Feral Blue — Announcement

April 26, 2018  |  Feral Blue, Snowbird  |  10 Comments

Hi everyone!

Today we’re very happy to announce our new project, currently in active development. This game is called Feral Blue.

We’ve always been fond of sailing ships. Actually, there are about three things regarding games we’re very passionate about: how to make our own version Heroes of Might & Magic 3, how to make our own version of “Pirates!” and how to finish our very own Fatherdale. These kinds of ‘DIY engines’ we worked with before can do miracles in some of the luckiest cases, but obviously that’s not something we can say about ourselves. So it’s a great thing that an indie team of two people can start making a game with Unreal Engine 4 (we still remember when it was a luxury for a very few).

Sailing ship is always about the freedom. You can’t get the same unforgettable feeling of salty splashes getting to your face in Titanic or in a WW1 dreadnought. This is the basic emotion that we wanted to convey with Feral Blue — freedom and the sea. In addition, we are doing our best to introduce the concept we’ve been working on in our games for the past few years: going from controlling your crew to controlling your settlement and then — to controlling your empire. We want players not just upgrade their stats, but their level of responsibility. At the same time, when you’re fed up with everything, you have the ability to get out of your office, gather your crew of veterans and set sail on a frigate, to cut the Maltese in boarding fights. Yes, it seems we have our first game, where the Maltese will be among the main factions.


We took a long time to figure out what the game will look and play like. First it was FTL — but we realized it’s not something we want to go with (by the way, if you do want to play FTL about sailing ships — buy Abandon Ship). Of course, we took some ideas from our own Blood & Gold. Russian classics Sea Dogs is our current reference to naval battles (programmer’s note: debatable).

In terms of the game’s setting, we’re taking inspiration from Waterworld (1995) and Master & Commander (2003) — sea, ships, sometimes very weird ones, naval battles in the fog. Also, we were greatly influenced by Snowpiercer (2013), with its idea of a state locked inside the train.

Feral Blue is a typical case of a game we’d like to play ourselves. But we hope it will be of interest not only to us, but you as well! For now, you can wishlist the game on Steam. See you there!

Importance of reviews

April 25, 2018  |  Eador, Эадор  |  9 Comments

Hi everyone!

It seems we managed to bring the universe of Eador to the next level — more than million of players own Masters of the Broken World now. Although most of this is “shipped copies”, as publishers say (which isn’t the same thing as “sold copies”), we’re still happy about this fact. We even made a screenshot of this historical event: Eador’s player count comes after such underrated gems like PUBG, Dota 2 and CS:GO. By the way, there’s nothing wrong with Steam Trading Cards!


But we wanted to talk about something different. We often see people leaving negative reviews about the game with over 500 hours played. It feels like we’re talking quiet openly about the game’s good and bad sides. We even directly address the player with a warning inside the game itself. What motivates the players to spend hundreds of hours on a game, only to advice against getting it later? Players might not realize this, but negative reviews can be damaging for a game in some cases. Badly reviewed games don’t attract new people, which gets in the way of supporting a project in the long-term. So such person deliberately doesn’t want to help the game get better (which is possible through communication with the developer), but there is a desire to cause some damage instead.


Of course, it’s understandable when a game doesn’t start at all, and the money is spent on nothing — other players should be warned. Or if you spent like 3 hours in the game and it’s clearly not good — other players should be warned. But after 500 hours (or more)?

We’re not complaining, but we are wondering what you make of this. What do you think about reviews on Steam in general? Are they important for you? Let us know.

Eador — Celebrating 5 years

April 19, 2018  |  Eador, Эадор  |  3 Comments

Hi everyone,

It’s a big day today. Our first game Eador. Masters of the Broken World, came out exactly 5 years ago. It was and it is a bit rough around the edges, but still, to this day we’re proud of what we’ve managed to achieve with such a small team.

Naturally, this anniversary calls for proper celebration. So starting today and until Sunday, the game is completely free and yours forever, if you just click ‘Install Game’ on Eador’s Steam page in time. Tell your friends, share the news! Nothing beats free, right? Be warned though, Eador is notorious for eating your time like no other game — in a good way!


Some info for newcoming players. When you launch the game, you can see a banner to the left of the menu, that’s a newer game in the series, Eador. Imperium, which is currently on sale with a 50% discount. What are the differences between the two?

In short, Masters of the Broken World has this huge, non-linear and sandboxy single-player campaign, that will occupy you for the longest time.

We tried to experiment with this in Imperium, where we created five handcrafted story campaigns, and also added new heroes and units (keeping all the original ones), changed and introduced some new mechanics. A good chunk of the code was rewritten, and as a result, the game is much more stable. In both games you can create custom shards (maps) with different settings, where you can play however you like. So if you find yourself enjoying MotBW, we see no reason not to give Imperium a try. Just saying.

Thanks for sticking (and bearing) with us!

Eador. Imperium — Fixes and Medals

April 5, 2018  |  Eador, Эадор  |  6 Comments

Hi everyone,

Today we’d like to share our plans for the nearest future.

