header region labels and fog of war

Dev Blog #55: Progress Update – Region Labels and Worldmap Exploration

While we’re busy working on the new worldmap, there’s two new features we want to talk to you about today: distinct regions on the worldmap that have names of their own, and better worldmap exploration through the use of Fog of War. Let’s take a look!

Region Labels

The world of Battle Brothers is procedurally generated and not handcrafted like in many other games. This has the great advantage of having a different world for you to play in every time you start a new campaign, adding a lot to replayability. It also comes with some drawbacks, however. A procedurally generated world can feel kind of random, and lack a feeling of history and purpose to it.


We’re doing several things to address this, and one of them is introducing the concept of different regions to the game. Regions are areas of one particular terrain, for example a mountain ridge or large open plains. The larger regions have been named by the inhabitants of the world according to their history and beliefs, and we display these names on the worldmap much like they’d be displayed on a map. The names used in the screenshot are largely placeholders still, but the intent is to have the names convey a certain character and sometimes history attached to them. With the world no longer just a collection of nameless interchangeable mountains and forests, we’ll also refer to regions in both contracts and events for helpful directions and to increase immersion in a world that is new with every campaign and yet should feel rich and lived in.

Worldmap Exploration

Another idea that’s been in the drawer for a long time and that we’re now implementing is to improve the experience of exploring the worldmap by uncovering what is initially covered by fog. Battle Brothers is a game with a lot of traveling, exploration and visiting new areas and regions. A hidden worldmap that is gradually uncovered by the player should add to the sense of exploration and adventure. On the practical side of things, it also helps to see at a glance where you’ve already been and where to explore next.

Initially, only the area around human settlements and the roads between them is uncovered. The wild, home to Goblins, Orcs and worse is for you to explore.What you can’t see from the screenshot is that the fog is actually animated in the game and looks quite cool.

Header Worldmap  Tiles

Dev Blog #54: Progress Update – Village Screens and Worldmap Terrain

This week we’ve been hard at work implementing both the new village screen we talked about last week, as well as finding an overall visual style for all the new terrain types of our redone worldmap. Let’s take a look!

Village Screens

Last week we’ve shown you two examples of the new and very different village screen that is made up of a variety of layers, like different terrain in the background and buildings for you to interact with. Now we’re adding more and more content to create any kind of settlement – be it a small village, a stone keep or a large trading city.

To give you a better idea of the variety of buildings you can expect, here is a first look at the work-in-progress armorsmith and weaponsmith buildings.


While many smaller villages will have but a marketplace that offers lower grade and often used equipment amidst everyday goods like food and clothing, these two specialized traders found in larger cities will sell new and finely crafted equipment for steep prices.

In medieval times, villages and cities were usually pretty busy places with all kinds of folks going about their business, selling things, loitering, looking for work or having a chat. To liven up the town screens we’ll add a lot of folks to the scenery. Below you’ll see a first iteration of how these groups may look. Keep in mind that they’ll be pretty tiny on the actual screen, so the rough shading is on purpose.


Worldmap Terrain

Unlike with the village screen visuals, development of the new worldmap visuals is still at an early stage with things changing around a lot. Our first step is finding a style for each of the different terrain types that works both in itself and as part of a coherent whole that is the larger map. Because we want to have each region in the world to convey an atmosphere of its own, and the world as a whole to look pretty varied, we’re currently experimenting with different colors and effects we can use. The image below shows a work-in-progress shot of some of the terrain we’ve been working on this week.




Dev Blog #53: Village Screen Rework

After talking about the general worldmap generation in our last blogpost, this week we’re going to take a look at some of the changes and additions coming to the village screens. The rework of the village screens is twofold: We’re doing both a complete visual rework and adding lots of new features. Let’s go into some details! Read more…


Dev Blog #52: Worldmap Rework

Time has come for the biggest overhaul yet: an extensive rework of the worldmap both in terms of visuals and gameplay. Read on to learn about our overall plans and get a first glance at what changes you can expect on the look and feel of the map you’re playing on. Read more…


Devgamm 2015 and What’s Next?

Last week we grabbed our latest development build and headed over to Devgamm 2015 here in Hamburg. We’ll have a full dev blog post regarding our plans with the new and improved worldmap coming later this week. Finally, a small hotfix has been published to fix an issue related to the Fearsome perk. Read more…


Let’s Play Battle Brothers  – Goblin Update

It has been quite a while since the last official let’s play so we decided that we will give it another go with the latest Goblin Update on the challenging difficulty setting.

The focus of the series is to entertain and not to explain every little detail as that could get really tedious. Developer Jaysen will make sure to hand out lots of advice to newer players as he goes along while trying to keep up a high pace of gameplay. So check it out and you may take away a thing or two. Read more…