Subterfuge is a real-time strategy video game developed by Ron Carmel and Noel Llopis. A wargame loosely based on the games Diplomacy and Neptune's Pride, it takes place in an underwater world where players use diplomacy and tactics to defeat their opponents, expand their territory, and gain resources.[1][2] It features minimalist art, except for the specialist portraits, which were drawn by Shane Nakamura.[3]
Subterfuge | |
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Platform(s) | iOS, Android |
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Genre(s) | Real-time strategy |
In 2023, after a long period of inactivity from the developers, Subterfuge was acquired by the indie game development company Game Shovel for the purpose of continued support. An update was also released for the Android version of the game, bringing it in line with modern app requirements and effectively reviving the game for many players who had lost access.[4]
Gameplay
editSubterfuge is loosely based on the strategic board game Diplomacy and the 4X browser game Neptune's Pride, which are known for fair and equal combat systems requiring players to team up and deceive others to tip the balance of power.[5][6][7]
The game simulates a resource war between players who start from nothing, and slowly expand their territory to create mines and gain the game's primary resource, neptunium. The game takes place in real time to allow for diplomacy; an average game lasts for about a week but can be longer or shorter. Despite taking a week to play, the developers claimed the game was still "short".[8] A game supports anywhere from 2 to 10 players.[9] Diplomacy is highly encouraged in Subterfuge, and players only communicate via in-game messages.[10] This allows for the negotiation of strategy and teamwork which is vital for players to win, since a team of multiple players is more capable of eliminating a target than one player would be alone.[11] To win a normal game, a player must gain 200 neptunium through mines, which can be constructed by combat units that are not currently being used to fight other players. Over the course of a game, players must fight over outposts spread across the map in an attempt to increase production capacity and rate for combat units.[12] "Dominion rules" are also available, where the goal is to control a certain amount of outposts instead.[13]
Time machine
editDue to the 24 hour nature of the game, Subterfuge does not require a player to be in the game to issue moves (orders): players can plan orders in advance using the time machine feature, allowing complex maneuvers to be performed. The time machine also allows the viewing of past events and a prediction of the future based on player knowledge. The time machine works by letting players go to the time they wished to have the order executed; they then played the game as if it were in the present. When the set amount of time had passed, the order would be carried out, even if the player is not present. Developer Ron Carmel said that he implemented this feature based on previous experience playing Neptune's Pride, which lacked this feature, leading to inconvenience.[14] While most players can only schedule four moves using the time machine, players who have bought the full game can issue an unlimited amount of future orders.[15] The time machine also moves forward when the player launches a submarine, which shows the player what the map will look like when the sub arrives.[16]
Reception
editSubterfuge has been met with mostly positive reception; it has been praised for having simplicity and tactical depth.[17][18] Pocket Tactics gave it the award for the best multiplayer game of 2015.[19] Three weeks after launch, Subterfuge had been installed 113,000 times on Android and 107,000 times on iOS; it earned $23,000 in the three-week period.[20][21][22]
References
edit- ^ Charlie Hall, Polygon, "Subterfuge is the Most Cunning Game on IOS Right Now, Here's How it Works", February 19, 2016
- ^ Venter, Jason. "Subterfuge Is Getting Its Strategy Right". Hands-On. Archived from the original on March 10, 2016. Retrieved March 22, 2016.
- ^ Alexander, Leigh (October 19, 2015). "Can diverse character art invite you into a game genre you normally avoid?". Offworld. BoingBing. Retrieved March 22, 2016.
- ^ "SUBTERFUGE Forums • View topic - More Subterfuge News". forums.subterfuge-game.com. Retrieved 2024-11-16.
- ^ Joe White, App Advice, "Subterfuge is a Week-Long, Social Multiplayer Like No Other", April 5, 2016
- ^ Ron Carmel, Noel Llopis,"Subterfuge: A week long game of strategy and diplomacy ", February 15, 2016
- ^ Llopis, Carmel, Noel, Ron (December 13, 2015). "We are Noel Llopis and Ron Carmel, Developers of Subterfuge, Ask Us Anything!". Reddit. Retrieved April 9, 2017.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - ^ Carmel, Ron (24 November 2014). "Gamasutra: Ron Carme's Blog - Quality of Life in Subterfuge". Gamasutra. Retrieved April 9, 2017.
- ^ Venter, Jason. "Subterfuge is Getting Strategy Right". Hands-On. Archived from the original on August 12, 2017. Retrieved April 9, 2017.
- ^ Chris Priestman, Gamastruta, "A Brawl and a Race: Designing for the Long Game in Subterfuge", March 25, 2016
- ^ Farokhmanesh, Megan (December 16, 2013). "World of Goo, Flower Garden devs team up for Subterfuge". Polygon. Retrieved April 9, 2017.
- ^ Faraday, Owen (January 27, 2014). "SLOWPLAY GAMES GET DEEP: RON CARMEL AND NOEL LLOPIS ON SUBTERFUGE". Pocket Tactics. Archived from the original on August 12, 2017. Retrieved April 9, 2017.
- ^ How Sneaky: Backstabbing Simulation Subterfuge Gets a Major Update", April 5, 2016
- ^ Chris Priestman, Kill Screen, "Subterfuge is a Strategy Game for parents and Busy People", February 25, 2016
- ^ Ron Rich, Gamezebo, "Subterfuge Review: Waiting to Surface Archived 2016-03-07 at the Wayback Machine", April 4, 2016
- ^ Faraday, Own (January 27, 2014). "SLOWPLAY GAMES GET DEEP: RON CARMEL & NOEL LLOPIS ON SUBTERFUGE". Pocket Tactics. Retrieved March 21, 2016.
- ^ Chris Bratt, Eurogamer, "Unsung Games of 2015: Subterfuge"
- ^ Andrew Fretz, Touch Gamer,"Subterfuge Review", February 19, 2016
- ^ Tof Eklund, Pocket Tactics, "Multiplayer Game of the Year 2015: Subterfuge Archived 2016-03-05 at the Wayback Machine", February 15, 2016
- ^ Noel Llopis, "Game Developer Income", January 2, 2017
- ^ Ron Carmel, Noel Llopis, Designing Subterfuge, "Subterfuge Launch and the Future", February 24, 2016
- ^ Dotson, Carter (July 7, 2015). "How Will 'Subterfuge' Monetize? Let Designer Ron Carmel Explain How it Keeps Changing". Touch Arcade. Retrieved April 9, 2017.