First of all, bugfixing. We could probably start with something more exciting, but we worry many of you might stop reading if there isn’t any mention of fixes at the start of the post. The thing is, we are constantly fixing the game in the background, but just in case we’ll note this one more time — all of your e-mails and messages are taken into account, and we do what we can.


Secondly, the medals. It’s a tricky topic. On one hand, medals are very important in the early game, when each unit is valuable. On the other hand, there’s so little of gold at the beginning that paying extra 8 coins for an increase in defense can be quite unprofitable.

There’s also the third side to this — identical medals. Every medal takes up one slot, so it would probably make sense to make some degrees for medals. It also opens up possibilities for the set mechanics. When it comes to battle system in Eador, we want every unit of any rank have its own use all the way to the late game. If you have some ideas on this, don’t hesitate to share!

P.S. By the way, we made come fixes in the code, and the Access Violation error should not come up as often. It can still be present on some systems though — if you are one of those unfortunate users, please send us screenshots with the error, we’ll see what can be done.

Eador. Imperium — Update notes (March 22)

March 22, 2018  |  Eador, Эадор  |  1 Comment

Hi everyone,

New update for Imperium is out! It includes the new ‘terraforming’ feature we talked about in this post and many other fixes.


Update notes 2.73.1:


– We added divine rituals able to transform deserts and deadlands into proper provinces:

“Foul Waters” (Temple of Morgaine, 2nd degree) — turns desert into swamp.
“Power of Life” (Temple of Sylvana, 3rd degree) — turns deadlands into forest.
“Bones of the Earth” (Temple of Gorbardin, 3rd degree) — turns deadlands into hills.
“Sea of Grass” (Temple of Kartach, 4th degree) — turns desert or deadlands into plains.

– The amount of experience earned by heroes for completing quests has been boosted and scales depending on their level, on rarity and value of an item or scroll sought, or the number and XP value of the monsters hunted.


– Fixed an error preventing a hero from taking another Crystal quest after completing one.
– Fixed an error caused by the Succubus’ “Enslave Mind” spellcasting ability being used twice per battle.
– Fixed an error with an enemy unit enslaved with “Word of Power” spell remaining in the hero’s army permanently.
– Fixed an error with the heroes’ “Item Maintenance” ability failing to work.
– Fixed an error with the Hunters guard ability to lower garrison upkeep not being properly reflected in statistics.
– Fixed an error with the heroes’ ability to lower troop upkeep not being properly reflected in their units’ description screen.
– Fixed a variable in text of the “Magic fabric” random event.
– Added hard limit to the amount of gold, gems and favor the player can possess. Gold and gems are capped at 1 million, favor at 100 thousands.

Eador. Imperium — Province terraforming + New update in preview access

March 14, 2018  |  Eador, Эадор  |  1 Comment

Hi everyone,

Today we’d like to talk about the new update for Eador. Imperium. And it’s not just all talk, by the way — playable beta version of this update is now available on Steam. So if you’re interested in trying it out, you can!

Now, what’s inside this update? First of all, more bug fixes. Big thanks to everyone who keeps sending in their reports and comments. As usual, we may not necessarily reply to everything, but have no doubt — each of your reported annoyances is double-checked, added to the bug tracker and into the work plan for the next patch.


We’ll post the full list of fixes next week, when the update arrives properly. Today we’ll tell you about the specific new feature — province terraforming.

Many of you noticed that during late game enemy AI starts bombing you with Chaos summoning, turning your provinces into ashy desert. Over time, your economy inevitably starts dying.

It’s hard not to agree the balance here is not really on the players’ side, and some counter-ritual is needed. Then why don’t we give you an ability to change the type of a province?

So pretty soon you can expect to be able to turn dead lands back to life. Here’s how it works:

  • Morgaine temple — lets you turn deserts into swamps.
  • Sylvana temple — dead lands into forest.
  • Gorbarding temple — dead lands into hills.
  • Kartach temple — dead lands into plain.

Rituals for such terraforming will work just exactly as other Master rituals. Final version of the update with this addition will soon be publicly available, and for now you can try it out in Public beta branch on Steam.

To access the branch, select Eador. Imperium in you Steam library, right click, choose ‘Properties’ and head over to the ‘Betas’ tab. After that, you’ll be able to choose ‘Public preview’ branch ‘from the drop-down list.

Eador. MotBW — Small achievement fix

January 31, 2018  |  Eador, Эадор  |  1 Comment

Hi everyone,

Just wanted to let you know that we’ve updated Eador. Masters of the Broken World with a small patch, in order to fix problems with synchronization of achievements.


That’s about it, so keep on achieving!

Eador. Imperium — Update notes (January 17)

January 17, 2018  |  Eador, Эадор  |  4 Comments

Hi everyone,

Hope you rested well! We did and we’re ready to deploy a new update for Imperium.


Update notes 2.72.1:


– Improved AI army recruitment logic.
– Added ability to quickly change items on the occupied inventory slots by ctrl-clicking.
– Recruitment mode selection tools now cycle in both directions.
– Added new hero classes to the Arena.
– Added the tool to enable recruitment of local troops in the provinces to the map editor.


