The Hope Trailer How to play Press kit

How to play

The short version

Boats land, your squads meet them, and every house still standing at the end pays coin. Spend the coin on your commanders, sail on before the fog arrives, and try not to bury anyone you need.

If you are new, play the tutorial from New Campaign. It takes about five minutes.

Controls

These are the defaults. You can rebind them in Settings.

ActionKey
Select a squadLeft click, or 1–4
Next squadE
MoveRight click on the ground
Move and set facingHold the right button and drag
Class skillQ, then click to aim
ItemF
FleeT
Turn the cameraA / D
Pan the cameraW / S, or the arrow keys
ZoomMouse wheel
Slow the battle (hold)Space
Double speed (toggle)Tab
PauseEsc

Holding Space is worth learning early. It gives you time to look around and choose before you act.

How a battle works

  • Boats come from the sea. You can see where they are heading before they land. Use those seconds to get a squad in the way.
  • Squads hold their post and never chase. Enemy archers landing out of reach will not be dealt with until you send someone after them.
  • Facing matters. Shields only work towards the front, so drag your orders to turn a line towards the enemy.
  • Houses refill squads. The Replenish button walks a squad to the nearest standing house to take on new men. It needs a house still standing, and a squad that has lost its commander gets no new men.
  • Fleeing needs a boat. A squad can only escape in an empty raider boat at the shore, and the boat has to be big enough to seat it. A Fearless commander's squad never flees.
  • Edges kill. A man shoved over the edge falls into the sea. This goes for you and for them.
  • Enemies burn houses. A burning house pays nothing, so a squad near the houses is often worth more than one on the beach.

Your classes

A commander without a class leads Militia. Spend coin on the upgrade screen to pick a class, and the class skill comes with it. Skills have three levels.

ClassWeaponGood atSkill
MilitiaBasicFilling a gap until promotedNone
InfantrySword and shieldHolding a line; blocks arrows from the frontPlunge: leap down onto the enemy from above
PikemanLong spearReaching past the front rank and shoving hardCharge: a running blow that scatters a rank
ArcherBowRange, which grows with height; weak up closeVolley: every archer looses at once

High ground helps twice: archers shoot further from it, and infantry can plunge from it. Look at the shape of each island before you place anyone.

Items

Items are found on islands. Most can be upgraded on the upgrade screen.

ItemWhat it doesUsed
War HornCalls fresh men from the nearest house to the squadIn battle
BombThrown by the commander; bursts where it lands. Hurts your own men tooIn battle
MinesLaid near the squad and armed a moment later; go off when the first enemy steps in. Hurts your own men tooIn battle
WarhammerStrikes, stuns and throws nearby enemies. Never runs out, it only needs time to recoverIn battle
Ring of CommandMore men in the squad, not stronger onesWorn
Philosopher's StoneMore coin from battles won with its commander aliveWorn
KykeonIts commander may go ashore twice in one turnWorn
Holy ChaliceBrings a fallen commander back onceFrom the inventory, on the campaign map

Traits

Each commander's traits are dealt at random for the run.

TraitEffect
Sharp WeaponsHarder blows and arrows
Heavy WeaponsBlows throw the enemy further and stun them briefly
Fleet of FootThe squad moves faster
IronskinEvery man takes less damage
Sure-FootedThe squad is shoved less, so it is harder to push off the edge
EnergeticShorter waits on the class skill, warhammer, bombs and mines
PopularOne more man in the squad
CollectorItem upgrades are cheaper
SkillfulClass skill upgrades are cheaper
Heavy LoadOne more use of bombs, mines and the war horn each battle
Rousing SpeechA house refills the squad faster
MountainThe commander alone is tougher, hits harder and is hard to shove; the men do not change
FearlessThe squad can never flee the island

Know your enemy

New enemies arrive region by region. The Codex lists each one once you have met it.

EnemyWhat to expect
RaiderThe basic attacker. Quick to kill, dangerous in numbers
Raider ArcherShoots from range; send someone after them
ShieldmanNo arrow gets through its front. Break it as it winds up a blow, or from behind
ThureophorosThrows a javelin before closing
BruteSlow, but one blow kills any man in the line. Meet it with a pike line, never a lone man
GastraphetesFew and slow. Its bolt goes through several men and can shove them into the sea. Use a house or a rise as cover
Sarissa ManThe enemy's pikeman: a front-line fighter that halts to meet a squad in its way
GalatianThe fastest enemy. Leaps your braced lines at the sound of the carnyx

The regions

The campaign runs east to west through 8 regions, and each has one rule of its own.

RegionWhat is different
KilikiaSmall, fast boats strike with little warning
PamphyliaSiege ships shoot from offshore before the marines land
PisidiaThey come over land, across the sand and out of the hills
LykiaArcher boats loose arrows before they reach the shore
KariaStorms hide their sails, and a pike line meets your charge
IoniaA swarm lands on every shore at once
LydiaGalatians leap your lines at the sound of the carnyx
The AegeanThe last fleet comes by night

The campaign map

  • Roads: holding an island opens the roads that lead on from it. A lost island stays shut.
  • Turns: commanders go ashore, and a commander who has fought is spent for that turn. Some need to rest for longer, so keep more than one squad ready. Up to 4 can fight in one battle.
  • Fog: an island left in the fog can no longer be reached. The map warns you when ending a turn would lose one.
  • Rewards: the map shows what each island pays. Small, medium and large houses pay 1, 2 and 3 coin if they are still standing. Some islands also hold an item or a new commander.
  • Fallen commanders stay fallen, unless you have the Holy Chalice. Their promotions go with them.

Difficulty

LevelWhat changes
EasyFewer, plainer raiders; houses refill fast
NormalThe campaign as it is meant
HardBigger waves sooner, better classes, faster fog, slow refill
Very HardCrushing waves, the best classes early, fog in pursuit. Opens when a run on Hard is won

Tips for your first run

  1. Give your first coin to a class before anything else. A skill comes with it.
  2. Stand on high ground wherever you can.
  3. Hold Space whenever several boats land at once.
  4. Replenish between waves, before a squad is nearly gone.
  5. Keep bombs and mines away from your own men.
  6. Do not spend your best commander on an island that pays little.