From the creators of Warhammer 40,000: Gladius, ZEPHON is a post-apocalyptic 4X strategy game built on Proxy’s unique tactical combat system. Guide survivors through a grimdark future, navigating unexpected disasters, eldritch horror and cyberpunk monstrosities. What will you do to survive?
Humanity emerges, hesitantly, into ruination. Almost nothing is left of the world as we knew it—settlements, forests, seas, mountains—all have been blasted into unfamiliarity. Horribly mutated animals hunt in packs through deformed woodland. Decrepit military robots stumble unknowingly through the ruins, sensors and logic centres blown. Alien soldiers, once impossibly powerful, cower in the wrecks of their ships, praying to heedless gods for rescue.On the planet Earth, that was once a cradle of life, the extinction of humanity is at hand.What will you do to survive?
* When can we expect Alpha/Beta access for Zephon?Not anytime soon. Want to ensure the game is in a good place before opening it up to the public, to avoid souring people's opinions on the game. * Will Zephons diplomacy system attempt to be unique compared to standard 4x diplo?It is more narrative and immersion focused, but also has more conventional aspects such as alliances or trading. Game uses 'influence' resources that allow you to push your own agendas. The diplomacy system is oriented so that all the factions are on edge and highly cautious, and that successfully allying with a faction will be difficult but should be something the player feels proud of if they accomplish it * Will there be plans for future DLC for Gladius 1?Cannot reveal or promise anything (do state there's another DLC releasing soon), motivation to do more content. Three big 'concepts' they have for the game. * Will game feature an overarching game mode, such as a campaign or global strategic map?Focus is on the main game world, majority of the game should take place in a single "scene". There is an event/quest system which abstracts disasters or global events. Objective of the game is to immerse the player into the world, instead of feeling like a 'god looking down' * For Gladius 1, do you think there are major balance issues that need/should be addressed?Devs think the game is decently balanced as it is. Aware there are some balance and meta issues. Some new changes incoming with a patch soon, includes new content. * How did your vision for Gladius change from when it started to the final product? We were pretty close to our vision.We did initially wanted the Imperium to be a single faction that splits up later on. Our goal was to have eight major factions, which we did reach eventually. Not quite happy with the way the quests turned out. * Will Zephon have a strong PvP aspect to it?We want to give players the option to change the game to better suit their interests, so PvP oriented players have the option to disable functions like diplomacy or eventsFactions will have very broad tech trees, unlike Gladius. Giving players a lot of options to chose how to develop their technology. You could focus more on cybernetics, or decide to focus on mystical monster technology, or classical human focus. Each have their own unique tiers, units and resources and buildings. * Biggest design flaw in Gladius?Early game decisions (such as where to establish first cities or even the faction you select) have a major effect on later game faction viability.Devs want to reorient Zephon where you don't have as much critical decisions early on, where you start with a very general layout for your faction that can be branched out by the player later on, example if you find yourself surrounded by a strong enemy in one area, you can turn your faction around to counter that strength.Wanted to find a way to have diplomacy between the Imperial factions if it could have been balanced. Quest mechanics could have been more intricate. Devs find the game openings to be very limited with few options. Translation of the board game rules to video game space could not be done perfectly, such as flying units not seeming like flying units at times as one example. * What are you looking to do with your factions to make them interesting?Faction diversity is a major deal for the devs. Aim is for a middle ground between Gladius and Civilization. You choose your leader, and each leader have unique mechanics and technologies that change the way that faction is played (not a case of a leader getting different percent points in certain traits). Late game there are important quest decisions that directs how your faction adapt to the planet (devs reference Alpha Centauri with how faction leaders react to each other based on their social traits).Devs mention they want the game to make it clear why an enemy faction has declared war on you (other faction bribed me to attack you/you are to strong/I want your resources/etc)Some quest options will be unique to the leader you are playing.When the game starts, all the factions start with a similar appearance and playstyle aside from the differences the leaders provide, but will branch off into different paths as they advance in the game. * How different will each faction play, on a scale between Endless Legends and Civilization, where does Zephon sit?Devs reiterate how the factions will start and all play the same early on, but will diversify later on. Will likely aim for somewhere in the middle between Civ and Endless. * What are your thoughts on powercreep in Gladius? With base game factions seemingly being weaker than DLC factions for Gladius?Devs state that DLC factions had a lot more development time than the base factions, and with the experience in making other factions. Devs state its difficult to revist old factions (devs not quite happy with where the Orks are currently). Tried to fix this somewhat with unit packs. Simply no real easy way to do this without a major rework.
Steelie thinks of it as "training"