Future plans for Sanctus Reach

There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system...
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AlbertoC
Slitherine
Slitherine
Posts: 1889
Joined: Wed Mar 09, 2016 5:22 pm

Future plans for Sanctus Reach

Post by AlbertoC »

Sanctus Reach released less than two weeks ago and it has been extremely well received. We’re really glad we received such a marvelous reception and we’re grateful for all the support the fans are showing.

When we started development, we knew this would be an ambitious project. We worked very hard to reach our goals: to capture the true Warhammer 40,000 tabletop fans interest with a turn-based game that would catch their imagination. We humbly think that Sanctus Reach was a really good first step in that direction.

We have many plans to improve upon this foundation and though we can’t reveal many details yet (we will soon!), for now let’s focus on what is directly ahead of us.

What are we currently working on? Besides the obvious bug fixing and balancing, we’re focusing on a number of areas.


Force Selection – our goal is to improve the usability of this screen to make it easier to navigate
Unit Carry over – we’d like to give more control over what units the player can bring to battle
Pre-Battle Flow – we want to improve the flow and reduce the number of screens the player has to go through to start a battle
Map Generator – we want to improve the variety of victory conditions and force compositions in random maps to make them more interesting
Level Up – we aim at giving the player more control over the skills their units receive when they level up
Difficulty Levels – introducing different difficulty levels
More Story – we will give a bit more background story to players as they play through the campaigns
Unit Introductions – similar to above but introducing the player to the units somehow so we can explain their strengths and weaknesses for both player and enemy units
Morale System – we’re looking forward to bringing improvements to this
Melee system – as above
AI Improvements – we will always improve the AI!


These are the current plans: they are sizeable changes and we don’t know when we’ll manage to implement all of them, but we’ll do our best.

The changes we are working on will specifically target those issues raised by you, the players. We are always listening to all kinds of feedback and always reading the forum, and your feedback, suggestions and criticism have been extremely useful! We have a lot on the table right now and we can promise well-rounded improvements to make Sanctus Reach better and better.

That isn’t all, of course. We have ambitious plans for the future and for new content.

Stay tuned for further news – we’ve only just begun.
ImperialGrunt
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 68
Joined: Tue Sep 30, 2014 1:14 am

Re: Future plans for Sanctus Reach

Post by ImperialGrunt »

All of this is great, thank you very much!

Really looking forward to more content down the road as well. Most excellent good Sir!
SgtBootStrap
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 23
Joined: Tue Dec 13, 2016 6:31 pm

Re: Future plans for Sanctus Reach

Post by SgtBootStrap »

Yes I would agree wholeheartedly. Still new and I am still Flaming my own guys on occasion or Frag grenading some of the fella's by accident but over-all it has been a quick and easy game to learn and is fun to play and look forward to more of it in the future. :)
LooneyOnTheLoose
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 2
Joined: Fri Nov 27, 2015 6:43 pm

Re: Future plans for Sanctus Reach

Post by LooneyOnTheLoose »

I can see this game costing me a fortune always wanted to get in to board game but never got round to :)
Mangoose
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Tue Apr 04, 2017 11:57 pm

Re: Future plans for Sanctus Reach

Post by Mangoose »

I'm always in approval of a dev working on AI.
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