– Fixed behavior of the Crystal quests concerning new units.
– Fixed an error with refreshing the value of the hero’s current HP when equipping items changing his total HP value.
– Fixed an error with using the “repair all” function while damaged items are present in the treasury.
– Fixed an error with the hero’s custom name being reset upon importing him to the next map in the sandbox mode.

Hotfix 2.72.2:

– Fixed an error with missing effect from medals in battles.
– Fixed an error with units unable to level up.

Eador. Imperium — Update notes (December 28)

December 28, 2017  |  Eador, Эадор  |  3 Comments

Hi everyone,

New patch is now available for download, fixing the errors caused by the latest update.


Update notes 2.71.1:


– Fixed an error in AI spell targeting routine.
– Restored the hero’s backpack in the library mode. You can now learn spells from scrolls not only from the hero overview screen.
– Fixed an error causing rare crashes on certain configurations during interactions with library and hero overview UI.
– Fixed an error with two-handed weapons disappearing from treasury when ctrl-clicked.
– Fixed an error with wrong calculation of dynamic guard upkeep costs on the statistics screen.
– Fixed an error with wrong calculation of karma on the statistics screen.
– “Rename hero” button did not work, fixed.
– Fixed an error with switching the working mode of drop/sell item icon while inside the site-stores.
– Lizardmen priests can now learn to cast Bless and Curse spells as their description implied.
– Fixed an error with the Sentinel hero animation when his Trampling activates as a result of using Round Attack.
– The Pilot hero can no longer hire troops while in flight.
– The heroes can now trade equipped items without having to move them into their backpacks first.
– Fixed an error allowing to equip a two-handed weapon and a shield.

Hotfix 2.71.2:

– Fixed inability to hire guards for provinces.

Eador. Imperium — New unit hiring + Update Notes (December 21)

December 21, 2017  |  Eador, Эадор  |  6 Comments

Hi everyone,

And happy holidays!


Today we’re releasing a new update for Imperium. It not only fixes some bugs, it also changes the gameplay. And we’re confident it’s for the better.

Here’s some background for the decision making in this update. Eador always had a lot of units, and with Imperium that number only increased. The only problem with this was that you could mainly hire new units only through sites. This could greatly decrease tactical possibilities for a player: usually, you decide what kind of army you want to have very early in the game. Dwarven tanks or centaurs were often an element of pure randomness, rather than a conscious calculation. Not to mention the fact that upgraded halflings or goblins is something that almost never happens at your will.

With this update 22 new units now appear at the castle, and further building construction will provide you with even more unit variation. Newer units are tied to Temple building and Foreign Quarter.

Mostly, we moved the allied fighter units, who were previously available only after unit upgrades or in sites.

But we couldn’t just take and move twenty something units into Warriors Quarter, so we also change the whole design for unit hiring. Here’s what you can do now after the update:

  • Hire units for your garrison
  • Hire units for your hero’s army
  • Exchange units between the garrison and your hero’s army


So now you can hire units for all of your heroes without switching over to the strategic map — just click the arrows near the hero’s name. And if you need advanced troops of dwarves or centaurs, there’s no need to quit to the map, enter a site and hope that this particular time you’ll get lucky with a tank waiting for you there.

With this update we want to reduce the element of randomness, which is always healthy for a strategy game (this is our firm belief).

Additionally, we’ve read through your comments to the last update, where you listed some of the more annoying bugs. It looks like we managed to deal with them — the full patch notes list is below.

Update notes 2.66.1:


– We have fully redesigned the troop recruitment interface. One of the exciting side effects is that we are no longer limited to 12 units on the recruitment screen. Taking advantage of this, we have moved a portion of troops hitherto available only in special sites to the regular recruitment mode. From now on, the advanced troops of demihuman allies can be hired as you build up the foreign quarter, and dwarven and elven troops associated with Temples of Gorbardin and Sylvana are unlocked as you upgrade these temples. Few other troops were also made easier to recruit.
– Another consequence of the new recruitment screen is the ability to add unique local troops to provinces, troops not tied to the castle nor requiring fortifications to be present. This functionality has been attached to diplomatic annexation of provinces – now acquiring a province peacefully does not only reward you with a party of guards, but allows to hire a number of specific troops into your hero’s army as well.
– You can now use Ctrl-click to instantly move troops, items and spells between the right and the left panel of the recruitment, treasury & stores, and library screens.


– Item sets now provide their exclusive bonuses correctly.
– The Ballista can no longer try to attack in melee.
– Fixed an error causing the destroyed towers of a castle fully demolished during a siege still fire at the attackers during the assault.
– Fixed an error with calculation of income modified by buildings that increase it by a percentage of total treasury.
– Mass Insanity ritual can be cast on fortified provinces under siege no longer.
– The Succubi can now learn the Enslave Mind spellcasting ability starting with level 7.
– Lowered the probability for Fire Giants to appear in the Mercenary Guild site.
– Juggernaut is now available outside the “Epilogue” campaign. It can be hired at the Tower of Artifacts.


To learn new spells with the scrolls, you first need to enter your hero’s screen — click RMB on the hero’s portrait. Then drag the scroll into an empty spell slot. Of course, the province also needs to have library in it.