New Update: June 17, 2011
New Update: June 17, 2011

Welcome

Hello. My name is Fred Brach. I am the Lead Programmer, Lead Artist and Community Manager of the indie developer FireWhirl Entertainment.

The game, Citadel Wars is produced by a 6-man team and run on our in-house game engine. It is an epic strategy FPS (First person shooter) in its first phase of development. The game is already on sale for $9.90 (50% off). Note that buying the game gives you access to all future updates for free.

Citadel Wars’ innovation is its engine. Having decided to launch a video game, I was very aware that even 20 years after the emergence of the 3D game, the environment was still not completely interactive and static. The surroundings are simply pretty façades. We are proud to be taking part in a new era : that of 3.5D. Citadel Wars is made up not just of images, but of objects with substance, that are completely destructible and interactive. The gameplay possibilities are far greater than in classic 3D games. You can try out the destructive capabilities in our free demo available on the site.

Our vision : breathtaking, immense Citadel assaults and wars: the storming and great battles of the Citadel which leave it completely destroyed/obliterated. This is the future…

When I first thought about creating Citadel Wars, I envisaged a multiplayer FPS  based on earning XP and acquiring new skills. Since then, developments in this type of game have been vast. And so I was attracted to the idea of a strategy game.

But is FPS suitable with strategy too? We were faced with a challenge : no game up until now had succeeded in merging the two. Driven by enthusiasm and after many sleepless nights, I discovered the four basic keys to game strategy : finite data, balancing, management and parallelization.

  1. Finite data is the lesser known aspect of the strategy game.  It means that you, the player, have complete control over everything.  Winning or losing does not depend on the roll of a die, nor something else out of your control, but simply your skills of calculation.
     
  2. Game balance is the most exciting part. The key of balancing is that you can only balance things you can quantifiably compare. 
    If you like this feature, please message The Team on the Citadel Wars forums.
     
  3. The backbone of the FPS is management. This part is the trickiest one as expected. We are not concerned with micro-management, which will leave to RTS. So no "hit and runs", no need for precise placement according to differences in range etc. For us, only macro management is more important.
    You can summon your units through the TumbleStone. Once they are constructed, you can use these units like any classical FPS weapon : you can invoke them by pressing the corresponding keyboard keys. Once they are invoked, you can move them if necessary.
     
  4. Finally, parallelization. Pretty easy. But it is important. Basically, if you can do only one thing, you do not have to make strategic choices.

The Citadel Wars Team