Thea 2: The Shattering – 1.0!

We are proud to announce, that our baby is now out of Early Access and available on both Steam and GOG, currently with a 15% discount!

It’s been a crazy ride and it’s not quite over yet, because we do have plans to keep adding more content and improving the game. But for now, we celebrate and enjoy the day!

Thea 2: The Shattering launch date announced!

We are happy to confirm our second baby will go live on Steam on May 13th 2019.

Over the early access period our game has undergone tremendous changes and improvements and it is all thanks to our awesome players willing to put in the hours and give invaluable feedback, so thank you all.

Check out our latest trailer below:

Q&A Session #2

Welcome back! We are pretty surprised that the first Q&A got so much attention. You have asked a lot of questions (some of them even got answered in some form in the latest patch), so let’s pick the next 5!

Q6: In Thea: the Awakening, building with certain materials would give a minor chance of attracting certain types of characters to your village each turn. For example, building with steel provided a minor chance of having an orc join your village each turn. Are there any plans to implement this feature in Thea 2?

At the moment we are not considering implementing the system from T1. We are however looking into various other ways to recruit non-humans, like faction towns where high loyalty allows you to acquire certain people, or god traits that may give you non-human children.

Q7: Are you satisfied with the god traits system and what’s available?

We think the possibility to customise your start and add certain perks is interesting. Unlike the system in Thea 1, it is quite flexible and doesn’t impose perks on you, so you can have a really difficult start if you fancy. We will certainly look into adding more traits to the list and perhaps make some changes to the existing ones to keep balance in check. We want the traits system to offer a nice selection of different starting conditions that would support a number of playstyles.

Q8: Can we have matching character portraits for kids/adults/elders?

As much as we’d like to, this is not really possible due to cost and time constraints. Currently we have 101 human portraits with a matching 3d model for most of them. You would effectively be asking to triple the amount of portraits we’ve got. Though variety is nice, we think our efforts would be better spent in other areas of the game, such as improving gameplay mechanics. Additionally, when proper mod support gets added around the end of the Early Access period, players will be able to make and share their own portrait sets.

Q9: When does proper research get added?

Research tasks will allow you to gain Research Points (RPs) from studying creatures and locations. The idea is that winning challenges with different creatures have a chance to “drop” (albeit not in the form of an item, to not clutter the inventory) some information about the creature you fought. Upon completing each creature entry, your people will be able to perform a research task and get RPs. Islands will have “study spots” where a camped group will be able to do a research task as well. We would like to tie the above with a lore book, where completing each entry would uncover a page telling you more about your discovery. Possibly the feature will also bring researchable bonuses for character classes.
As you can see, the feature is not a small and easy one and some aspects may need to be revised after they get added. It may even be that we will split the implementation into a couple stages. Seeing that we have not yet started implementation, it’s difficult to give a good estimate, especially that we still have a couple other things in the works, plus constant bug fixes.

Q10: Would you potentially allow building multiple villages, or perhaps some type of gathering outpost?

Yes, allowing players to build more than one village is very much our goal and at the moment at least one additional Cosmic Seed (which is required to build it) can be obtained through quests. We do, however, want to avoid having a village every few hexes, Thea is not a Civilization game after all. So the Cosmic Seed will never drop randomly from enemies, rather it will be very rarely awarded in events.
A gathering outpost is not really needed since camping groups fulfil exactly this role.

Q&A Session #1

A bunch of curious players wanted to learn some more about our plans regarding certain features, so – welcome to the first part of Q&A!

To keep it short – we’ve decided to limit each one to 5 questions, but we will likely repeat it every once in a while. Here we go!

Q1: What do you think about the current crafting system? Do you think it needs more work?

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Merry Christmas

Thea 2: The Shattering has successfully launched into Steam early access just over three weeks ago. And what a journey it has been so far. We had approx 14 patches already, and thanks to community feedback we’ve been able to find and fix critical bugs, make the multiplayer stable and add features guided by what we read from our fans.

2018 was therefore, an amazing ride for MuHa and with the 2019 launch for Thea 2 planned, we are looking forward to the new year.

But most of all, we would like to thank everyone who is supporting us and to wish you all a very Merry Christmas and a Happy 2019!

Thea 2: The Shattering Pre-alpha Gameplay Pt 2

As we are building up to the EGX show in Birmingham next week, we’ve put together another playthrough of our demo. In this one, we are showing off a couple of new features: children – what we settled on in regards to their equipment allowance, and their growing up mechanics; character progression – we will show you how the new lvl up feature where you get greater control over how your characters gain skills and stats works; combat vs concept and a couple of new quests.

 

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Release dates for Thea 2: The Shattering

We’ve been having a lot of team meetings and progress reviews (sounds all formal, but we’ve just been assessing realistic goals and targets that still need hitting) and we have a few announcements to make this month.

So firstly, as you know, our policy has always been to only release our game into early access once it is feature complete and fully playable. Not only do you not get a second chance at a first impression, but more importantly, we’d hate for our fans to pay for something they cannot fully enjoy yet.

With that in mind, we set the date for the Steam early access release for November 2018. We then hope to fully release the game in the first quarter of 2019.

Thea 2 pre-alpha gameplay

Hi everyone.

So we’ve had a chance to show a short demo of some pre-alpha gameplay for Thea 2 at Digital Dragons last month and today, we want to share a play-through from that.

Now, the video is a bit long, but we wanted to show as much as possible.

As you can see, the game is finally taking shape and since the demo was made, we’ve already updated and improved the crafting and recipes and added more content, so things are going well. We got some good feedback from the players, and we were pleased to see all three modes(physical, mental and spirit) working really well in the card game. The crafting, especially cooking, was fun as always and we had some positive words about our new UI and the general direction we’re heading, which is great.

Little insight into our creative minds…

We’re painfully aware that we’re not keeping the website up to date, but we’re not dead, just too busy to remember about updates 😛 This month, we’re going to share some of our internal team mechanics and struggles with all of you who care.

So, the problem we’ve been having recently was floating foxes and seaworthy bones – it turns out we have visual issues with our resources when they spawn on a shoreline.

As you will see below, we have some water-loving foxes next to some aqua vegetables, goats having a swim and some bones floating happily in the sea.

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