Project Thea Begins

While this isn’t the big reveal—that’s coming next month—it’s what I’d call a soft reveal, a nod to our loyal fans who deserve the first look at what we’re building.

First, the title: Project Thea. After much debate, we settled on a name that bridges the past and future. While this game takes bold steps away from the original Thea series, it remains deeply rooted in its world’s rich history and dark lore—a fresh start that honors its legacy.

In this first dev blog, I’ll give an overview of the game, so those outside our awesome Discord community (join us by clicking the icon on top of the page!) can catch up on what we’ve been working on.

The Genre

As always with Thea, this is a problematic topic to pin down! But here it goes, our short description – A dark strategy-survival RPG blending retro-futuristic urban fantasy with Slavic folklore. Rebuild your colony, explore the wastelands and engage in strategic card-based combat in this story-rich, roguelite adventure. Featuring branching narratives, character progression, single player or co-op for 2 players.

The Story

You awaken from magi-cryo sleep to a world in ruins. They call you one of the Alloy Twins, but your memories are shattered. Who is this twin of yours, and why do you not remember them? How did you end up in the cryo-pod? One thing is clear—the colony’s generator is failing, and you’re one of the few capable of retrieving the energy shards to keep it alive. Failure is not an option.

As you journey through this retro-futuristic urban-fantasy world, your choices will shape the story. From reimagined Slavic folklore creatures like Baba Yaga—now an entrepreneur running an ice cream van—to the Tooth Fairy pivoting to dentistry, and Woj-Tec 001, the cybernetic bear founder of UBear courier services, Project Thea is a world brimming with danger, humor, and mystery.

Your story is just beginning. Are you ready to uncover the secrets of Thea?

Continue reading

Secret Project Underway…

This post will be short and sweet, but our page was looking sad and empty and some folks could think we’re gone or something!

After the great work on MoM, we had no time to rest, as well, you know how it goes, no rest for the wicked! We are very much alive and well and working hard on a secret, secret project that we hope to reveal this year.

We can spill a few beans here to keep your appetites going. Our new game is going to be set in the universe of Thea, but with a twist. This new adventure is set centuries in the world’s future, an urban, post-apocalyptic world that will once more throw you into the many mysteries of the Slavic inspired myth and folklore.

An urban version of a czort, they’ve of course become lawyers now…
A fan favourite also returns, the Rusalka, looking all modern and ready to kick some butts when drowning fails…

To stay up to date with MuHa news, check out our Discord channel, we’re always there and happy to chat!

That’s all for now, stay tuned!

Master of Magic Dev Diary #13, October 2022

Release date announced

So, here we are, the official date of release has been announced, and it is December 13th 2022!

For those of you who have not yet had a chance to look, here are some links to a few press previews of the game. 

https://www.twitch.tv/videos/1620576107

https://www.twitch.tv/videos/1618520202

https://www.pcgamer.com/i-played-this-spellbindingly-complex-4x-classic-and-all-i-got-was-a-lot-of-dead-halflings/

Working towards the Gold.

Now that the date is settled, we are hard at work to complete the Gold version of the game, which means that we are feature and content complete (admittedly, some of the features seem to be cursed and need fixing!) and trying to finalise the game’s stability. This in turn signifies that in the weeks to come, we’ll be bug fixing like crazy, polishing till our elbows hurt and putting in those finishing touches on the AI.

What does it mean for the Beta?

We will have the Beta up and running for a few more weeks, but then we do plan to close it for a bit before release, so that even our faithful Beta testers can perhaps enjoy one or two new things on release. 

Continue reading

Master of Magic Dev Diary #12, July 2022

Busy beta times continued.

Our improved battle maps are now less flat and have the location models in for more flavour.

So, we’re at the end of July now, and I am sure you’re all wondering how things are progressing, right? Well, things are going well. We are producing regular patches/updates (8 big ones so far) to catch bugs as well as modify features due to feedback and/or add new ones. 

Our biggest hurdle remains firmly in the AI behaviours. While the AI at the moment is learning more and more complex tasks and combinations, and in the weeks to come, we will hopefully have it become more and more aggressive and proactive towards the player.

But for now, we come across such odd diplomatic conversations:

I mean, I did not declare war on him, and I certainly did not refuse any offers, maybe I accidentally said no to a date, or something, and he’s upset now? Don’t know, but he is angry…

Continue reading

MoM Dev Diary #5 November 2021

Q&A Time

We’ve asked our community on Discord to put forward some burning questions and we’ve attempted to answer them all the best we can at this point in development. Please note I may have paraphrased some of the questions, especially when there were several that asked the same thing.

Q: What are the main changes/improvements? What are the differences with the original Master of Magic? So far, we know about the graphics and hexagons on the world map, but any other outstanding features?

That is a question I intend to tackle fully another time, as we are pushing closer and closer to a feature complete build, I want to wait and collect all the big ones in one go, because we will inevitably make changes once we play our game and find things that may or may not work for our version. 
But, not wanting to leave this entirely unanswered, customising your playthrough is a feature we hope to greatly improve from the original. So apart from the usual difficulty settings, we’d like to include as many on/off options as we can, especially when it comes to things that stray from the original, but not exclusively so. 

As an example, in addition to the option of turning the game’s events on/off, we already have a second pack of events that will also be optional. Another plan is to have customisable AI difficulty. While these are only a few examples, our intention is to build up this list, especially once the game is playable and thus open to more precise feedback.

Another feature that already received a makeover, are the events. There will be two event packs at launch, one, the original 18 events, and another, with brand new ones. You will of course be able to switch both/either on and off. While the original events are copied from the old game directly, they have been updated and given alternate routes. So, when you encounter an earthquake for example, in the original, it was simply a notification, in the new version, you may have an option to mitigate the effects. The new event pack will follow the same rule, events that occur will have multiple ways of resolution, instead of them being simple notice.

Continue reading