HOW ATHELAN BATTLEGROUNDS CAME TO BE

The experience of working in the video game industry has taught me a lot about what works and what doesn’t. Seeing what’s under the hood dramatically changed my perspective as a player. It had its moments, but generally speaking it left a sour taste in my mouth. Barring amazing games like Baldur’s Gate 3, anytime you work on a project big enough, it often leads to too many opinions, none of which consider the players. It’s an industry often lead by greed and ego.

I wanted to make a game for players, with players. Something I could build alongside them. A game that monetized enough to keep it running, but otherwise focused on the gameplay experience, replayability, competitiveness and the complete absence of pay-to-win mechanics. In the end, who else is going to give the best feedback if not the people investing thousands of hours actively playing your game?

As an avid chess and tactics fan myself, I tried looking for tactics games that were not PvE, not P2W and had no meta gaming (ways to increase your unit power outside of a match). I couldn’t find anything that still had an active community. So with some money saved up and a fresh Split Fiction campaign completed to inspire the cyberpunk/sci-fi look, I figured why not try to make it myself?

It started as a pretty horrible looking prototype (come ask me in the discord if you wanna see!) and it quickly became something I found myself playing with my friends.

I’m hoping you give me and this game a chance to prove that not every game maker is completely disconnected from their players because I sincerely believe we can make this game incredibly fun to play for years to come!​