WARHAMMER QUEST: SILVER TOWER
He awoke in this strange place. A giant visage
Of the Gaunt Summoner appeared and boomed,
"Complete my Trials, to have your heart's desire,
Fail and be my prisoner forever"...
“The most boring bit is walking to the next room of the dungeon”, said Ben in a pub beer garden one sunny afternoon.
...“So why don’t we take that out”, said Pete.
...and with that, the whole trajectory of our little studio changed.
We’d finished on Warhammer Quest 2, and were figuring out our next title. The move from sprawling dungeons to smaller tactical encounters dramatically changed how we thought about turn-based strategy. Now, all could be won or lost in 4 or 5 turns. Enemies could be devious and provide a meaningful challenge, rather than acting like punching bags for heroes until the boss came along. Drama in 5 minutes or less!
So, over the next two years, we designed a very different game to what had come before. Small, tactical encounters, daily content, unique champions, a truly massive campaign, and even a “Who wants to be a millionaire” style weekly challenge for everyone in the world to enjoy.
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