Aloryian Accord
Justice, order, freedom
- Peoples
- Humans, dwarves, high elves and the Nesalin
- Colours
- Polished steel, blue and gold
- Plays
- Balanced, with strong defence and staying power
A Solarfall Studios game
A first-person fantasy battleground. Fight in the line, feed the war, send troops down the lane and earn your turn as a hero.
In early development. There is no public build yet.
Every match pits two of the three kingdoms. Pick a pair.
You are a soldier in a kingdom's army. You gather, you build, you fight, you fall and you come back for the next wave. Matches are won by the whole side, so the player hauling timber to the forge counts as much as the one holding the gate.
Every so often, through contribution and good play, you earn the right to become something more. For a few minutes you take the field as a hero and the line moves with you. Then you fall, and someone else carries it.
Four jobs, shared by one side.
First-person melee and bows. Swings commit, blocks matter and arrows are resolved by the server, so what you see is what landed.
Gather resources and bring them home. Your team spends them to upgrade the barracks, the forge and the watchtowers.
Spend to send squads of soldiers down a lane. Time a push with your own charge, or hold them back to defend.
Heroes are earned, never bought. Score enough for your side and you can take the field as one, until your time runs out.
A side wins by bringing down the enemy keep or bleeding their tickets dry before the clock runs out.
Justice, order, freedom
Mysticism, power, balance
Strength, nature, survival
We are here
One small map, 4 against 4. Footman, Archer and Mage, one hero per kingdom, and keep destruction to win.
Invite-only matches over the Internet, with private lobbies, parties and reconnecting after a dropped connection.
Forty players plus their squads on one field, every victory route, more classes and more heroes. Larger battles follow only if they hold up in testing.
A Steam page comes first, then release once the battleground is ready.
Changes from our development builds. None of this is a public release, and details will change.
Falling in battle now costs your side a ticket, and the fallen come back together in the next respawn wave. Local lobbies and match setup are in, so a host can start a match with its rules decided up front.
The first Archer loop works end to end in our test range: draw, aim and loose in first person, with the server deciding where every arrow lands. Under the hood the game moved to Unreal Engine 5.8 and a new multiplayer foundation.
Damage numbers, health bars over soldiers' heads, a scoreboard and a match-end screen.
Melee combat with blocking, bows and staves, resource gathering, building upgrades and repair, a ballista you can mount and fire, unit commands, class selection, hero spawning with heroes that fade over time, and a kill feed.
We post progress on our studio channels. For press or playtest interest, write to us.
Email solarfallstudios@gmail.com