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Highborn - Social strategy from Jet Set Games (Submitted!)

03-30-2010, 01:08 AM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
Highborn - Social strategy from Jet Set Games (Submitting soon!)

Alright, let's start this one out with the details from the press release and announcement page, and then I'll add to the thread as more information and gameplay vids are released

So, game announcement, hurray!

Highborn is a social strategy game featuring casual, round-based multiplayer via Facebook Connect. Itís perfect for mobile gaming, or for anyone looking for a casual, yet full-featured strategy game they can enjoy and share with friends.

The game is being developed by a team of industry veterans, many of who created the original Command & Conquer products, including Westwood Studios Co-Founder Brett W. Sperry, Rade Stojsavljevic, Adam Isgreen and Joseph Hewitt.

Highborn will be available in Appleís iTunes App Store for the iPhone, iPad and iPod Touch this spring.

  • A Light Touch Ė Highborn is a casual mobile strategy game that offers a satisfying experience for players, no matter if they spend minutes or hours in the game.
  • Time for a New Strategy Ė Highborn features a unique blend of strategic movement and 3D combat that caters to a variety of gameplay styles and offers a great deal of replayability.
  • Multiplay at Your Pace Ė Round-based gaming enables players to think then act when playing one-on-one against their friends, and allows them to have multiple games going at once.
  • Face Your Facebook Friends Ė Players can challenge their friends to a match, or brag about their achievements in their news feed.
  • Many Styles of Play Ė Players unlock hero characters as they progress through the game, giving them access to different abilities and play styles, along with different strategies to use against their opponents.


I'll try to keep this thread up to date, but keep an eye on @JetSetGames for more immediate bits. :]

Chris Ainsworth
Puzzle gaming love: CircuitBreaker!

Last edited by driph; 05-18-2010 at 03:55 PM.
03-31-2010, 08:18 PM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
Dev Diary #1
What is Highborn?

Rade Stojsavljevic, President of Jet Set Games

So what exactly is Highborn? First and foremost Highborn is a strategy game that we’ve designed from the ground up for the iPhone, and iPod Touch. We’ve made use of the online capabilities of these devices by allowing you to play against your Facebook friends, share your progress as status updates, or compete via stats.

We’ve also taken care to make the game easy to play on the go. There are a lot of strategy games that try to port over game mechanics that work great on a PC but are overwhelming on a portable device. That’s why we designed a round based system for Highborn--it allows you to play at your own pace.

You can charge right into combat immediately, or you can take your time to plot out your strategy and maximize your advantages against your enemy. This style of gameplay also means you don’t have to worry about your game getting messed up if you get a phone call, or get caught playing in a meeting and have to put your phone away. Whether you’ve got five minutes or an hour, you’ll still have a fun and rewarding experience.

Highborn is played in two different modes: map and combat. The bulk of the game is map mode where you maneuver your units and plot your strategy before engaging in combat. Terrain is important, as it will provide gameplay bonuses, such as cloaking your army in forests, or stationing them behind rough terrain that is difficult for your enemy to navigate. Key structures are located throughout the maps that, when captured, give you new spell powers, combat support, and even additional units to build out your attack force.

Combat mode is greatly simplified from traditional strategy games. Once you’ve maneuvered your attacking unit into place, you can engage your enemy. Then you can select the spell you want to use in combat, be it an offensive bonus, defensive bonus, or direct damage effect, and your units will automatically attack. Just make sure that your enemy doesn’t have any support structures in place or you might be in for a nasty surprise. We’ll be revealing more about combat mode next week, including details on some of the spells you can acquire.

We’re putting the finishing touches on the project right now and look forward to getting out there for everyone to enjoy. We’ve got lots more to share with you on the game, so keep checking our Facebook page, Twitter feed, and Flickr pool for new information, art and screenshots.

Chris Ainsworth
Puzzle gaming love: CircuitBreaker!

