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Siege of Turtle Enclave is a turn-based strategy game with real-time battles! 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! 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, with diverse and powerful unit abilities for added depth and excitement!
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Blog RSS Feed Report abuse Latest News: Hiatus at an End; Work on Next Update

0 comments by TheConjurersTower on Sep 11th, 2014

Hello again everyone, I hope you've all been enjoying SoTE in all it's released glory! During the past few months I've been giving the game some space, so that my mind could be a little refreshed and so I see the game more clearly as I update and add features/optimizations/upgrades to it. I took advantage of the time to explore new project ideas and let me tell you, one of them gripped me with a passion so firey I must restrain myself from rambling on about it to all of you, (because truth be told, it's VERY raw right now and is mostly in my imagination, expect news in a few months though).

But anyway that's why it's been so long since I've posted anything, now on to the matter at hand. Over the past few weeks, I was sifting through your suggestions, bug reports, and the game code, letting it all distill for a bit before I began actually tinkering with it. With the 1.1 update I'll be addressing most of the issues that you all pointed out, and adding in a few new features as well; the battles really need a proper 'after action report', also someone suggested that scene transitions could be a bit faster as well, I'll be tweaking the AI to make it a bit smarter, and maybe giving the player some direction in the early game. Not forced direction! I hate that! Only some guidance/suggestions, and I'll include a check box in-game if players don't want any. I think some of the UI could do with a cleaning. (I just can't seem to get UI, in my head it makes sense but then I try and implement it and it goes wrong, but I'll keep trying!)

The update will come out slowly, as I'm dividing my time between two projects and other real life stuff, but I'll be providing bulletins through social media and stuff, so follow to keep up on latest happenings!

If there's anything special you'd like to see in the game, or something that drives you crazy, please let me know and I'll try and work something out, I carefully consider all feedback I receive and try to accommodate when I can. (Because I'm not big enough yet to have haters ;) )

Thanks for reading and take care until next time,
~ Heftig

PS: Apparently when Desura made the split from IndieDB/ModDB I didn't notice that the news updates stopped showing up in both places, I'll make sure to account for that when posting articles from now on!

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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
TheConjurersTower Creator
TheConjurersTower 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
TheConjurersTower Creator
TheConjurersTower 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
TheConjurersTower Creator
TheConjurersTower 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, 5:26pm says:

I know you said that you were leaving how aggressive the enemies are with the settings turned down until beta (see my previous post on page 3 or 4) but I just want to ask did this get balanced in this update or are you still waiting to put the game into beta?

I will admit I have not played it since my last mail as it really did my head in being attacked all the time with the aggressive settings set low but will give it another go to see how it plays now. I read through the update and I praise you on the amount of work you put into it since the last update :)

+1 vote     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
TheConjurersTower Creator
TheConjurersTower 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
TheConjurersTower Creator
TheConjurersTower 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 May 12, 2014
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Turn Based Strategy
Single Player

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