How We Built a Historically Accurate Strategy Game
I want to share a bit about the fascinating research process behind Songs of Steel: Hispania, our turn-based strategy game that narrates the war between the Roman Republic and the Celtiberian people of Numantia, from 153 BC to 133 BC.
Creating a historically accurate game is a monumental task. For us, the first crucial step before writing a single line of the script was conducting extensive and detailed research. We aimed to ensure everything, from combat tactics to cultural traditions, was as true to reality as possible. This commitment to historical accuracy is even more significant for us because it's the history of our own land, the province of Soria, in Spain.
Historians have called the Numancia's involvement in the war one of the greatest injustices in history: The city of Segeda reinforced its walls, which Rome interpreted as a violation of the Graco treaty, declaring war. The Segedans, not having finished fortifying the city, fled to Numantia, which gave them shelter and joined their fight. This act of solidarity dragged the Numantine people into a war they had not started.
Our goal with this game is to bring attention to a fascinating yet little-known historical event. We've taken advantage of what history offered to create a game system that is both historically accurate and enjoyable. While we took some minor creative liberties to enhance gameplay and cover certain narrative gaps, we maintained deep respect for historical facts.
We created some Dev Diaries talking about differents aspects of the creation of this historical game: The ~“creation” of characters~, the application of ~real historical tactics~ in the gameplay and the ~effect of the climate~ in that war.
I'm proud to announce that Songs of Steel: Hispania is now available on ~Steam~ with an initial 20% discount. We're eager to hear your feedback, ideas, and comments, as your input is invaluable for the growth and success of the game within our dedicated community.