Game of the year

Thats right, Year 0 Tactics is a nominee for game of the year 2015. The competition, hosted yearly by our leading body for the games industry, TIGA unites developers across the United Kingdom and gives the opportunity to showcase amazing games.

Year 0 Tactics has been entered as ‘best social game of the year’ and really proud and excited to have even been announced as a nominee. We love Year 0 and we love how far its came since it launched almost 1 year ago coming this December.

Winning this award would truly be amazing for us, showing your support would be truly appreciated. You can find out more details about the competition and attending the event here:


How to get noticed on Steam Greenlight

Hi IndieDevs or Gamers,

So how do you get noticed on Steam Greenlight?

Who’s got experience with Greenlight? We launched our first ever Greenlight campaign at the beggining of september and it seems to be a hit or miss process. By this, I mean if your game or product doesn’t make a positive impression on the hundreds of Greenlighters within the first day, your game is pretty much buried within the catacombs of Greenlight.

Our game is around page 5 alongside all the other promising games that we know are brilliant and we love but instead are sat there collecting dust. Like many others, as an indie team we don’t have a marketing budget. We simply can’t afford the rates magazines and leading websites charge to get a feature. As well as this, I have never received a reply from any of them. I think that getting a feature article (RPS sometimes do Greenlight articles) would help improve your traffic.

So, after 35 days on Greenlight we finally hit 30%… To celebrate, I want to summaries some of the things I’ve learnt or noticed about Greenlight

  • Its a popularity content (obviously) but if you aren’t popular within 24 hours, you’re going to have a bitch of a time.
  • First impressions count… The piece of media or video your visitors land on needs to be to the point and catch their eye
  • Prepare for the Steam Warriors. We got some seriously negative feedback from one guy alone who just wouldn’t stop. Some people are just out there to be a dick.
  • Theres bundles, but I’m yet to figure out who would buy one?
  • We believed the Icon was the most important thing to pull someone in. As Greenlight listings support .GIF format we spent a long time planning one out and creating one. Turns out when you’re locked away in Page 5 no-ones even browsing through the page listings.
  • No one seems to care on Twitter. I made loads of marketing resources. As Greenlight requires a sign in to vote with an account, your followers may not have a Steam Account. No ones going to sign up just to vote for a game. (5 pound spending fee)

What advice do I give? Well don’t put up something thats very early in progress, like we did. We put up a propsed idea for a game. We already had a game, but with steam we were going to update all the graphics and enhance the gameplay. As the game was still being built (still is) we didn’t have much gameplay in there, but there was some. What we did instead was upload gameplay from the current game which essentially shows off all the basic mechanics and features. This went down quite well.

Have something that looks finished and is actual gameplay.

I’d be interested to hear your experience on Greenlight and how you got round all the huzzle.

Our game can be found on here:



It’s been a busy and pretty hectic month at Legendary so far. With release our Dice and Scorepad apps, as well as pushing out an alpha build of Year 0: Tactics on android we’ve also had a new project on the go, which I’ve got to remain brief about. As part of the Legendary Services side of the business goes, we’ve taken on a new project developing a 3D world creator toolkit. This will be our focus for the upcoming months as there are deadlines to meet.

With that being said, we aren’t abandoning our beloved community and Year 0: Tactics. We have some huge plans for Year 0: Tactics in the future and you’ve put forward some amazing suggestions that we one day would love to see in game. I thought you should all know that if you start noticing a lack of attention to Year 0: Tactics updates then this is why. We thought that the ‘Day of the Harvester’ update Tactics saw recently, was a pretty good way to get the ship sailed with this new project, and give you all something to play with for a while!


This one goes out strictly to all you Year 0: Tactics fans. Although if you don’t even know Year 0: Tactics exists or what it is, then let me stop you right here, and encourage you to play it.

The harvester is without any questions the most iconic asset in Year 0: Tactics. It’s the fundamental heart of your base which provides you with your most basic, constant supply of resources, as well as it’s the main goal for capturing when raiding someone else’s base. Bearing that in mind, we felt the current harvester model was rather… well, pathetic. Now we are in love with the actual design and we think it looks great, I mean take a look at the concept art we have for it, it’s amazing.


Unfortunately, the in game model really doesn’t do the concept art justice… at all. Take a look at it.