03-31-2010, 08:36 PM
Joined: Sep 2009
Location: Colorado
Posts: 5,241
I like the look of the game.
03-31-2010, 08:41 PM
Joined: Jun 2009
Location: Japan -> S.Korea -> USA
Posts: 944
i love strategy games! this looks pretty nice
03-31-2010, 08:50 PM
It caught my attention.
04-09-2010, 03:46 PM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
Dev Diary #2
Carrying the Bigger Stick: Highborn Combat

Adam Isgreen, Vice President of Design for Jet Set Games

I took a calculated risk. I left one of my very valuable monks completely exposed with an easy hole in my line of defense. Several catapults are parked next to him, also easy pickings for a strong melee unit. I knew my opponent had a hero near the forest last turn, and since I canít see them now, Iím figuring theyíve got them in there ready to ambush me. He must know the two wizard towers nearby arenít captured, so Iíve got no support covering those units either.

Sure enough, after I end my turn, my opponentís hero steps out into the space Iíve left for them. He takes out my monk immediately. The monk canít even fight back, so there goes my healing. The catapults are next to go for sure.


Iíd waited patiently for this to happen. Iíd moved forces into specific positions on the map. Iíd whittled down the forces guarding both towers, but hadnít captured them on purpose. Iíd hidden some infantry in the forests near them and well within a turnís movement. With two quick moves, theyíre mine now. I gain wizards to use as troops, and even better, support attacks for any combat within their range. Did I mention the only space Iíd left my opponent on the map was under the range of both towers?

First up, I sic my archers on him. If you attack with a ranged unit and the opponent isnít a ranged fighter, they canít hit back; itís free damage. Since my archers are also under the influence of my now-captured towers, two support volleys of fireballs smash down on my opponent with each arrow volley I launch. The enemy hero is tough, but between two volleys of arrows and four support attacks, heís under half health already.

Now to finish them off. Do I overkill, with a big powerful unit, or do I get the weakest thing I can think of out there? Letís rub it in. I send in one of my militia units, a freebee unit you get for capturing keeps. Theyíve got a decent physical attack, but terrible physical defense. The enemyís hero does physical melee damage and will outright destroy them in the counter-attack... but I donít plan on letting him get one.

And thatís where the weaken defense spell Iíd picked up earlier comes in. Sending my militia up against him, I choose to cast weaken defense as my combat spell (you get to choose one spell from your library to invoke per combat). Of course, still being under the influence of the towers, the enemy hero eats two more volleys of fireballs before my militia attack. After the fire, heís down to 2 health. Then the weaken spell goes off, dropping his defense. And thenÖ heís done.

I end the turn satisfied that my plan worked and send it back to my opponent. Boy, Joseph is going to be pissed when he sees the replay. I hear his phone chime, indicating that heís just received the turn. Iíll never hear the end of it at lunch.

This is just one example of what combat in Highborn can be like. Using unit properties, spells, terrain, and information is key to putting yourself in a situation where you have the upper hand, and in turn victory. Weíve constantly discovered new uses for terrain setups, support attacks, movement, and baiting in order to put the odds in our favor.

Weíve tried hard to make Highborn a very easy to understand game with a surprising amount of depth behind it. We hope youíll enjoy playing it as much as weíve enjoyed building it.

I hear Joseph shouting down the hall. Iím guessing his tirade wonít wait until lunch.

Chris Ainsworth
Puzzle gaming love: CircuitBreaker!
04-09-2010, 03:49 PM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
Combat screens!

Chris Ainsworth
Puzzle gaming love: CircuitBreaker!
05-10-2010, 01:17 PM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
A slew of new character and gameplay posts have been put up on our facebook page... go check 'em out.

Here's a handful of screenshots from recent updates:



Chris Ainsworth
Puzzle gaming love: CircuitBreaker!
05-10-2010, 01:38 PM
Driph, Highborn looks really intriguing. Any rough timetable for its release?
05-10-2010, 01:49 PM
Joined: Aug 2009
Location: Las Vegas, Nv
Posts: 88
Originally Posted by hiptanaka View Post
Driph, Highborn looks really intriguing. Any rough timetable for its release?
We're really close. Preview builds have gone out, and we're knocking out the last of the bugs.

Chris Ainsworth
Puzzle gaming love: CircuitBreaker!