address this Tomatoes now restore 25% of a units Max HP, so they are just as useful for Grunts as they are for Battlemages. Similar adjustments have been made to all Stat-effecting crops as well. Two new crops; Shadeweed and Luna Blossoms, have also joined the assortment of crops the player can grow, each offering power advantages to your forces if you are lucky enough to discover and capture the hidden groves in which they grow.

New Crops

Ok! Now onto the new Magic System! Some of you may be familiar with the Grand Spells that you can research at the Library and cast with the Sorcerer's Tower on the world map to gain bonuses, protection, or to cause other effects beneficial to your cause, though it was a somewhat bland and uninteresting system that didn't have such a massive impact to the main game. It's gotten an upgrade. Previously, players would spend Crystal to cast a spell, but now players must generate Mana from Crystal and use that to cast spells instead, this can be done once a Sorcerer's Tower has been built. Depending on how much Crystal a player wants to refine into Mana will determine it's efficiency, with more Crystal reducing the rate, to increase efficiency players may add raw resources into the reaction to help stabilize it, each turn the resources and Crystal are deducted from stores and Mana is channeled into your reserves. The rates and resource amounts are still new, and need more testing to balance out but I like how the system feels so far. But the changes don't stop there, oh no, now to cast spells on the world map players must build Beacons, which the Sorcerer's Tower uses to channel spells across the map to the player's desired target. Beacons help expand a players 'Magic Influence', the Sorcerer's Tower will generate some influence surrounding the Enclave itself, but to cast a spell across the map you'll have to build Beacons to expand the influence over the tile you want to effect. Beacons also must be upgraded to channel more powerful spells within their radius, for example; a simple Timberhewn Beacon would be sufficient to cast Eye of Elements to reveal nearby tiles to the player, but you'd need a Ironwrought Beacon to cast, say, Hand of Winter to bring death to your enemies. I've also added 3 more spells, special spells that you must cast 'on a Beacon' and then the spell will effect all tiles within a 2 tiles from the Beacon, potent stuff.

New Magic System Components

Lastly, but certainly not leastly, I've added an Auto-Resolve button to the engagement interface before entering battle, it's still warm from coming off the forge, and needs a good deal more polish and testing for it to be even close to an accurate faxcimily of manually fighting the battle, but it's there none the less. It's perfect for those times that 2 owls attack your Arcane Citadel and 12 Battlemages, or worse, a full stack of enemy elite engage your Enclave Peasents...meh...had way too many of those fights...But no more! I'm not really sure why it's taken me this long to add the Auto-Resolve, but it's finally here and here to stay.

New Crops

That sums up this patch fairly well, and I'll wind down now. Thanks so much for reading and for being a fan, it's so exciting being this close to the end, but it's a little sad too, Siege of Turtle Enclave has been such a major part of my life for nearly three years, I'm going to miss working on it when it's finished.

Thanks again and take care until next time!
~ Heftig.

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v0.5.4 Experimental Mac Demo

v0.5.4 Experimental Mac Demo

Feb 24, 2013 Demo 0 comments

Emphasis on 'experimental', this download contains the zipped 'app' of the Demo of Siege of Turtle Enclave, not the installer, the way I understand Mac...

Siege of Turtle Enclave Alpha v0.3a

Siege of Turtle Enclave Alpha v0.3a

Jun 7, 2012 Demo 1 comment

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.2a

Siege of Turtle Enclave Alpha v0.2a

Mar 26, 2012 Demo 2 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Siege of Turtle Enclave Alpha v0.1a

Siege of Turtle Enclave Alpha v0.1a

Feb 2, 2012 Demo 0 comments

This build represents the Demo of the game in it's current state (Alpha) and is for garnering feedback and eliminating early bugs as well as balancing...

Post comment Comments  (0 - 10 of 86)
Reiart Nov 16 2013, 8:06am says:

I don't know why this has such a poor-rating. I am worried now, I liked the slow-pace of the game, it will probably change to be more exciting, which may make it less patient and enjoyable. I will d/l the new version and see.