It’s like a childrens car you push around. So, after a bit of talking we decided to pimp it out a little bit. Sam, our 3D artist has been working on it for the past week, building up a new model from scratch, including new geometry, textures and animations. Sam went into the task initially thinking ‘I need to redesign the whole thing’ and so he did, he produced a crazy truck like thing which given its purpose was new, yet Ewan and Gavin didn’t like it. This then put Sam in the direction of ‘improving’ the harvester rather than redesigning it. And so he did! Take a look at it now:

gcgheagd harvester

Hopefully this update will go live within a few days. The model is complete, Sam’s just working on tweaking the animations as we speak. I thought it would be cool to keep you awesome people in the loop though ūüôā


By no means am I an expert. In fact I’m quite the opposite. I’ve had only near to 6 months experience in my job, so I’m actually quite the amateur. I don’t want to start this blog giving the intention that I think I know it all, because quite frankly I don’t. I’ve got a whole lot to learn. Like I’ve said before, when you’re working in a small company like myself, the ‘marketing’ guy often happens to be the community/social media guy. Which is me. My job title is ‘Marketing coordinator’ but really that’s only 1/4 of it. The rest of my job is public relations and engaging with the community and making sure they’re healthy. That’s my favourite part of the job. I love it, and I really do. It’s amazing talking to people, hearing their voice and putting their ideas forward to the team. It truly is, I couldn’t have asked for a more rewarding job.

But what does it mean to be the community guy? What do you have to do? I remember when I started working off I had no idea where to start. My initial thoughts were Twitter and Facebook, but theres so much more to it than that. It opens up a whole gateway to the company you work for. It’s true when people say, the PR guy (public relations) is the face of the company, that and the logo. While I’m no expert, I’m hopefully going to give you a few tips I learnt when I was starting off. This is aimed at anyone who’s just starting a role similar to me, and should hopefully give you an insight into managing social media and getting ahead of the game.


It’s true. Research is key. Your boss will tell you to do it, so do it. And don’t just use Google. Use Youtube. I found dozens of videos on engaging with customers, tone of speech, approaching customers and how to email. There’s loads. Each give a different perspective on how to do it. You can adapt what they recommend to your job environment. If you’re the PR guy for a company that sells leaf blowers, you can adapt a cool strategy and make it a blizzard are awesomeness.


Well, I work for a gaming forum so I joined up loads of forums like Gamespot, HTML5 games, Reddit. Each of these let you add a signature, so put your company logo in there and a link to your forum or website. Become a well known member of each of these forums. You’ll build a solid, strong and friendly reputation for yourself and the company. Something that can later on help. You can also advertise new products and opportunities all to do with you company. Just be careful of spam regulations in place.


More, more, more, more more! You need to send loads of emails. If your sent email box is below 10 a day, then you suck. If you don’t have anyone to reply to or email, then get someone to email. Find someone who reviews games, EMAIL THEM, find a new website you want to get featured on EMAIL THEM, just email everyone. Get word our about your company. You’ll pick up the basics of email in no time. You need to have your account configured to make your company look snazzy though. And by this, I mean put a cool signature in it. Well, Don’t put a picture in it. Just the name of company, your name, job title, VAT, Tax number and company description. Just make it look professional. Here take a look at mine. Don’t just copy my details. That would be silly. Your company will have their own.



Don’t spam though. That’s bad. Even if customers love your company don’t spam them. I would say at most, 2-3 Statuses a week. But vary the days. Maybe put one out Monday, Wednesday and then Saturday. I only put out one status a week. But it’s always a meaningful one. That I know people are looking forward to hear. And also keep it relevant. Don’t blabber off. If people have opted in to liking your page it’s because they wan’t to hear news, competitions and other things relevant. Don’t go posting links to other websites or videos. It’s unprofessional and it’s not what they wanted. Also don’t forget to attach media, and a link referring back to the source (website or game) You want to put a call to action, and then action. I.e:

Check out this awesome picture of a cat, it’s sure to brighten up your day.

View Cat

(Worst status of the year award)


Twitter is awesome because you can engage with your fans instantly and its fun to use. You can recruit so many fans through twitter its beautiful. Because Twitter is a client based on popularity, and today generation love to be popular. When you’re starting off an account with 0 followers follow these steps to getting a few 100 within a day or two.

