Wargroove delayed to Q1 2019

But it's not all bad news...


Chucklefish has delayed its turn-based tactics game Wargroove from its previously planned late 2018 release window to Q1 2019, the developer announced.

Here is the latest development update:

Wargroove polishing is going really well and EGX was an especially useful experience for us watching so many players introduced to the game for the first time. We know your biggest question right now is of course “When is the game coming out?”, and although we’re in the final stages of development, preparing for final QA and then multiple platform submissions, we want to be 99.9% confident before we announce a specific date. That being said, we can give you a better indication of when you can expect to get your hands on the game.

Initially we were aiming for a late 2018 release, but we have recently decided to move the launch window to Q1 2019 to allow us to provide players with a really robust package when the big day comes! This week Tiy shared in the Wargroove Discord a breakdown of the game content so far:

  • Skirmish Mode: 30-plus two-player player-versus-player maps, 10-plus three-player player-versus-player maps & six-plus four-player player-versus-player maps. Possibly a number of ‘scenario’ maps – not confirmed yet. This works both online and offline, can be played vs CPU in any configuration. Allows you to configure weather, turn timer, fog of war, income, map biome, Commanders and teams. Online matches can be synchronous or asynchronous and can have many matches running at once.
  • Arcade Mode: Each Commander has its own arcade in which you fight five opponents in succession, on randomly chosen player-versus-player maps. Each character talks to their opponent at the start of each fight and ends with a full cutscene when their arcade mode is completed – similar to fighting games! A great way to learn about all of the characters.
  • Campaign Mode: 33-plus missions of varying length where you play as many different Commanders. Each mission starts and ends with a cutscene, some with cutscenes in the middle. Totals between one hour to one hour and 30 minutes of cutscene content!
  • Puzzle Mode: 25-plus extremely challenging puzzles where you have to defeat the enemy in a single turn.
  • Map Creation: Easy to use basic tools / map painting. Advanced scripting tools for frankly ridiculous possibilities. Cutscene creation in-game, with really detailed tools that allow you to dress up your maps or campaign with a story. Includes a decoration System with fine control over the visuals of the map.
  • Campaign Creation: Choose one of three world maps. Simple placing of missions on the map and assigning them icons/date/location/descriptions. Map flags, allowing for branching paths / unlockable missions/secrets.
  • Content Sharing: A powerful content sharing center for maps and campaigns. Ability to rate maps – Like/Dislike, with filters and search. Various different discoverability methods.
  • Gallery: Unlock artwork from the games development, amongst other fun things we won’t spoil.
  • Codex: Details the history of the world with lore and bio on all Commanders. Strategy info, rules and nice artwork of grooves. Damage charts for each unit with lots of unlockables.
  • Jukebox: Unlock music tracks. Some cute stuff that we won’t spoil.
  • Secret Content: ??????? The game probably has more secrets than you’d imagine–old school game style!
  • Options:
    • Language: we’re hoping to localize, but don’t know if it will be in for launch or not yet.
    • Combat Animations: always / never / my turn only / commanders only.
    • Show Grid: on / off.
    • Auto End Turn: when no units are unspent on / off.
    • Zoom Level: near / far.
    • Standard resolution options.
    • Separate volume controls for master / music / sound FX / voices.
    • Color blind mode: red-green / blue-yellow.
    • Rumble on your turn when using a gamepad.

And here is an in-game video regarding the delay:

Finally, Chucklefish also shared a first look at character Caesar’s previously unseen Groove ability, “Inspire,” which motivates his surrounding units to take a second turn. Each Commander in Wargroove has a special Groove ability unique to them, which they can use by filling their meter 100 percent (by dealing and taking damage). Grooves have defined charge rates (slow, medium, fast, or very fast) depending on how effectively they can be used to turn the tides of battle. Caesar’s groove is a medium charge.

View post on imgur.com

Wargroove will be available for PlayStation 4, Xbox One, Switch, and PC.

Use the coupon code "GEMATSU" for 5% off.

comment policy

Comment Policy

Comments are welcome and encouraged on Gematsu. However, we ask that you follow a simple set of guidelines:

  • Read the full article before commenting.
  • Stay on topic.
  • No drive-by comments, including trolling, baiting, or shit-posting.
  • Know when not to comment. If you do not care about a topic, you do not need to comment.
  • No offensive comments. This includes abusive, threatening, pornographic, misleading, or libelous content / language, as well as general harassment and individual attacks.
  • No port-begging.
  • No console wars.
  • Use spoiler tags when posting spoiler or NSFW (non-nude-only) content. For example: <spoiler>Woe is Leomon.</spoiler> State the subject of the content outside of the spoiler tags.
  • Be respectful towards other commenters. You do not have to agree with each other, but debate politely. If you find that a commenter is not following this simple etiquette, do not carry on the conversation—simply report it.

Gematsu reserves the right to edit or delete any comments without notice. This comment policy is subject to change at any time.