Thea: the Awakening Q&A

Greetings and Salutations everyone. Nate “Nasarog” Lobos here with another Q&A session. This time, we’ll be talking to the developers from Muha Games about their upcoming release, Thea: the Awakening, a game set in Medieval-like times with a slavic twist. Founded in 2010, Muha Games is a small independent studio with a solid pedigree behind them. They’ve worked on RPGs like The Witcher 2 and 3, racing games like Project Cars, GRID 2, and DIRT Showdown as well as other titles.


Muha Games is composed of 6 full/part-time staff split between the U.K. and Poland, trying their hands at their first 4X-roguelike: a term that we at eXplorminate4X coined in attempting to describe Sorcerer King by Stardock Studios. So, let me begin by introducing you, the reader, to the team:

Ewa “A’vee” Aguero Padilla – Founder of MuHa Games and a graphic designer in the games industry for six years, with a vast array of titles under her belt.

Robert “Khash” Aguero Padilla – Co-founder of MuHa Games, veteran programmer with 7 years’ experience in the industry, including many AAA titles, such as The Witcher 2 and 3 and GRID 2.

Mila “Yuuki” Irek – Writer/events designer and social media manager for MuHa Games, as well as a PhD researcher in the field of Fantasy Literature. Also part of the Editorial Board at Monte Cook Games.

Szymon “3.13” Chlewicki – Szymon is our game and level designer, with 4 years’ experience within the industry.

Iwona Gaura – Iwona is another industry professional, working full-time as a producer and in marketing and support

Bartosz “Obi” Halas – Obi has worked on such titles as The Witcher 2 and is currently still working on QA.

It’s a pleasure meeting all of you, and I’d like to welcome everyone reading now to this Q&A session. And with that, I think we should begin.


eXplorminate: Looking back on your game development history, one can see you’ve worked on many different types of games. T:tA is a 4X type; what made you decide to go in this direction?

(Mila “Yuuki”) It was a mixture of brainstorming and process of elimination really. We put together a list of skills and expertise we all posses, not only from game developing, but other areas of our lives. We talked about the types of games we love and would like to play, then mashed it all together and voila! In terms of the past game development experience or the titles that some of our team made, there are skills and elements we learned in those previous projects that we used in Thea. For example: the similar setting of Slavic folklore to The Witcher or elements of RPGs and a card games. More generally, though, it was just the experience in switching genres, platforms, and company styles that prepared us to tackle Thea.

(Robert “Khash”) We love this type of game and so we decided to do something that we would want to play ourselves. I’ve spent around 1000 hours on Civilization V alone, so I hope that puts this love into some perspective.

eXplorminate: Which came first, the Honey Hex Frameworks and GUI designs or T:tA?

(Robert “Khash”) T:tA came first followed by Honey which is a framework that produces terrain, rivers and bodies of water. It takes care of setting up foliage and map actors that are both static and dynamic. In the end, it is the one that controls animated movement over the world features. Of course it also offers many other development tools, like a hexagonal math library, a base for fog of war, and a marker system.

(Ewa “A’vee”) As for the UI, before T:tA, I did some of the design for the Unity asset store and for clients. Then, as the project grew, I was able to focus more exclusively on the game, so further UI designs were created throughout the project, with many modifications and changes as the need arose.

(Mila “Yuuki”) So yes, basically, by large, T:tA came first. Once we began making the framework, we decided to use Honey as an asset, and this move proved to be a saving grace for our development, as we are able to use the sales from Honey to both promote, and to an extent, fund Thea.

eXplorminate: Okay, that’s very interesting, but lets talk about the game itself. Since it’s a survival game in a fantasy setting with 4X aspects, how does eXploration work?

(Mila “Yuuki”) eXploration is a huge part of Thea. In fact, in the early stages of testing, we really pressed our QA team to tell us how we can make eXploration more appealing and worthwhile to the player. This is something we’re constantly striving to push further. There are several aspects to eXploration in T:tA, and we hope to achieve the “one more turn” note. Thea begins as a world shrouded in mist, so until you eXplore it, you’ll never know what hides in the shadows. You are able to gather basic resources, like food or fuel, in and around the village. However, you soon realise that in order to craft better equipment for your people or build within your settlement, you need to widen your horizons and search for rare and varied resources.

