What is included in Early Access?

Core mechanics: (exploration, bases and economy, battles), 3 playable factions, detailed tutorial, full Fossorian story campaign, 9 skirmish maps, hot seat multiplayer, and many more.
There is an updated road map in game, where you can find complete info.

How long will the game be in Early Access?

Shouldn't be longer than one year.

How often will you be updating the game?

Major bugs and issues will be solved as soon as possible. Content updates will arrive every month.

Will my progress be saved during updates?

Yes. Don't worry, keeping the saves working is our big priority.

Will the price change when the game leaves Early Access?

This hasn't been decided yet, but probably not.

Can I provide feedback and bug reports?

Yes please. It would be very appreciated. For feedback and bug report please use our discord server: https://discord.gg/qaQQat2dbC (Membuka di tab baru)

How did you choose this project and topic?

To give you a bit of insight: at Oxymoron Games this is a pretty democratic process, we gather all the different pitches from the team and then painstakingly discuss, evaluate and eliminate them. The goal is to end up with a project that has both a great potential and will also be, just as importantly, exciting for us to work on. We came up with a lot of different ideas and genres this time, but we felt that it was a bit too soon to work on another tycoon game. In the end a turn based strategy turned out to be the best fitting choice for our team.

This is like new Heroes, right?

While the classic HoMM games are indeed a big source of inspiration, we aim to make something a bit different and also more modern. The most important choice was to place the game in a sci-fi universe, which allows us to bring a lot of exciting concepts and game mechanics compared to a traditional fantasy setting. Other games that definitely played a role when designing the world map view would be the Total War series or Age of Wonders, we also use 2.5D techniques similar to games like Don’t Starve.
Here are some examples of features that are planned or currently in development: Day-night cycle that affects the maps, not only graphics. Building and upgrading defensive structures on the map. Mini dungeons. Path and action planner to help when managing your territory. Streamlined UI with a lot of quality-of-life features and shortcuts for every situation in the game.

Will the game be translated to my language?

We plan to include professional localization for a few chosen languages (TBA) and provide full support for community localization, so more languages can be shared for example via Steam Workshop. And yes, we will do the Czech translation, it’s invaluable when testing the localization system itself, fonts etc.

Can I make mods?

It’s a bit early to give specific details, but yes, we keep the open data approach we had in Project Hospital wherever possible, so it should be relatively easy to for example add new types of objects to the world map. Still, the most important part is the map editor and the same editor tools as we use will be available to the community.

Will it be released on Linux and Mac?

Linux: Yes.
Mac: Probably yes. Releasing games on Mac has become more complicated since the release of Project Hospital, but if everything goes smoothly, we'd like to support this platform as well. We'll know more closer to release.

Does SotS support multiplayer on one PC?

Yes, hot seat multiplayer will be available. We too have great memories of playing on one PC and would like to bring this experience back. Also, it’s pretty easy to implement. :)

Can you describe the development from a more technical side?

We still use Unity, it was a clear choice as a pretty universal engine. We were able to re-use some systems for game data from Project Hospital which are important for example for modding support. Graphical assets are hand-drawn, the artists also use Blender in some stages of the pipeline and also for animating the units in combat.

Can you tell us something about the story?

While it’s too early to share any details about what happens in the campaign, here’s a bit about how the lore came to existence and what questions the story will try to answer:

The change that set all events in motion was an unexpected and maybe permanent collapse of a phenomenon which made interstellar transport possible.
How would the balance of unevenly powerful factions change?
How would the guardians hold on without the peacekeeping threat of a massive interstellar fleet?
How would people who built their whole lives on the idea of defiance against an oppressive regime react when the line between friends and foes suddenly becomes blurred?
What would the faithful do when the image of their god decayed before their very eyes?

Are there significant differences between the factions?

Definitely. They will all have different story backgrounds, units and special abilities. But we would prefer to tell you more details later.

How do I upgrade my bases?

Base management is a separate screen where you can expand the base with new and upgraded buildings, manage your armies, trade etc.

Why the name "Silence of the Siren"? Is the game inspired by a novel from Franz Kafka?

The similarity of the name to Kafka’s book (or its film adaptation) is actually just a coincidence, our name is based on the lore of our universe.