We love ensemble casts at Harebrained Schemes. The shipping game features 10 recruitable agents From early on, we wanted The Lamplighters League to be a tactical game where you play characters, not units. We went to work on early prototypes, building an ensemble cast of Lamplighters who would all have their own unique abilities, their own views on the war they found themselves in, as well their own views on each other. It was an ambitious vision, and in order to pull it all off we knew we needed to start somewhere. It is up to you to assemble the best of the worst-thieves, killers, and scoundrels-for one last ditch campaign to stop the enemy before they can claim the tower for themselves. There are no heroes left, the best of the best are dead or gone to ground. As the game opens, the enemy has all but won the war. Behind the scenes, a secret occult war has raged for centuries over control of a mystical tower that has existed since the dawn of time. We wanted the game’s setting to be familiar enough for you to jump right in without a lot of table setting, but keep the flexibility to create unique abilities for our cast and daunting enemies for them to fight. Our vision for The Lamplighters League was always to make a tactical game that featured an ensemble cast of charming rogues, desperate odds, and a larger than life adventure. My name is Chris Rogers-I’m the game’s Director and in this first dev diary I wanted to share the inspiration behind the game. Welcome to the first Dev Diary for The Lamplighters League and the Tower at the End of the World.
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