Are Immortals hero units?
In short, no. Rather than controlling them as persistent units, Immortals instead act as godlike commanders of your forces, only appearing on the battlefield themselves to use their powerful abilities. Each Immortal also replaces two units with unique Vanguard units to emphasize a particular playstyle.
If this is Free-to-Play, how will you be making money after release?
It’s very important to us that our monetization meets two goals:
1) There are no bottomless or paid loot boxes and gambling mechanics, and
2) We absolutely do NOT want purchases that will undermine competitive plan. No pay-to-win.
In IMMORTAL, you will be able to purchase Immortals to gain access to them. Once an Immortal is unlocked, the faction they represent is automatically unlocked as well. There is no need to pay additional money or in-game currency to also unlock the faction.
That doesn’t lock our factions behind a paywall, however, as Immortals will be on a free rotation to try them out and can also be unlocked through play. This means you’ll always be able to play at least one Immortal from any of our existing factions. Additionally, Immortals can be unlocked through in-game currency earned through normal play.
Additionally, players will be able to purchase skins for their units and Immortals, as well as access to our “Sagas” battle pass system: a bundle allowing access to new equipment through (usually) a PvE-focused narrative, and permanent access to co-op maps! Even when the maps go out of rotation, you’ll always be able to go back and play them again with your friends!
If Immortals can be purchased, how will you avoid Pay-to-Win?
The team will be working to balance existing Immortals so that none stand above the rest. As we release new Immortals, they will first be in a testing environment and will be balanced by our internal testing team. Then it will enter a PTR realm where a bigger chunk of the player population will be able to test them out. We’ll gather metrics and player feedback in order to guide our balancing efforts. Afterwards, the Immortal enters the quick play and variety modes before it finally enters ranked play, with balancing occurring through the whole process.
I’m not a competitive person. What about single-player content?
The world of Immortal is vast and we absolutely want to bring it to life through interesting single-player modes and campaigns. Exactly what we are able to do depends on the budget we have to work with, but we expect to have standalone single-player and co-op experiences as early as Beta.
What makes IMMORTAL more accessible than other RTS games?
There are a number of ways we attack this problem. Many of these solutions come from the same guiding principle: “opt-in complexity.”
We love the crazy and intricate little things that make RTS not just fun, but deeply competitive. We want to keep all of the cool unit interactions, control tricks, and neat optimizations we can, without it being a requirement to have fun. This lets new players enjoy the promise of RTS: building a big army and smashing it into another big army.
We achieve this balance through less-than-optimal automation: your workers will be built automatically, for example, but advanced players may want to stop their production to hit a particular research timing, essentially “opting-in” to the additional complexity and efficiency. The automation makes it so you can only be so bad at this part of the RTS. Skilled players, however, can easily take over and optimize. Additionally, this lets all players focus more on the parts of the game they enjoy the most, be it macro, micro, engineering builds, or reacting to the enemy.
There are other avenues we take as well, like working to make sure that the consequences of missteps and mistakes don’t feel excessively punishing, allowing for cool comeback mechanics, and more! You can read more about our process and ideas here.
We’ll be sharing more on this in the future.