Search for something relevant to your company or business. In this example, films.

Press discover to then discover.



Now press who to follow, to find people to follow.



There you go. A tailored audience. Now just hit follow on probably 500-1000 and you should get back about 200 followers. Great way to build a basic community. You can of course unfollow after a few days if you have a bad ratio, but you will probably loose followers doing so.

Well that’s all for now, I hope you’ll find this useful. Like I said, this is only for beginners. So please use it well, and best of luck with your quest to becoming the best community manager guy you can!


Christmas was a busy period. We got a whole bunch of new testers to play the game which gave us a huge insight to what direction we should take the game when we get back from our 2 weeks break. Testing is so important to us. Being a company that focuses on our consumers and giving our gamers what they want, we thrive of your feedback and believe me when I say, we will change the game to your views. I’ve seen it happen.

For those who aren’t aware, Tactics was released on Facebook on the 23rd January 2015, so the game is still very young on the platform. But by goodness, its got a serious amount of attention we weren’t expecting. And I mean serious. We were expecting a similar amount of users on Year 0, around 800-900 MAU (Monthly active users) but we were wrong. The game shot up in popularity, seizing us in our tracks, shocking us leaving us left starstruck. We weren’t sure what was happening. That Friday half of the Legendary Team were spent looking into our home grown analytic client trying to solve the problems; wheres this traffic coming from, how are they getting here, who the hell are they? Few questions were answered that day. Before we launched Tactics on Facebook, over 2 months of launch on PC browser and Amazon Kindle & FireTV we saw 700 sign up to Tactics, without ANY advertising, that figure isn’t too bad. Now, 3 weeks after initiating Tactics on Facebook, we have near to 22,000 account created with an MAU of almost 20k. Amazing, isn’t it? Now we’re still mid investigation to how this happened but the charts seem pretty steady and consistent, in the weekdays, our sign ups die down, and weekends they shoot back up. This kind of attention and bulk of user sign ups has meant server upgrades, so that’s worth mentioning. For those who haven’t noticed, our servers were upgraded and now Tactics will be a whole lot faster and a whole lot smoother.

We’ve also got a nice selection of new loyal fans giving us feedback on a day to day basis which is really appreciated and it has a huge impact on the games development. In a sense, its changed our whole approach with Tactics, what started off as a small spin-off project from Year 0 focusing on mobile gaming has now turned into the mothership of games.

Focusing on actual in game content for our Year 0 Tactics fans out there, in the past 2 weeks alone we’ve had some huge game changing updates which you’re bound to have noticed. If not… there’s a few things in your settings you need to do which I’ll take you through.

The sky. Yes, the sky has changed. Before it was a rather romantic, orange sky. Now its a poisoned green sky which looks awesome. The quality of the image is also a lot better so you can know for sure our artist hasn’t simply just hopped back into Photoshop and changed the colour.

The graphics. Okay, if you haven’t noticed this, its where you need to do some internet settings. If your graphics on Year 0 Tactics don’t look like this:


Then go into internet settings and clear your cache, restart the browser badabing you’re graphics will be updates to our shiny new set. The ground, textures and models have all been updates. Your feedback said the game looked ‘naff well, given our technical capabilities and limitations (you don’t even want to know) we did almost the best we could. (I say almost as our tech team is working on lighting & stylizing at the moment). So, enjoy the upgraded Tactics!

Free scavenging with each move. Given of course the unit you are using has scavenging capabilities (Scavengers/Infantry) you’ll auto scavenge on all scavenger terrain. This includes buildings, wrecks, trees and srubs. Now, there are two ways to play the game, which is what we had in mind originally, but it was proving to be pretty difficult. You can go in guns blazing, trying to take on the opposing team, or play it stealthy, and go on a scavenge missions, stealing all the enemies resources, its entirely up to you!

Tow ‘n move! You can now tow and move in one action, at no extra cost. Following on from this, if you’re mid tow and you win the battle surprisingly you’ll get the vehicle you’re towing as well!

This is the tip of the ice berg. There’s been a whole more of technical tweaks that aren’t worth going into detail, but we’ve improved the player matching and also smoothness of the game. The tutorial has had a few changes as well but apart from that, that’s all! Until next time everyone.


