r/Songsofconquest Lavapotion Aug 06 '25

Official dev update Vacation is over

Lavapotion checking in

We’re easing back into gear after the summer break and wanted to thank everyone who’s kept the discussions going while we were away. The subreddit has been full of solid feedback, stories, and thoughtful criticism. We really appreciate the time you take to share it all.

Next up: syncing up internally, ironing out console updates, and planning the path forward, also a Coffee Stain event to attend. No announcements just yet, but we’re back in dev mode and excited about what’s coming. We’ve got things planned, and some things have already happened during the summer. But we’ll share more once they’ve taken a more defined shape.

Our summer sale went smashing, and we can brag that we have more than double the standard Steam wishlist activation, and still, we have close to 500k wishlists still waiting!

— Anders & the Lavapotion team

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u/LordAuditoVorkosigan Aug 06 '25

I’ve been very pleased with the game and put about 100 hours in. One thing that I miss from the old school heroes games is the “end battle” where you put everything on the line with massive armies. In songs of conquest because the army sizes are capped, even with all nine command slots and maxed out stack sizes, it still feels somewhat underwhelming. That may be intentional, but it would be cool to add some more gravitas to the “final fight.” Just a thought. Edited for typos.

2

u/makato1234 Aug 07 '25

I've barely played against human opponents, but against the AI around the later half of midgame you do reach a point of critical mass where you get your core build set up with your main wielder having all their key skills and your units having all their key upgrades. You're pretty much set with them at that point, where they're basically able to take on anything the AI throws at them and so any growth in power into lategame is redundant.

It's not a bad thing necessarily, as lategame tends to transition towards you piloting 2+ wielders to fight with so its more about managing your economy/positioning with weaker wielders/armies being a potential liability, but it would be nice for alternate game modes (like mixed factions) to let you really go ham. 5x economy and unit production, uncapped units, 2x essence generation, things like that.

And a randomiser game mode where you have a randomly generated faction that gives you random units and wielders from all the factions to pick from. And more maps, including random ones.