Splash DamageBlogSplash Damage's Newest Game is RAD Soldiers!

Splash Damage Blog

Splash Damage's Newest Game is RAD Soldiers!

We’re delighted to be announcing our latest game today – RAD Soldiers. RAD Soldiers is Splash Damage's very first mobile title and we’re pretty excited about it. It's a turn-based, multi-class tactics game, bringing a few of the classic Splash Damage gameplay elements to a new platform and it’s, of course, all about multiplayer. Think of it as "Guns With Friends". Best of all, it’s going to be free. Freeeeee. Designed by Splash Damage, published by Warchest, and operated by Fireteam, and is the first title developed by our now-complete family of companies.

To wet your appetite a little, we’ve put together a teaser trailer showing, which we highly recommend you watch as soon as humanly possible. If you want even more, have a look at the mini-site over at WarChest and the official press release.

Related, with our new unified player accounts, now’s the time to reserve your nickname if you haven’t done so already. We can’t wait to tell you more about RAD Soldiers in the coming weeks!

56 Comments

I'm looking forward to this! Should be good fun!
Posted on 19 April, 2012 - 12:10
Cool stuff although I don't have any Apple stuff
Posted on 19 April, 2012 - 12:28
Cool stuff although I don't have any Apple stuff
Posted on 19 April, 2012 - 13:26
This is going to be right up my alley, I love tactics games! I'm really looking forward to playing it.
Posted on 19 April, 2012 - 13:36
Congrats on getting into this arena. Too bad I won't be able to try it.
Posted on 19 April, 2012 - 14:51
Congrats! I hope this is a title you all really wanted to work on considering its outside your usual operating space. Like others I will be sitting this one out because I dont and probably never will own anything running iOS.
Posted on 19 April, 2012 - 15:06
Any chance of an Android release in the future?
Posted on 19 April, 2012 - 15:15
I like what I see. You may continue. Seriously, this is great news! Cannot wait to get my hands on it. Good job guys.
Posted on 19 April, 2012 - 15:15
Congrats! I hope this is a title you all really wanted to work on considering its outside your usual operating space. Like others I will be sitting this one out because I dont and probably never will own anything running iOS.
While everyone working on RAD Soldiers is definitely stoked to be a part of it, not everyone at SD is working on this project... http://www.gamasutra.com/view/news/168760/Brink_developers_next_moves_Freetoplay_publishing_backend_support.php
Posted on 19 April, 2012 - 15:37
Bah, now I need to get an iPad...
Posted on 19 April, 2012 - 16:18
I like many others in here wish this was being made for Android too
Posted on 19 April, 2012 - 16:29
While everyone working on RAD Soldiers is definitely stoked to be a part of it, not everyone at SD is working on this project... http://www.gamasutra.com/view/news/168760/Brink_developers_next_moves_Freetoplay_publishing_backend_support.php
This is what a lot of us forum goers suggested you guys should be shooting for a long time ago. Able to be as 100% in control of your product as possible. Make what you want, when you want, how you want, etc. I didn't mean to imply that you only have one team or only work on a single game type though. Hats off to you guys. I hope this is as lucrative financially, professionally, and personally as I envision it being! If it was on Droid I would definitely check it out.
Posted on 19 April, 2012 - 17:16
If not for Android will there be an online version thru a website instead? Not everyone use an Apple product (Zombies).
Posted on 19 April, 2012 - 18:04
This is looking promising :)
Posted on 19 April, 2012 - 18:12
please be a universal app, please be a universal app
Posted on 19 April, 2012 - 18:26
I'm sure it's coming to Android but I'll suffer with it on my ipod touch (and shhhh work phone) until then. Game looks great. Free is great too. Concept is intriguing and unique. In short I want to try it out. Just be sure that the follow up is there because I imagine mobile, free mobile, games don't get much of a window to shine before people move on. I hope the game is ad supported and a premium version can remove the ads. Not so sure on in-app purchases unless you're doing hats.
Posted on 19 April, 2012 - 18:33
That flying thing just humped the dream. Seriously, SD, what the ****.
Posted on 19 April, 2012 - 19:03
RAD Soldiers Teaser Trailer - iPad iPhone iPod Touch [video=youtube;G0VYvAO0is0]http://www.youtube.com/watch?v=G0VYvAO0is0[/video]
Posted on 19 April, 2012 - 20:20
Cool stuff although I don't have any Apple stuff
Posted on 19 April, 2012 - 20:30
don't have or desire any iStuff
Posted on 19 April, 2012 - 21:16
That flying thing just humped the dream. Seriously, SD, what the ****.
It was good to see some SD humour and personality again.
Posted on 19 April, 2012 - 22:53
Can't Wait! This looks like a lot of fun
Posted on 19 April, 2012 - 23:50
Neat. Glad to see what's been going on around these parts! Looks fun.
Posted on 19 April, 2012 - 23:59
Some days ago i started to think in an IPad 2...
Posted on 20 April, 2012 - 00:27
tbh i dont play these stuffs ...Pc games only
Posted on 20 April, 2012 - 00:52
Really looking forward! Hope this game won't rely on IAP too much.
Posted on 20 April, 2012 - 12:22
At the moment were concentrating all our efforts to produce a compelling iOS experience. But yes, we thought about bringing this game to PC. How, exactly, we will see in the future. Stay tuned,
- SD - RPS
Posted on 20 April, 2012 - 14:41
I simply cannot afford any iToys since I don't have enough iBucks to blow on them, but it's an interesting platform and a good idea.....
Posted on 20 April, 2012 - 16:11
My iPad is ready and waiting :)
Posted on 20 April, 2012 - 19:59
iPAd One can run it?
Posted on 21 April, 2012 - 21:31
nice review http://www.gamasutra.com/view/news/168795/Splash_Damage_chooses_art_over_exploitation_with_F2P_Rad_Soldiers.php