4 Years old, with 4 games and a whole load of sideline projects as well. Legendary Games has had quite the impact on the creative media industry not just within its glorious hometown of Nottingham, but it seems globally as we’re taking on new projects and opportunities from businesses based all over Earth. With that being said, its important to remember that we are truthfully, and honorably a games company. We all have games roots within the company, our CTO worked on the original Tomb raider game, Ewan our CEO programme manager a Monumental Games, and we’re all huge gamers so being able to work on something we love is really rewarding and special. I’ve only been with Legendary for 4 months, but I already feel welcomed and I’m proud to be a part of the projects that have passed through us so far. Before acquiring a position within Legendary Games, I was in fact aware of the developer because of my college course. Thankfully, I was given the opportunity to become an active tester for Legendary’s ground breaking Year 0 where I began to develop a relationship and knowledge with the developers. This opportunity I believe really aided me in getting a job within Legendary Games as my interviewed mainly consisted of more of a chat of Year 0, and an upcoming title ‘Year 0 Tactics’ with the CEO. The interview went great, being able to meet the CEO directly and have a chat with him gave me a huge insight into the games industry and what it’s like to actually manage a game. With having experience of the game and done some company research, I was able to make myself not look like a tool as I knew relatively what I was speaking about.

I had made time to research the company and I ensured I had played all of their games. At the time I applied, there were officially 3 games published on the games portal, now theres 4. These were;



Ad_103x47_highlightSince kings of chess was launched all those years ago each game we believed has marked the progression and development of HTML5. We can look at Tactics now and admire it for its capabilities and pushing the HTML5 technology to the edge. We represent HTML5 games with our library of games and we’re excited to take it even further. We have a potential 3 upcoming projects we are delighted to announce to you very shortly.



Today I received a number of applications for work experience. As of every other application, I take time to hand type a reply to each and every one of these applicants. Personally, replying to these work experience applications are one of my favorite things to do. While it becomes repetitive, it remains undoubtedly rewarding as seeing young, enthusiastic individuals which I once was seeking work experiencing looking into our company trying to hunt down a placement in this ever growing high demanding industry. With that being said, formatting is key. It’s like any formal documentation, it needs to look, sound and be appropriate. Younger people (I’m talking about the majority of applicants who are ages 14-16) unexpectedly have no experience in writing a formal document, apart from probably a job application, which is enough grounds to grow on. However you do have a parent or supervisor, so use them. Your sentences in your mind may make sense, but I can assure you on on every application I receive there is always one sentence that makes me feel like this:


With that being said, use your adult, or it least think like an adult and have a proof read yourself. They’ll know what sounds correct and what sounds just plain ‘ol fishy. However on the whole I’m generally impressed with the standard of writing and sentences I receive from these keen young students.

So, now lets talk specifically to Legendary Games, or perhaps even games companies generally. The games industry is a very unique one, and lets face it, to get work experience in a company is going to be tough work. I never got work experience with a games company, but I’m 100% sure if you got a placement for a week while you’re 14, its going to help you pursue a career later on in life, so all the procedures I’m going to run through with you are strongly advised taking some time to go through. Remember I’m going to be talking specifically about Legendary Games, so its up to you to interpret this and apply it to other companies within your regions.


This is probably this most important thing you need to remember. We’re a games company, we make games. We don’t want to take anyone on board who hasn’t taken 30 mins to play through our games. You may be the loveliest person in the world, but if you turn up on Monday morning at 10pm and we say ‘How did you find Year 0?’ and you reply with a elongated, ‘duuuuuhhhhhhh…’ You’re not going to make the best of impressions and we’re probably going to regret taking you on within the first 2 minutes. So, take the time to play our games. I receive applications from people who say ‘They are interested in the industry’ and ‘They’re willing to work as hard as they possibly can’… that’s all well being said, but I find myself constantly telling people ‘Play all our games and tell us what you think on our games forums before applying again.’ I’m still waiting for the day someone says on their application ‘I’ve played your games, and I’m very interested in what your company has to offer’ Instead of me having to tell them to go to our portal. Lets face it, if you were truly committed to becoming a games designer and wanted your foot in the door, you would have played our games before applying, and in your application you would state you have visited our web page. So, to highlight this rant like paragraph, just play our games before applying. It’s going to make you look like the ideal candidate we want. And we would love that.