Furthermore, you will come across a variety of events, some simple, like an earthquake, some more complex and nonlinear. These events will often direct you to places that take you far and wide from home. Additionally, you have places of interest randomly spawned and scattered around the world ready to be eXplored and looted. Finally, there is a vast number of critters and beasts roaming Thea. If you wish to take on a role of a beast slayer, hunting those creatures down can bring you equipment, resources, experience and research points. So overall, we do hope T:tA will be a world worth eXploring.


The night is dark and full of terrors!

eXplorminate: That is very interesting about eXploration. I also see that there is a day/night cycle, how does that affect eXploration? Are there seasons too?

(Mila “Yuuki”) The day/night cycle affects the movement and aggressiveness of your enemies. At night, they become more dangerous. During the day, you have a wider area of visibility, making exploration easier and safer. Additionally, there are various nighttime events that are often more challenging. We do have plans for seasons, but that’s a feature which is not yet implemented.

eXplorminate: You mention events and monsters? Is there a large pool of both? What kind of randomness is built in?

(Mila “Yuuki”) We plan to have approximately 200 distinct and non-linear story-driven events and over 90 unique creatures that can form various groups. Pretty much everything in Thea is procedurally generated, so both monsters and events can pop up at any time. With these events, you also have triggers such as a type of terrain you enter, skills and abilities your party possesses (for example if someone has high perception, they may spot something of interest) or other environmental factors. Within the events system, there is also an element of chance for many of the encounters. Adding a bit of randomness helps ensure replayability, the element of uncertainty, and surprise at times. So you may get used to a friendly house demon visiting every now and then, but then occasionally these fellas can turn into tricksters and steal your food instead of helping.

(Robert “Khash”) All characters and creatures have a unique ”growth” system. This mechanic ensures that every single skeleton in an army not only has a distinct set of the stats but also skills and equipment. What’s more, those are not randomized through fighting alone, so there is a chance that some bear you encounter may have “speech” and “craft” skills, or even “magic”. The odds of that happening are small, but it’s definitely there. Each creature has its own preferred direction of evolution, but is also given a fair amount of freedom. It is also worth noting that the same is true for the villagers. There is a chance, for example, that someone among your people would evolve some vampiric skills like “leech life.”


None shall pass? Umm, the… never mind!

eXplorminate: Wow, that’s great, but I want to know more about the events system and the quest lines. Can you please elaborate a bit more?

(Mila “Yuuki”) Sure. The events system is used for two things in Thea. The first is the more mechanical/gameplay factor and an expansion to the eXploration aspects. It is used to give players more loot and enemies to find in the world as well as something to really reinforce the sense of it being a survival game. Players will experience events like earthquakes, hailstorms, famine, plague and plenty of other disasters that let you know Thea is far from being a healthy place.

Then there is the more story-driven aspect. So I talked a bit about the deities, I mentioned the Slavic folklore as our inspiration earlier, hence the events are where all this comes together – or at least that is my hope. Through the use of these events, you can discover the lore and learn more about the creatures and customs in Thea. You will meet Slavic demons who can be be good, bad or somewhere in between, but mostly mischievous and unpredictable. You can meet other survivors, who did not have the luxury of a deity watching over them. Often such refugees have turned into bloodthirsty scavengers and opportunists. And you can come across some story-driven, non-linear quests. For example, a Dwarven Smith might ask you to solve his dating problems, or an ancient Elven scholar could beg you to help her lift a nasty curse.

Then there are the two main quest lines designed to help the players find out why the Darkness came. It has the potential to get rid of the Darkness for good, or at least to ensure a future for mankind. There are three different endings stemming from the main quest line. Not all are available to every god, so if you want to see them all, you may have to experiment with different gods.

There is also a series of God Quests, where you discover why the Pantheon didn’t stop the apocalypse. Potentially, you can recover some more of your godly powers, giving your people extra bonuses.

Ultimately however, we do not want to force our players to go through these events. After all, they are text based and I’ve been told that apparently some are quite a long read. Consequently, there is an endgame possible to reach without the main quest, via a kind of “domination,” where you win by reaching a certain number of population, research and resource levels. I won’t say more as it would be a spoiler. But, the idea is for our players to chose eXploration rather than be forced into eXploring Thea through the quest system. With that in mind, you can also simply refuse many events, and sometimes we give an option of “just give me the highlights” for those who don’t like reading much!

Just adding a short note on replayability and the mechanics behind the events, we use a branching dialogue system. This gives us the tools to create multiple routes depending on three main factors: your dialogue choices, your team’s skill set (so if they have a high “speech” skill, an option may become available) and pure chance. For example, in an event where you get attacked by bandits, you can chose to fight straight away, you can chose to give them the resources they want (and there is a chance they will take them and leave, or they decide they want to attack you anyway, because you seem like suckers) and there is even a chance that if you have good-looking people in your party, you can seduce the captain and he decides to ditch his band and join you!


