For our first blog post, we were in the midst of our announce.
Exciting. Harrowing. Nerve racking. They're all fitting when describing what we were feeling at the time.
Now coming out the other end of that incredible period in our history, we are completely and utterly humbled by the response we received. The trailer had a total of 50,000 combined views in just one week - which is literally unheard of for an indie tablet game, from an unknown developer, announcing in the midst of Tokyo Game Show... without a single bit of gameplay to show.
We were featured by Polygon (The Verge), IGN, Kotaku, Pocket Tactics, Board Game Geek, indiegames.com, and many, many more, including major European sites, Mega-Games,Games.cz, TricTrac and then more still.
Best of all though, you, our new found community, have made this all worthwhile. Working on a game without sharing it to the world, although often for the best, can be torturous. Your support, comments, questions, even the laughs we got from the inevitable trolls, are greatly appreciated, so we wanted to give something back, to you.
One of the requests we've been hearing the most is for more info on what Armello actually is, and how it plays. Obviously we can't tell you everything (we're saving some of the best bits for later), but we figured we'd throw caution to the wind and pull back a bit more of the curtain.
Armello has one goal; become King or Queen of Armello.
As we've stated before, it's a digital card and board game, designed specifically for tablets. The environment is fully 3D, and it's already looking gorgeous. Armello is a lush 3D world, with forests, mountains, swamps, dungeons and more. We've even got a full day/night cycle that directly affects gameplay.
You, play as a 'Hero' from one of the four animal clans; Rat, Rabbit, Bear or Wolf. You navigate your fully animated, 3D character across the board (divided into hex tiles) as you quest, scheme, explore, vanquish monsters, perform the Mad King's royal edicts, and face off against other players.
Different heroes provide the opportunity for different play styles, and we have many more features in the game that let you customise your game even further.
People ask us how it's a card and board game. We want to spill the beans on this, but we'll be going into details on card play at a later date. All we can say is that cards are integral to almost every part of play.
Shared storytelling is a big part of the Armello experience. We want players to not only be able to carve their very own adventures and epic tales with each game, but to be able to directly influence other players stories. We'll talk about that a little later on.
Armello's quite epic, but all of this started from something really simple. At the end of this, we all want to be able to sit down in a cafe somewhere and play Armello, and we want it to be an epic adventure of heroism, horror, and heart, that we've created and shared together.
We're hoping you'll be ready to start your Armello adventure when the time comes.
If you want to stay in the loop on future updates, join our community on Facebook by 'liking' the Armello Facebook page.