We have a forum. Our forum supports all of our games and we have ongoing debates, discussions and bug reports on there. The forum is the central hub of community and its the place where you can all meet and talk. The forum is imperatively important to us as we learn so much from your convocations and your voice. If you’re applying for a placement with us and we look up your email on our forum database and see you are registered, and have had a few posts its going to make you stand out so much. You’ll blow all the other candidates out the way. This type of person is our ideal candidate and if anyone like this came along, I’d personally line up a whole selection of Legendary goodies for them just because they’ve done so well and earned they’re position within the company for a week. Just another thing to consider. (do it)


There’s nothing like getting on my laptop on a Monday morning and reviewing 5 fantastic, juicy CV’s from university students often making me jealous. That’s off the point, As I’ll be the one reviewing your application, its worth noting I love a CV and so does every other recruiter or employer. So even if you’re 14, and you haven’t gone through CV development yet in P.S.H.E its worth asking your parents or an adult the basis of making one. If you’re 14 and reading this without a CV, take a look online of how to make a CV. I know, your CV will have no experience and near to no grades but still, having a CV even if it lacks in content is still beneficially to yourself and me in many ways. One way to approach it is almost as if it were a personal statement, Use your writing skills to make yourself sound as awesome as you truly believe. Use big words and fancy statements. I want to know why you’re interested in becoming a games developer and why you’re better than everyone else. Don’t be scared to make yourself sound amazing, its something you have to deal with in life. Wait until you have your first job interview, you’ll be in for a fright. The reasons I want a CV aren’t of any interest to you, but its good for me to keep an easy, accessible record to every candidate who’s applied for a job, and the more colorful you make yours look, the more its going to increase your chances.


You’re probably young, and don’t have too much experience in artwork, game design or optimistically 3D Modeling, but if you do, show it off. Put together an online portfolio using wordpress, facebook or even a PDF showcasing some screenshots. A portfolios really going to help you stand out. If you’ve created a small little game created in scratch or Ren’py then send me a file. If you can show me you’ve created a game and have some knowledge of how a game is put together It’s going to impress me… a lot. I’m aware its not going to be as stunning as some of these university students I come across, and I expect that from a 14 year old secondary student, but if you’re really this games fanatic you describe yourself as then prove it, when I was younger, Before I even learnt how to use FrontPage properly I was teaching myself the likes of scratch and created around 5 games within a matter of months.

So there you go, just a little guidance for increasing your chances of getting a work experience placement with us. If you’ve made it this far then well done, as a matter of fact, you’re one of those people I’ve been talking about, showing motivation to read a big boring document on getting a job with us, so to prove how grateful I am, if you send me an application with the following code givemedatworkexperience¬†it may just help you in the long run.



Cold, stuffed and fatigue would be perhaps the 3 most reasonable and related words to sum up and conclude my 12 days holiday break for Christmas this year. It’s unbelievable to put together a mental list of all the things you want to do over the break, then the break through eureka moment with one day left when you realise you’ve probably achieved less than half of the goals you set out to do due to over intoxication of alcohol, or in my case gallons of fizzy drinks additionally relentless amounts of chocolate, meat and gassy… very gassy vegetables. With that aside, I couldn’t have asked for a more festive, relaxed and gaming fulled holiday break. Yes, I got my newly beloved family member, PS VITA Slim, which I’ve clocked probably around 60 hours on in the 10 days I’ve had the device. Being the sucker I am I fell for all the almost predictable 14 Year old reviews and bought myself the ‘have to’ buy game for the PS VITA, Killzone Mercenary. As many of you are aware the FPS has recieved continuous amounts of praise for its utilisation of features for the VITA, (nothing compared to tearaway) and yes I’ve got to admit some of the knife kills and assassinations are pretty cool, and the visuals are as expected very nice. I suspect I’m probably around 30 mins of game time away from completing the linear ‘story’ which has been quite fun, however, the game does feel quite sluggish when moving around on the X and Y axis but that’s probably more down to the small dual analogues and less the games fault, that being said, the maximum sensitivity for the axis is around half of how fast I would like it to be. Still, for ¬£15 its worth a buy. I mentioned Tearaway within a matter of words before and I would like a few more to explain the continuous amounts of love I share for this game and the amount of regret I have for completing it quite frankly as physically possible as I had done. Tearaway, to those who don’t know, is a cute, puzzle solving RPG which… well, take a read of wikipedia;