Awwww, come on…. Dragons?

eXplorminate: Can you tell us about the art style in Thea: the Awakening?

(Ewa “A’vee”) Players have become used to having good quality graphics, so we wanted to deliver that as best as we could. With T:tA we aimed for a quality level comparable to Civilization V, but with a somewhat darker mood. We don’t want players to get too comfortable, especially at night. Our fog of war, which is an actual fog, plays a big a part in setting the mood for our art style. The world is obscured, so at times you can only make out the outlines of mountain tops, or see silhouettes of ruins or towers, but there are always shadows and places of mystery.

The terrain will feel wild, neglected and ruined by the Darkness. We had to be careful and not over-saturate the visuals, though. The UI mimics the crudeness of materials your village has access too, so wood and iron are common, but on the other hand, golden ornaments are sparse, but present, to add a bit of “God factor.”

Finding good illustrators was a bit tricky for our budget. We had to accept an eclectic approach, and have several different art styles from different illustrators. While we would have loved to have more dedicated artwork for each event, we hope that what we have will still be pleasing to look at for our players. In terms of the art direction here, we were trying to achieve the balance of dark, gritty fantasy, with just enough of the enchantment of a magical world.

(Robert “Khash”) We were inspired by Civilization, so we were trying to achieve an approximate quality and general style, although our UI had to get more love as it is Avee’s specialty. In the end, we hope that even with our very limited resources, we will be able to satisfy the general audience of strategy players.

eXplorminate: Let’s talk about eXpansion. How does it work in T:tA? What makes it different than the plethora of games already out or coming up in the near future?

(Mila “Yuuki”) T:tA does not have eXpansion in the traditional sense. Players do not settle or take over other villages, watchtowers, etc. However, the village can be expanded by adding buildings and the growth of your population is a very important aspect in the game for your faction’s survival.

(Robert “Khash”) In addition, you will be able to set up expeditions to clear territory from enemies and find good spots where you can establish a camp in order to start extracting resources that are not present in your starting location. But you will not have territorial control, borders, or any other diplomatic control over the area. You just have to eliminate anything that enters an area that you don’t want it to. That said, you should know that you do not always have to attack your enemy to get rid of them. Rather than attacking everything, you may try manipulation to scare the enemy away, you may try to rob them, or assassinate them, or even try banishment rituals against certain creatures. So the rule is simple: “law of the jungle” but strength is not only through “sticks and stones.”


It looks pretty…  scary. I’m staying home.

eXplorminate: Since there is no real eXpansion, what are map sizes like in T:tA? Also, is there any terrain that is impassible?

(Mila “Yuuki”) We have a choice of either small, medium or large maps, but as I understand neither is particularly small (Robert will tell you more). The point of Thea is not to conquer as such, but to rediscover a land long lost and dominated by Darkness and survive long enough to see mankind’s future secured.

(Robert “Khash”) Our largest map is around 10,000 hexes, so its comparable to the large maps of Civ. We do not colonize, but eXploring the vast world is still a key aspect in our game.

eXplorminate: Let me make sure I understand correctly. Are you relegated to only one village? Does it grow and can it be moved?

(Mila “Yuuki”) In short, yes, you only have the one village. It can grow in the sense that some new buildings appear, but the size doesn’t change much. And, no, it cannot be moved. Story-wise, humans are on the brink of extinction. Your village is one of a few human and even humanoid settlements left, and up until recently, surviving another day was the most you could hope for. Now that the sun has Awakened, you have a chance to rebuild mankind. Yet you are still far away from dreams of colonization. If you reach the endgame, you will get your people to a stage where they can survive. It’s almost like a prequel to a full blown Civilisation-like game. Your job then, is to make sure your one village is strong enough to withstand the constant assault of the world as it tries to rid itself of humanity.

eXplorminate: I know that you already discussed territorial control and borders, but would you mind elaborating a bit?

(Mila “Yuuki”) Sure. T:tA has more of territorial dominance, in the sense that you can clear the areas of monsters and enemies rather than claiming territory. This is because T:tA is also a survival game. Your worries are much more urgent and daily: do you have enough food, can you find enough metal to craft a decent weapon, will this dragon eat me before I am able to equip my party well enough for the fight? That sort of thing. In a grander story arc sort of way, your success means you may be able to restore order to Thea and make sure your people do repopulate the land and grow. However, that will not happen within this game’s scope.


