Posted 20 February 2012 - 11:57 PM
Years ago Ironclad began with 5 people and the ambitious goal of creating a unique mix of real-time and 4x strategy. After years of sweating it out in a basement and being constantly rejected by publishers, we finally struck a deal, got an office, expanded to 10 people and released the highly acclaimed Sins of a Solar Empire. Fans and critics loved it so we kept the content coming. While we love science fiction, we also love fantasy so we started working in parallel on a new vision that would require new technology and a radically new game design. After a ton of iteration and experimentation and a lot of hard work from some amazing teammates (we are up to 12 now) we finally feel ready to introduce you to "Sins of a Dark Age".
Sins of a Dark Age is a totally new and unique strategy experience that combines elements of the Traditional RTS and the Action RTS. We took the best parts of each, innovated on both, and added our own twists and turns resulting in something unlike any other strategy game. Despite all this we still feel it is remarkably accessible for new and veteran players alike.
Luckily, we were once again able to find people who shared the same passion for our vision and didn't think we were out of our minds. In order to bring this game to market we teamed up with Infinite Game Publishing, who's team members have remarkable expertise in a number of critical areas necessary to make a game of this type successful including online infrastructure, content delivery, free to play mechanics and much more. We've also got a number of other world class partners working with us to deliver the best possible gaming experience.
We'll be revealing progressively more information about the game over the next few months as we lead up to the beta this summer. One thing we learned from Sins of a Solar Empire is that the year-long beta and open player feedback is incredibly important and was critical in building it into the success it became. I remember people openly trashing our pride and joy and it was very painful - but it was necessary. We listened and changes were made. Hopefully, it won't be that bad this time and it won't take as long but we are willing to go through the same process (or worse) again if necessary. As you may have guessed we don't have a release date - it'll be done when it’s done.
Nonetheless, we've been playing an ever more refined version of the game for some time now and I can tell you even at this point its very fun and we are very excited to get it into everyone's hands as soon as possible!