‘Tearaway is about a messenger on a mission to deliver a unique message to the player, referred to by characters in-game as “the You”.[5] At the beginning of the game players can choose whether to play as the male character, Iota, or the female, Atoi, and navigate through a world constructed from paper to deliver the message. The player uses of many of the Vita’s features to guide Iota or Atoi, and must battle with scraps, small enemies that try to prevent the delivery.’

And its true, it really is, I was blown away with the VITA’s features it had to offer in Tearaway. Screaming, blowing, photographing, drawing, poking, dragging, shaking, tilting, rotating, and controlling are all ways you use the VITA’s microphone, camera, controls and back & front touch screen to control your little rag doll paper figure around this lost paper world to deliver a message. It really is something special, funny and exceedingly cute, and to say I got it free with my bundle from good ‘ol amazon, I couldn’t be happier with the 5 hours of game play it blessed me with.

Featured image

So with my VITA aside, and another loved and welcoming greeting from the Legendary Team and myself, I hope you had a lovely, snowy and Merry Christmas wherever you come from. With my last blog post in mind, I’m still really excited to see where this year takes Legendary and as of next year, we may be working on a new project entirely which is very very exciting indeed. Stay tuned for more information and don’t forget to check out our games and other links!

Happy New Year!




2014 has been a brilliant year for us at Legendary Games. With my employment only kicking off at the start of October, I’ve already seen and witnessed a lot of progression within the company and heard all about the future of Legendary and what will happen to Tactics in the new year.

Tactics went into develop in the early months of this year, and with us already having access to all the assets we needed, units, scenery and sprites it was relatively straight forward to assemble the roots of the game, so I’ve been told. But as time turned a series of unfortunate events unfolded. If any of you have programming experience you’ll know that a slight change can have a domino affect on the rest of the code, and this was an ongoing issue.

With the games official release being only last week for Kindle platform, Adam, our lead tactics programmer was under a lot of pressure to get all the bugs we’ve had submitted from you guys ironed out. The game is now in a state where we are all happy with, people are actively using it, but there’s still a lot more to come in the new year. But what can you be expecting from us? Well, It would be my pleasure to give you a quick run down of what to expect in the early months of next year.

Camera changes

The cinematic camera in game has been a problem since day one. We’ve always loved and welcomed the idea of having a cinematic camera mode for the actions in game. These occur when you capture a harvester, go to a new base, log in, and engage in combat. Finding the right balance of camera pan, angle and speed of animations is very challenging. We’ve already made a lot of progress in this direction and its looking really promising and exciting. We should hopefully see the final content release relatively soon, which should make the camera a lot more easier to understand, especially when in combat.

Phone registering and refinement

With us stating Tactics is available on almost every mobile web browser, its very important for us to keep our word, and that’s what we intend to do. We know Tactics has the capability to run in browser on your tablet or phone, however we are seeing a few problems at the moment which is something our programmers are targeting in the new year. Currently the log in fields to Tactics on a mobile browser are very buggy, and it can sometimes take several minutes just to enter your details. Additionally, rendering in game is very faulty, some of the assets are invisible but are actually present. This issue is being targeted as well as a few other minor mobile problems in the new year.

Domination and player matching

Player matching… oh player matching. The joy. I’ve heard a relentless amounts of issues, complaints and problems with the playing matching and fairness system we have in place at the moment. We have changed the way our raid feature work and players get matched together several times… in an endless cycle. This ongoing issue will be fixed… or it least temporarily until the next problem pops up within the new year.

Friends Feature

Friends on Year 0 was a big feature, and we’re excited about implemented a feature like this into Tactics. We want you to have the ability to get allies and have a familiar face to help you out. If this were to go forward, we have a vision of all sorts of updates surrounding this content like invites, messages and aiding each other.

So, its been a very exciting for us all at Legendary Games, and Tactics has been a brilliant project which will still be ongoing within the next year. We are also looking into new game projects and we have a few in mind which we’re very excited about. That’s all for now, see you on the battlefield.