Gathering just got real.

eXplorminate: Does the game have research of any kind? If the answer is yes, how is it applied?

(Mila “Yuuki”) Yes, research is a big part of T:tA. There are three research trees, one for materials, one for equipment, and one for buildings. Until you research a particular material, like elven wood or mithril, you won’t find it or be able to gather it in the world. There are also parent materials that you must research before you can get to the better ones. To get to gold, for instance, you first need to know iron. The same rule applies to the equipment. You can only craft equipment if you researched the recipe for that type, like light armour, or swords, and you need to research light armour to get to medium then heavy and so on. Finally, there are various buildings that you can research in order to give your village bonuses.


Get your chemistry set ready. We’re about to get crazy.

eXplorminate: Moving on from that, I see that there is a pretty elaborate crafting system. That’s a perfect segue into eXploitation, can you tell us more about that?

(Mila “Yuuki”) Yes. The game will have over 4000 items waiting to be crafted! There are currently 47 unique resources that can be discovered and gathered. Each one has a varied rarity and different bonuses. Thus, depending on the amount and qualities of materials you have available, you will be able to craft better equipment.

There are many types of equipment that can be crafted: swords, axes, pikes, hammers, shields, armor, jewelry, artifacts, food, tools, buildings and much more. In terms of weapons, each weapon type has its own unique properties. Swords provide both attack and defense. Pikes let you act faster in combat. Hammers have a trample ability, which means they keep on hitting until either the target is dead, or it runs out of damage points.

Buildings, on the other hand, provide bonuses that can help you defend your village. For example, some buildings increase certain skills for people within the village that will give them more strength or health in order to better withstand attacks. Additionally, buildings can even attract special characters into your settlement. If structures are built using better materials such as Ancient Wood, then you may attract an Elf to join your people. These characters can be a bit of fun and sometimes they can also be quite powerful. Thus, they can really help your cause. Buildings can come with some customization, too. To give just one example, building a smithy would increase crafting skills within the village, but if you used gold to build the structure it has small chance every turn to attract a Dwarf. The same building built out of dragon bones would give you a chance to attract Slavic Demons to join you. Making choices about what resources to use really has consequence in Thea.


I will do anything for love, but I won’t do THAT.

eXplorminate: From the media packet and your dev journals, a question comes to mind that covers eXploitation pretty well I think. How does the whole deity mechanic play into this game?

(Mila ‘”Yuuki”) Right, so there are a couple of facets to our mythos. We wanted the player to have a more personal connection to the fate of the village and its inhabitants, so the idea for the gods was born. Story-wise, you take on the role of a deity from what we simply call the “Pantheon.” Depending on which goddess/god you choose, you will find out how you kept a desperate band of human survivors alive during the Age of Darkness (an apocalypse that had Thea steeped in near complete darkness for a century). For reasons unknown to you at first, the sun has awoken, and returned a portion of your godly power. Thus you are able to try to guide your people and help them. But you are still weak and can only see the world through their eyes, guiding their steps gently. You will also have the option to follow a series of personal deity quests that will help you unravel the mystery of why Thea fell into Darkness and more specifically, why the gods were not able to stop it. You may be able to regain more of your godly power to help the future of your people.

Now when it comes to the gameplay implications, there are several. You begin the game with a choice of only two gods. As you collect XP, and finish the main quest line or special events, you may unlock further gods. There are also two supreme gods, that are even stronger than the starting six. These gods give you a series of bonuses such as extra movement during the day or night, defense or combat bonuses, and even special creatures or buildings at the start of a new game. Each deity has five levels, and you get one bonus per level. The bonuses depend on the deity and their domain, so the idea is you can find one that really suits your play style. The choice of the deity may also impact some events that are unique to that god/goddess.

And just to add a bit about our setting and inspirations, these deities are based on Slavic mythology and folklore, so you get a different flavour here as well.

eXplorminate: You bring up a good point. Why don’t you tell me more about the setting and within that, could you tell us something about how the AI handles all of this complexity?

