Raising Numar

You are the Warlock King, and the horde coming for Aldia is yours

In development

The Aldia game you play from the other side. You are the Warlock King of Numar, a mage who dabbled in necromancy and then decided to corrupt an entire continent. You don’t fight anyone yourself. You build the thing that does.

It starts in the woods. Your kobolds stand at the treeline and lure fairies out, and your wolves run them down. Every fairy is blood, and blood is what you summon with. Blood buys goblins. Goblins buy you a war.

Cozy hand-drawn art, grim premise.

The fronts

There are three of them: the humans of the Kingdom, the dwarves of the Holds and the elves on the Coast. None of them ever run out. Each people’s blood summons something bigger, and the prisoners you take get corrupted into thralls, grimhulks and dark mages.

Every unit has a job. Rock scorpions and wolfren hit hardest, but they die fast unless enough of the line stands in front of them. Past a point, sending more just gets more of them killed. The game keeps running while it is closed, for up to 8 hours, so the war doesn’t wait on you.

Then you invade Aldia

When the horde is ready, you send it west across the water. Eleven kingdoms of four kinds: walled cities, forests, plains and mountain holds, and each one falls to a different army. The whole campaign comes down to a single score.

Except it isn’t quite the end. The score becomes Echo Tokens, you turn back time, and the next campaign starts with things you remember.

Where it sits in Aldia

This is chapter zero. The wild beasts that Bombseeker, Town Defender and Beast Slayer are about surviving have to come from somewhere, and Raising Numar is where they come from. It is a prequel in the fiction, but it is the fourth one we are putting out, because it lands best once you have spent three games on the receiving end.

Status

In alpha. The whole campaign is playable from the first fairy to the invasion, and the woods and every front are drawn as scenes rather than just numbers. The humans, dwarves, elves and the fairies are still wearing stand-in art, and there’s no sound yet. There is no store page or public build yet either.

Credits

Raising Numar is a game by FiveFour Games, a Rogue Wolf brand.

Graphics created by Penzilla Design.

Built with Godot Engine 4.7, © Juan Linietsky, Ariel Manzur and the Godot Engine contributors, MIT licensed.

Highlights

  • An idle game you can watch

    The woods and every front are scenes that follow the numbers. Fairies come out of the trees and get caught, and the land turns pink from the east as the kills pile up. It stays pink.

  • Three fronts that never run out

    Humans, dwarves and elves, each a fight that keeps going while you are away. You decide what goes where and what waits in reserve.

  • Nine kinds of unit, each with a job

    Goblins raid, hobgoblins garrison, thralls take prisoners, grimhulks hold the wall. The heavy hitters die fast unless the line in front of them holds.

  • Eleven kingdoms to break

    Aldia comes in four kinds, and each falls to a different army. Walled cities need siege, forests need strikers, plains need numbers.

  • Echo Tokens

    The campaign is scored once. The score becomes Echo Tokens, you turn back time, and the next campaign starts with things you remember.

Screenshots