Conquest has RELEASED!!!!
Conquest is a turn-based open-world fantasy game that allows you to explore a world created by multiple stages of randomness. Every card, interaction, map location, and character is linked to several layers of physical (and internal) decks of cards to ensure you never have the same experience twice!
MINIMUM TECH SPECS
AMD Ryzen 5 OR Intel Core i5 CPU
8 GB of RAM
500 Megabytes of Available Storage
EQUIPMENT REQUIREMENTS (ALL)
Mouse (With Left, Middle, and Right Click)
Keyboard
Headphones (Preferred)
2017 - The base concept for Conquest was created after Andrew was introduced to home lamination at a relatives home. A prototype was quickly created and experimentation began. He noticed that when specific kinds of cards were paired with one another, they gave an output that almost seemed coherent. This intrigued him and so, he decided to make a game centered around that premise.
2018 - The first prototype of the game was created physically. It included surface and dungeon generation, a basic loot generator, and two conversation decks. Though this was the first official version of Conquest, it was very limited and 'cookie-cutter like' and so it was decided that more decks had to be added to create a sense of variance.
2019 - The first edition included many items expanded from the prior year including more intuitive conversation deciphering. This edition also introduced trading. At this point, the game had multiple decks for generating terrain and it even included 'sub decks' that would generate details on that terrain to add more depth and detail to the gaming experience.
2020 - The second edition rolled out the following year. Despite the pandemic, we continued to work hard to produce the engine and the multitude of decks Conquest is famous for. This edition included 'conditional' cards whose only purpose was to give outputs to other cards. One of these decks, the Resolutions Deck, would be drawn, it would ask a multiple choice question, then based off of that answer, would request other decks to be drawn and their outputs would be recorded in its blank spaces to fill in the information for that action. Though, this was a major breakthrough for Conquest, each game turn (per player) took 1 - 2 MINUTES to complete!
2021 - At this point, Conquest's main goal was adding content to the decks rather than adding new mechanics. New loot, conversation options, characters, and terrain were added to each of the decks slowly throughout this year. There was also talk of a partnership with the GameCrafter to distribute the board game. The first official Conquest Manual was also created. (It was over 75 Pages long!)
2022 - At this point, Conquest's play-ability was certainly there (Despite the long player turn times) so we began producing a commercialized version. One thing we all agreed on was though Conquest was fun to play, one quest could literally take over a MONTH to complete (And later it was calculated about 45% of that time was just spent drawing cards...) So, we took the digitized art intended for The GameCrafter and attempted to convert it to a digital 'Video Game' version. An attempted Google Server was created, however it kept crashing and didn't run for more than 30 minutes at a time.
2023 - Not only did the official card game version release thanks to The Game Crafter, but a Single Player Online Edition began development. However, there was a serious problem. The game was already very expensive to print and we had to pay over a hundred dollars just to test the game to see if it worked properly. Because of this, Jonathan began programming a custom software for something we were calling at the time 'Conquest V2.' A potential successor to the 'Video Game' version attempted the previous year.
2024 - Further development took place on the physical edition and it became clear to us that a cheaper version had to be made to keep the game accessible to users. (The print cost was close to $350! And that's not including tax or shipping....) Though a single player version had been attempted the year prior, at the time we didn't have the ability to replace the Operator's position with an automated program. Discussion of a multiplayer compatible version with the Operator included was in the works at this point, but it was never finished.
2025 - In January of 2025, the production for Conquest Digital went into full swing. We began hammering away at creating an automated system for Conquest that would allow several deck drawing actions to be performed at once behind the scenes. It took many months of long hours and hard nights, but in October of 2025, the first public access beta for Conquest Digital rolled out for testing. It contained 3x more PHYSICAL cards than the physical version, HUNDREDS of digital 'internal' decks, and included 'Nice To Haves' such as Verbal Speech, custom menus for select cards, automatic combat mechanics, music + SoundFX, Inventory Management tools (Like Sorting), and advanced automated terrain generation!
2026 (COMING SOON) - Conquest released to Steam today on January 2nd, 2026! We plan to add more content to Conquest throughout this year including Female Voices, more accessibility features (Narration & Subtitles being our primary focus), and of course, sorting out bugs and glitches! We also have plans for DLC’s in the future……….. ;)