(Mila “Yuuki”) Well the setting is strongly inspired by both the classic and dark fantasy tradition. I would call it a Tolkien-esque world gone wrong where corruption took hold but with strong currents of Slavic mythology and folklore. In essence, Thea‘s action takes place in the Easterlands: a broad and vast land filled with Slavic creatures like Baba Yagas, Strigas or trickster house demons, but at the same time you can still meet Dwarves, Elves and Goblins. Much like the great fantasy writer Andrzej Sapkowski (author of The Witcher series and CD project RED), I try to bring together western fantasy and give it a unique, Eastern European twist. So when you asked me about colonization earlier, well our setting is a single, downtrodden Slavic village more concerned with survival and fighting off it’s neighbours, than grand plans of conquering lands. It’s definitely a pre-conquest era for the people in Thea. To bring it back the 4X themes, Thea is set in a land where fear and desperation have ruled for over a hundred years, so eXtermination of your daily problems, beasts, demons and bloodthirsty scavengers is at the top of your list for tomorrow. I will leave the technical part of this to Robert.

(Robert “Khash”) We have a custom card framework designed to work and support multiple types challenges. During my work on Gwent for the Witcher 3, I found that card games have tons of completely undervalued possibilities, and if the AI is designed from the ground up for the card game rules (and usually reiterated few times to make it smart enough), you get something that can easily handle very complex gameplay and card tactics.


I challenge you to a duel… do you have any cards?

eXplorminate: Combat in T:tA looks very interesting. Let’s talk about that some. What can you tell me about it that distinguishes it from other card-based combat systems?

(Mila “Yuuki”) One of the unique aspects of our card game is that it is fully integrated with the gameplay and story-world. By that I mean, your deck is made up of your villagers. Let’s say you send out an eXploration party of four; if they get into combat, your deck will be made out of these four villagers. Their skills and equipment will then be reflected in the card abilities you get in-game. The consequences of our card game also carry over into the main game. Any wounds your characters get from combat, for example, carry the risk of death. Thus, your deck is not just some mechanical tool, it is your people and you must ‘play’ them very carefully!

Another distinct aspect of our card game, is the fact that it is used not only for combat but also for any challenge you encounter. You can actually resolve an encounter with an enemy through such things as social interaction or a tactical assault, rather than straight up fight, allowing you to enter into a social or tactical challenge. You will also come across many events that will have you facing non-combat challenges like diseases, hexes, or physical tests and all of these are resolved via the card game.

Just to add a bit to the mechanics, I think I mentioned earlier when I talked about crafting, that depending on what equipment your people have, they will have different abilities in the card game. Pikes allow you to play your card quicker and jewelry will enhance non-combat skills and give extra tactical abilities. So, the only way to make your deck more powerful, is to have your people survive long enough to get XP and get them well equipped.

eXplorminate: To be a little more specific, how does combat work? How about other situational encounters?

(Mila “Yuuki”) Ok, I’ll try to encapsulate the mechanics without repeating too much. So you have a deck of cards made up of your party members or villagers left in the settlement. Their skill and stats in the card game depend on equipment as well as attributes of the characters.

In game, you have an offensive hand and a tactical hand. Your party is randomly split into these two, rounded up in favour of the offensive. You begin with a setup phase, where both you and your enemy set up the cards on the table. You may have 1-3 moves per turn. Then your enemy gets to act. Then you act again until all cards are played or you pass on your move (you may wish not to play a card). Then the combat begins. It always has two phases and most battles will be resolved in those two phases, but some will require more. If that’s the case, you enter the setup again.

Cards attack their closest opposing card. Combat plays out from left to right, meaning those cards on the left go first. Tactical skills can allow you to discard enemy’s cards, confuse them, place your card at the start of the setup, and much more.

In terms of how the card game is triggered, it is either by being attacked by an enemy, attacking a target, searching a point of interest, or getting an event where such options may become available.

eXplorminate: Okay, so the card system is used to resolve all encounters starting from diplomacy to combat resolution, but you go into a little more detail on how?

(Mila “Yuuki”) In the first instance, you could have a couple types of random encounters with enemies when you’re just roaming Thea. One is when they attack you, and it is in this instance that you have no choice, you have to fight. Second, is when you spot an enemy and choose to attack. Depending on your party’s skills as well as the type and strength of your enemy, you will get a choice of what action to take. So for a demon you will get the chance to Intimidate it, try to sneak in and assassinate it, maybe plan a Tactical assault or even Banish it with a ritual. Each of these options, if available to you, will take you to the card minigame, and depending on the type of challenge it is and your skill set in this area, you will get appropriate actions and bonuses to use in the card game.

