NEW CRUSADER RENDER
The teams basic, core goal is to create the best melee combat game ever made. Its more than that though, what we are really striving to do is bring the power and intensity of the epic big screen medieval movies to the hands of the player.
One of our goals has always been to push the envelope, to do what no one else is doing, to do things first and I think that’s what being a MOD is really all about, you need to be creative, you need to offer the players something they just cant experience from a game bought in stores yet.
One of the most ambitious goals the team has is to bring story to multi-player, in an impactful and meaningful way. We dont feel that any game has delivered a successful storyline in multi-player, maybe L4D is the best so far, but there were so many elements of story missing that it just didnt have the same feel. This is a goal we also don’t feel like we’ve met yet and it’s something we have huge plans for the future with. We have drawn up plans for an extensive interactive dynamic campaign system that will actually display to the player not only each battles effect on the war and allow players to play an active part in which battlefield will be played next and will also have an ultimate end to the campaign and a team shall be declared the victor and ruler of all the lands of Agatha!
We started this project mostly because we wanted to play a really intense first person medieval combat game and felt that no games in this genre had done it right yet. The original mod was actually originally started by a couple of other fellows but included some of our current members as well, that mod was called Valandil (since deceased) but when half the team decided to go for 3rd person and the other half wanted 1st person a divide was created and the founders of our game left Valandil and created Age of Chivalry in 2004.
Team Chivalry was formed and work began on what would become Age of Chivalry. We started gathering the left over assets and got a first playable copy (alpha) made in just a few months. But the team had bigger ideas than just being a crowbar deathmatch mod.
The goals where set high and a lot of ideas where planned and tested. The team lacked a good programmer for a very long time. But luck changed and by the time the team had decided on how they wanted the melee system to work. It didnt take very long before we had a working, if simplistic, melee game.
Development continued through alpha and beta stages and after securing a great programmer with a ton of workplace experience who is still with us today (Enra) we were able to make a “1.0” release in late august of 2006. We felt that it was now or never and decided to release what we had and just do what microsoft would have done. Better to release something and have it tangibly exist than staying as vaporware. So we just made sure that there was no show-stopping bugs and then packed what we had and announced the release. The release was a success, and with the feedback we got from the community we could focus our efforts on what was important to make the game better.
In 2007 Age of Chivalry received the “Top 10 Mod of the Year Editors Choice Award” from moddb.com and we had a big increase in fans and players enjoying the game. Team morale skyrocketed.
Spring 2008, we got word from Valve that we had been chosen as one of 5 mods to be released on Steam and given steamworks support. No date for this release was set. So we worked like crazy hoping that the release would be sometime soon. But the weeks went, then months went and we werent allowed to say a single word about it either. We had a perfectly working version uploaded to Steam ready for a release for several months before the final word from Valve about the release date was set. It was the calm before the storm.
Friday, September 26, 2008 the game was released on Steam. The release went perfect and we where overwhelmed with the amount of players. This boosted AoC into having over 100 playable servers running at the same time. It was crazy times for the team. We never had over 100 players and usually on less than 10 servers at the same time before. I cannot say how happy we all were, it was like a moment of shock to the whole team.
February 26th, 2009 was the day we released the largest update in AoC´s history yet to date. The working name of the update was "CR1 or Content Release 1" but once released we decided to start giving the updates better names. So as this release contained content that would start putting the names of the players on the award boards (in-game statistics), we decided that the name "Heroes & Legends" was a very suitable name.
June 30th, 2009, we released CR2, also known as Age of Chivalry, Toe to Toe. This update brought a ton of updates to the game, most notably objective indicators, achievements and the T2T movement system. Player feedback to this release has been excellent and player numbers have reached heights of over 500 players at one time. This is the current release available to the public at time of posting.
This is phase 2 of our Exclusive screenshot and information rollout, to see what you'll be getting in the next feature, visit and join our Facebook Page:
*As a sidenote, A massive optimization and bugfix patch is coming very soon and we will keep you up to date on its progress in the coming days!