What the developers have to say:

Why Early Access? “1. Balance is crucial for this kind of game. So, I would like to have feedback from the players to balance the levels in order to make the game fun and challenging.



2. Players might have good gameplay ideas, that I would gladly include in the game.



3. The game is already fun and payable, so I'm confident I provide something valuable to the players.



4. Purchasing the early access version will let the players get the game cheaper than the final version and enjoy it earlier.



5. The game will be completed and released as a full version independently of early access sales.” Approximately how long will this game be in Early Access? “About 2-3 months.” How is the full version planned to differ from the Early Access version? “Full version will include:



1. All 20 levels that you can play on (currently only 4 levels are ready and balanced).



2. About 100 more different types of enemies with unique abilities, which will expand the variety of tactics the enemy approach with and make the game more challenging and entertaining.



3. 16 new player units to research on global map. Melee, ranged, magical and support classes.



4. A new system to purchase spells inside the level. It will allow to get rid of extra resources and gain some gold income, which will bring more complexity into strategy.



5. A couple of new builders (each one will have a set of 4 upgradable units)



6. A system of rewards and achievements, that will set goals to the players and stimulate some tactics to get additional rewards. For example, if no enemy touch the castle during level, you will get additional gold.



7. Global map based upgrades, which will allow to invest resources to strengthen the units and gain economical advantages.



8. New kinds of spells will be implemented.



9. The game will slightly improve aesthetically and graphically (new doodads, better looking UI, better looking global map, etc)” What is the current state of the Early Access version? “The game is playable and has most of the mechanics.



1. Four playable levels are ready, balanced, challenging and entertaining. It will provide 5-10 playing hours.



2. More than 100 different units, each with a unique magical ability and a tricky fighting tactic.



3. Spells and artifacts. You can cast spells and purchase them on global map. You also can purchase artifacts and take them with you to the battle to gain additional strengths.



4. Two different builders, each one has 4 upgradable towers. Orc builder has tough melee units, a support healer and a damage dealing mage. Elf builder has weaker melee units with special abilities, ranged archer, a fire throwing dragon and an ice mage.



5. All economics systems are perfectly working. You can build and upgrade mines, gather resources, push the borders to expand your territory, drill the rocks to prospect new resources.



6. Spell casting system is also completed, 6 kinds of spells are currently implemented and available for casting.” Will the game be priced differently during and after Early Access? “The game will have a price about 40% higher when released as a final version.” How are you planning on involving the Community in your development process? “I plan to communicate with the community daily. Mostly on the Steam forum devoted to the game. Those who are more comfortable with reddit, are welcome in r/MinesAndMagic subreddit, where I also plan to participate in discussions daily. I work on the game full time, and a constant stream of feedback from the community is an everyday need to direct the development in a most desired for the players way.



What exactly I would like to hear from the players?



Balance is very important for this kind of game. So, I expect the players to share their thoughts about the balance. Everything: prices, income of the mines, strengths and abilities of monsters and player soldiers, waves progression, resource distribution, artifact bonuses and strengths of the spells. I would like the players to tell me if they think anything should be changed.



Also, I'd like to hear about interface changes the players would like me to implement. And any kind of additions that would help them to enjoy the game. For example, minimap has been recently implemented, because beta testers suggested it.



Also, I would be glad to hear players' gameplay related ideas. It might be that players will suggest a gameplay mechanic that will improve the game and I'd gladly implement it. Sometimes a group of devoted players who love and play the game alot is a better game designer than game's developer.”