Your deck is still composed of your people, their equipment, especially any jewelry and artifacts available. For example, in order to be able to use a social attack ‘Intimidation’ on a demon, your group needs to have at least two people with a high enough ‘speech’ skill. In the social challenge, your ‘Will’ and ‘Speech’ become your defensive and offensive stats. Extra tactical skills can be gained if you have skills like ‘folklore’ or ‘intelligence’ and so on.

Other type of encounters you have are through the events, and here the rules are similar. If the event permits it or you have the right party members, you may have the opportunity to resolve a conflict without a fight. We basically wanted our players to be able to approach problem solving through more than just pure physical power.

eXplorminate: Are there terrain cards that players can use in combat or is terrain taken into account in some other way during an attack?

(Mila “Yuuki”) There are no terrain cards in combat. The terrain matters for your movement points while exploring. Events that can be triggered by you entering various terrain, and the resources available are terrain dependant but not combat.

(Robert “Khash”) Terrain cards are a feature that we are considering for one of the post-release DLC. The terrain would not be represented as cards, but could affect character statistics, which then have effect for both events and challenges.

eXplorminate: Since the overall theme of the game is based on survival and rediscovery, how is the game different from playthrough to playthrough?

(Mila “Yuuki”) Every time you play, you do it on a different world. Enemies and special sites have preferred locations where they should appear procedurally, so the player may encounter different challenges from the start, and variety grows with the game’s progression when more advanced and difficult groups are allowed to show up. In the end, a lot of the gameplay is driven by the story events which, again, are not hardcoded but rather procedurally guided as to when we (the designers) felt they should show up. So it is very easy to have something happening often in one game and never in another. “Procedural” is the word we should put in front of almost anything so it could be easier to define what does not change between games. On top of that, with every game you progress your god and possibly unlock other gods which allows you, for example, to see during the night or get special bonuses during certain challenges, etc

Skshack_by T. Strzlczyk-Stachura

What?!? I just came over for a cup of sugar.

eXplorminate: What aspect of your game are you most excited about?

(Mila “Yuuki”) Well, I think each one of us is excited about his or her own little areas, but overall, I am just looking forward to how all these different pieces will work together. I think this is our one biggest challenge: balancing all of the aspects we’ve put together from different genres, but it is also what can make Thea really unique and fun to play. I am sure any dev feels the same, but just people playing our game, the game not crashing, and people having fun with it!

eXplorminate: On what services will you be launching your game? Steam? GoG?

(Mila “Yuuki”) For the PC platform, we are releasing on Steam and probably GoG. We are also planning a Xbox One release for 2016 if all goes well.

eXplorminate: Finally, we like to ask our developer friends what kind of games they play and get inspired by.

(Mila “Yuuki”) I’m like a typical girl gamer I think. I love any and every Bioware game out there! As for any 4x games, I did play the old Civ games a bit, but RPG’s are my thing. I suppose as the writer, finding inspiration in story-driven narratives is really no surprise.  

(Robert “Khash”) Civilization series; Endless Legend; PC and physical M:TG; Heartstone; FTL; Don’t Starve; The Witcher series.

(Ewa “A’vee”) I really enjoyed the Civilization and Warlock series. Survival games are one my of favourite genres too. I come back often to Don’t Starve, NEO Scavenger and such. Terraria is super awesome, lots of crafting and exploring, and I really liked how Re-Logic (its developer) treats their community, still adding tons of new content and fixing bugs. And I’m a sucker for the Fallout series.

eXplorminate: Do feel that we have left anything out or maybe something you’ve wanted to add that I forgot to ask about?

(Mila “Yuuki”) I would like to mention that we plan to release our game on PC first this Fall, and then if things go well, we want to release an Xbox One version in early 2016. Strategy games are not a natural fit for the consoles, but we feel Thea does not have an overly complex control system, so it will not be too hard for us to port it to a gamepad control. This way, we can give console players a chance to enjoy a good strategy game as well.

I would like to thank everyone at MuHa games for giving us (eXplorminate4X) the opportunity to ask so many questions and taking the time to answer them, too. We are very excited by this unique entree into the 4X genre. We wish you nothing but glory and monetary success in your attempt to help us re-conquer Thea. I plan to spend many hours trying to do just that. This has been Nate “Nasarog” Lobos, and if you feel that I’ve neglected any topic or missed a question, please don’t hesitate to ask in the comments section below.

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5 replies »

  1. This game has a lot of interesting concepts not found in most strategy games, such as the one city limit and the possibility of units dying from wounds outside of battle. I’m excited to see how it all comes together.



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