+2 votes     reply to comment
KingHeftig Nov 16 2013, 6:43pm replied:

There isn't too much need to worry about the pace of the game, I am speeding up the default pace of the real time battles a bit but that's something that the player can change on the fly (in the options), and the pace of the campaign I'm not planning on changing except perhaps through more options at the beginning of the game (like the Advanced Start option I just added). Ideally I'd like the game to be enjoyed by players who like both fast and slow games, by providing options for both.

And yeah, I'm kinda surprised at the rating too, especially after the last couple updates. But hey, almost 4 out of 5 isn't a bad rating considering it's not finished yet.

+1 vote     reply to comment
Bashful Aug 13 2013, 7:47am says:

Thank you, nice update. I cannot try it yet but I will have a look at it later... keep up the good work :)

+2 votes     reply to comment
KingHeftig Aug 13 2013, 2:49pm replied:

:) Thanks, let me know how you like it!

+1 vote     reply to comment
liamdawe May 9 2013, 7:40am says:

Any plans for Linux?

+1 vote     reply to comment
KingHeftig May 9 2013, 11:25am replied:

Very probably, I'm currently running an older version of Unity because I started the project before native Linux exporting was supported and haven't wanted to update for fear of breaking the project and causing delays in the development. After the Release of version 1.0 I'll update Unity and then try to get a stable Linux build out for testing. If the tests are successful I'll add Linux as a supported OS.

+2 votes     reply to comment
Bashful Apr 21 2013, 7:29pm replied:

I have just played a couple of hours, got to day 80 on low aggression and I am having to chase them to fight instead of them hitting me :) I shall try it on medium tomorrow.

When I got to day 79 I had to save, quit then restart as I could not press to get to the world map or end day, I was stuck in the village. It worked fine after I restarted it though and lost no save data.

Loving the new sound effects especially of the thunder and the rain looks much better too. Well done with this, looking forward to more to see once beta comes into play :)

+1 vote     reply to comment
KingHeftig Apr 22 2013, 9:45pm replied:

Awesome, and thanks! I really nerfed the aggro on low and slightly nerfed it on standard, but the entire way the enemy handles troops is being re-written (I actually started laying the groundwork for that today) and the new system will make a lot more sense (on a strategic level) and be easier to balance/scale to suit the players' desired experience.

The weather is much better, the old ones were driving me crazy (I must have rushed them in when I was busy with something else) so I figured I could just tweak them a bit to get a much better effect. Glad I was right!

As for the bug report; that sounds odd, did the GUI appear and simply not respond?

Also, for future bugs: If you're feeling a bit adventurous, you can find the file called 'output_log.txt' and copy/paste all the text inside it into a new thread in the Bug Forums. The output_log.txt is inside the 'SiegeOfTurtleEnclave_Data' folder that is inside the main game folder which should be located in the install directory (which is probably inside Desura's folder), this log file gets reset every time you launch the game so you would have to be copy and paste the text right after shutting down the game after the bug happened, or the next time you launched the game the log would only show info from your latest session.

Sorry for the wall of text! But thanks for the feedback and I can't wait to dazzle everyone with all the cool additions that I have planned for Beta! :D


+2 votes     reply to comment
Bashful Apr 23 2013, 12:07pm replied:

Sorry, I am not very technical and try to avoid opening files in case I break them somehow.

Everything was there, the interface and all the buttons and everything else, I could click on anything and it worked except the world map or end day button. They were there but not working. It's only happened once though and as I say after I saved it and quit and restarted my save file from that point was intact, nothing lost, and everything was working again :)

+1 vote     reply to comment
KingHeftig Apr 23 2013, 6:31pm replied:

No problem :) thanks for what you are able to tell me. It really is very helpful.

It's probably some AI bug causing the world map not to clean itself up properly, leading to problems in the town view. Hopefully I'll squash it before the next update!

+1 vote     reply to comment
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Siege of Turtle Enclave
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Released Sep 26, 2012
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Turn Based Strategy
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