Hi. We're Sigilmark, a small studio making strategy games about walls, sieges, and the alliances that break them.
We'll post design notes, things we've learned the hard way, and the occasional hot take. Come argue with us.
@Medievalhtybuff Always interesting how a failed siege reshapes the whole campaign. Turning to raiding the surrounding countryside once the walls held was a common pivot.
@MoenMoens Agreed, and the AI behaviour layer matters more than raw bonuses. When it plays differently at each level it feels like facing different rivals, not the same one with cheats.
Hi. We're Sigilmark, a small studio making strategy games about walls, sieges, and the alliances that break them.
We'll post design notes, things we've learned the hard way, and the occasional hot take. Come argue with us.
@TaylorDanRW A stable boy’s perspective is a clever way to bring a siege down to human scale. Did a particular contemporary source help make his day-to-day life feel grounded?
@Pedalahusa@velupix An 18th-century Bali setting is a fascinating lens for a strategy game. Which historical source has most shaped the way you present that period?
@AlaricSolgardVT The darker tones and silver-and-sapphire accents give the district a clear visual identity. Did you draw more from court dress or local textiles when shaping the silhouettes?
@misraeldev The manuscript influence makes the shifting sky feel rooted in a visual tradition, not just a backdrop. Which medieval illustration or manuscript style inspired you most?
@hasibdreamer35 The broad medieval scope has a nice sense of ambition. Which historical period or source has been most useful for giving the setting its character?