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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  (20 - 30 of 86)
Tomos123
Tomos123 Feb 3 2013, 1:50pm says:

1.aldso are the natural units diffrent from the owls and turtles?

2.Also how many netutal units are goi g to be in the final release?

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 6:17pm replied:

No natural units are planned for the final build.

+1 vote   reply to comment
Tomos123
Tomos123 Feb 3 2013, 1:49pm says:

and whs about graohil updates?

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 6:16pm replied:

There won't be much in terms of graphics updates, maybe a tweak here or there during beta to smooth out some rough edges so to speak. But the game pretty much looks as good as it's going to.

+1 vote   reply to comment
Tomos123
Tomos123 Feb 3 2013, 1:43pm says:

1.will you be able to pick what map you want in skermish mode?

2.you said that after after each alpha and beta you will have a d2mo does that mean some of the new features in the alphascand betas you will add to the demo?

3.any idea of how llng will the campain be?


4.will the beta be avaible to eberyone besides to people that preorder?

5.will the menu be improved not just th3e inb game inferce?

6.are the owls diffrent to the turles?

7.and in sker,ish mode will there b2e an option to play as the owls?

8.can you chose whitch units and herors you want to battle afgaist in slermish mode?


also im defilly preordeting this!

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 6:14pm replied:

1: Yes.

2: Sometimes. Like if there is a change made to how battles work the demo gets the change also. But if I add a new unit or technology to one of the end-game structures (only early-game buildings are in the demo) then that unit/tech won't be in the demo, things like that.

3: I have no idea! When the game is finished and I have a chance to play all the way through to victory then I'll be able to estimate, and if players tell me how long it took them etc.

4: The demo of the game is currently available to anyone with a Desura account, this demo will continue to be updated as the game approaches completion. The full version of the game will only be available to people who buy it.

5: The menu will included in the interface improvements.

6: I'm not sure what you mean, as far as game mechanics go; yes, the units fight and behave exactly alike, only the mesh is different.

7: Maybe! :)

8: Yes!

Thanks for your support! Let me know how you like it after you've played it a bit, specific player feedback is invaluable at this point in development.

+1 vote   reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 10:58am says:

one last question
will you update the interface ij the future becuse it look abit bare?

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 12:46pm replied:

Yes, the interface is going to get lots of love during Beta! :)

+1 vote   reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 10:56am says:

3will you have heroes with soecil powers?

4.will therevbe lotdv of units to chose from in the final relese?

5.with the maps woll there have pointsv of interst that engourge gou to dexplore the maps(like a natural creture guarding a weapon or something?

6.will there be any more free alphas or brtas?

7.will tge conquedt mod2 be diffrent to tge other modes?

8.will you have sides quests(maybe like their on the ,ap amd you have tp find them lr something)?

again thanks

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 1:00pm replied:

3: Heroes already have special powers, some having a more pronounced effect than others :)

4: Yes. Dozens.

5: There are already 'Goodie Huts' that award the player with special units, crops, techs, and Heroes when the player captures and purifies them, and more are planned for future updates. But they only have typical enemy troops guarding them.

6: No more 'free' alphas or betas, though each release will have an accompanying Demo that includes limited content so players can get an idea what the game is about, how it plays, and so forth.

7: Yes :) more info coming soon!

8: Side quests are beyond the scope of this game at this time, so very probably not.

Don't hesitate to ask more questions, Q&A is fun!
Thanks again for your interest! :D

+1 vote   reply to comment
Bigpather12
Bigpather12 Feb 3 2013, 10:43am says:

3also how many diffrent units are you goinh 5o have in final release?

4are you goinh to have heroes?

5will there be a new alpha soon?

6is the conquest mode going ro be diffrent to thde othr modes?

+1 vote     reply to comment
TheConjurersTower Creator
TheConjurersTower Feb 3 2013, 12:46pm replied:

3: Around 50+ Turtles (that the player can control) and 40+ Owls (controlled by the A.I.).

4: The game already has Heroes, and Villains too.

5: Updates usually come out every other month or so.

6: Yes, I'll be outlining all the specific details about Conquest mode in an upcoming news post, probably in the next few weeks.

+1 vote   reply to comment
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Siege of Turtle Enclave
Platform
Windows
Developed By
TheConjurersTower
Engine
Unity
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Release Date
Released May 12, 2014
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Style
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Turn Based Strategy
Theme
Fantasy
Players
Single Player
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