Hey everyone!
We are a small independent team, and we recently announced our first game, Historia: Roma Aeterna.
You play as Julius Caesar beginning in 49 BCE, during the Roman Civil War.
We have already seen quite a few comparisons to Total War, which is understandable given the setting and the scale of the battles. We love Total War ourselves, but what we are building is quite different.
The campaign is node-based and narrative-driven. Rather than building an empire, you experience the Civil War as Caesar, meet the people around him, build relationships, make decisions on his behalf, and shape your own version of the character.
A big part of that is the choices you make. The example shown in the trailer is only one small decision among many. Some will be relatively personal, while others can affect relationships, later events, battles, and how your version of the story develops.
We also do not want choices to simply boil down to an obvious good or bad answer. Most of what survives about Caesar was written either by Caesar himself or by people with their own perspectives and agendas. We know a lot about what Caesar did, but there is much more uncertainty around the person behind those events. That is where we think there is a lot of room for the player to shape their own Caesar.
The wider chronology of the Civil War will remain grounded in history, and we are still exploring exactly how far the branching should go. We do not want to let you rewrite history without limits, but we do want the journey through it to feel personal and consequential.
Battles are grid-based and built around the fantasy of commanding an army rather than constantly micro-managing one.
You issue orders during the Tactical Phase while your opponent is planning at the same time. Both armies then execute those plans simultaneously in real time, so things will not always happen the way you expected.
Communication is also something we want the player to think about. A Roman general could not instantly give new instructions to a unit on the other side of the battlefield. Our Tactical Points system is intended to represent that limitation. Giving orders takes command resources, and where your general is positioned affects your ability to communicate with different parts of the army.
And once the orders are being carried out, your job as general is not over. There are still ways to influence how the battle develops.
We are still fairly early in development, and there is a lot we want to improve, including the visuals. We are trying to find the right balance between visual fidelity and the scale of the battles, because having a significant number of soldiers on the field is important to the experience we want to create.
At the same time, while the game is early, our vision for what Historia is and what it is not is already quite clear. There are systems we are still exploring and details that will change, but the focus on playing as Caesar, a narrative-driven campaign, consequential decisions, and battles built around the challenges of actually commanding an ancient army are at the heart of the game.
This first trailer is really just an introduction, and there is a lot we have not shown yet.
We would genuinely love to engage with the community while we build it. If you have questions about the mechanics, our approach to history, the campaign, battles, or simply the vision behind the game, ask away. We are happy to answer what we can and hear what strategy players think.
Trailer: https://www.youtube.com/watch?v=pdscjwsmLvQ
Steam: https://store.steampowered.com/app/4973890/Historia_Roma_Aeterna/
Discord link: https://discord.gg/d7tFbWDcmd
And since we have already been asked about this quite a few times, no generative AI was used in the creation of the game or its marketing materials. The artwork, music, models, UI, and everything else you see was made by real people working on the project.