Thanks for the link, is indeed a good read and opens up a bit more info on RAD Soldiers. I'm looking forward to it and again have to say how flipping nice it is to hear SD talk about fun and a good gaming experience rather than specific features. As someone that enjoys the easy come and go of Draw Something the idea of dropping in and out of several games is very appealing. I just hope an Android port isn't too far behind (I thought Unity made this a lot easier?) as that's my mobile platform of choice and I have a lovely 10" tablet here waiting to soak up those graphics and be abused by my fat fingers.
Posted on 21 April, 2012 - 22:02
nice review http://www.gamasutra.com/view/news/168795/Splash_Damage_chooses_art_over_exploitation_with_F2P_Rad_Soldiers.php
"Rad Soldiers is aimed as the mid-core, casual gamer, according to the team -- "a casual game for hardcore gamers" -- and will be available sometime in June." Mid-core defines the target audience for Brink really well, and I think that making it turn-based removes a lot of the areas that players are likely to complain about (Random bullet spread..advanced movement.) Smart move, in my opinion. I also think that asynchronous play will be great. I will definitely play this if it gets a PC version.
Posted on 22 April, 2012 - 04:10
Thts one heck of a trailer! What about its appearance into the Mac App Store? With the quality of graphics, I suppose the iDevice 4th gen & above will be the compatibility thing, hunh?
Posted on 22 April, 2012 - 14:02
I just hope an Android port isn't too far behind (I thought Unity made this a lot easier?) as that's my mobile platform of choice and I have a lovely 10" tablet here waiting to soak up those graphics and be abused by my fat fingers.
Whilst Unity certainly makes it a lot easier to port to Android, that platform does have some unique challenges of its own!
Posted on 22 April, 2012 - 14:23
Whilst Unity certainly makes it a lot easier to port to Android, that platform does have some unique challenges of its own!
I can imagine the hardware and OS differences brings in a big swath of compatibility issues. For that I agree, an iDoobry launch should allow you to focus on a bigger market with less support issues. I just hope Android isn't far behind even if you stagger that launch by adding compatibility (of course I need Galaxy Nexus support from day 1 :) ) as you go along. Also hope you do include ads on the free version of the game to drive yourselves some revenue outside of content. Something simple like at the game select screen where people will be in and out frequently and online, yet not in your way (I'm looking at you Angry Birds Space!). Then a premium version for 99c could remove the ads and give a little content at the same time. Anyone know what an ad impression roughly earns? How many games would someone need to play to earn the equivalent of a 99c sale?
Posted on 22 April, 2012 - 14:48
Mid-core defines the target audience for Brink really well.
If the entire audience would be the chocolate egg and the hardcore would be the surprise then Brink's audience would indeed be what's in between.
Posted on 22 April, 2012 - 18:09
Starting to want to buy an Iphone, even tho my Nokia smartphone is 4 months old.. :D
Posted on 22 April, 2012 - 18:09
Make an Android port and we'll be all over it. My HTC Desire is ready and waiting...
Posted on 22 April, 2012 - 18:31
Cool. I was saying a few months ago how well Frozen Synapse would work on mobile devices. Someone heard me :tongue: I don't do iReligion though.
Posted on 24 April, 2012 - 09:40
RAD Soldiers also has a plethora of weapons and items in store, like pistols, machine guns and grenades, which can be gained or upgraded in the game,for more information regarding it, please check here http://www.dotmmo.com/rad-soldiers-9173.html
Posted on 25 April, 2012 - 02:41
As much as I'd love to see an Android version popping up (hell, I traded my iPhone 4 for a Galaxy Nexus), I can fully understand developers being a bit turned off by the whole "support for a buttload of Android devices". I'm definitely game for a PC version though! Preferably in-browser! wink wink, nudge nudge.
Posted on 25 April, 2012 - 09:19
If it catches on, can we see a 3DS version?
Posted on 26 April, 2012 - 09:03
If it catches on, can we see a 3DS version?
An eShop release would be interesting indeed.
Posted on 26 April, 2012 - 09:08
All my mates with smartphones are really excited for this. All Android users though.
Posted on 29 April, 2012 - 00:07
Looking great!! Hope you guys are planning on releasing an android version on the future. :)
Posted on 29 April, 2012 - 01:44
Awesome. :)
Posted on 10 May, 2012 - 21:45
Was looking forward to this and happy to support SD with my wallet, but I'll not be purchasing Apple products any time soon. Please let me know when this is released on Android and I'll be jumping on it.
Posted on 11 May, 2012 - 03:01
I can fully understand developers being a bit turned off by the whole "support for a buttload of Android devices".
Its not actually that difficult to develop for Android you just have to get used to scaling. *says the Android developer writing this on his Samsung tab*
Posted on 9 June, 2012 - 12:14
[QUOTE=Metal-Geo;398615]As much as I'd love to see an Android version popping up (hell, I traded my iPhone 4 for a Galaxy Nexus), I can fully understand developers being a bit turned off by the whole "support for a buttload of Android devices". I'm definitely game for a PC version though! Preferably in-browser! wink wink, nudge nudge.
Its not actually that difficult to develop for Android you just have to get used to scaling. *says the Android developer writing this on his Samsung tab* Yes, the primary reason many games are released only for iOS, or at least primarily for iOS, with the Android version often developed as an afterthought, is not the difficulty of device scaling and support (though Chair did mention that as one of the reasons for not porting the Infinity Blade franchise), but the fact that games on Android turn a very, very low profit for their developers, either from initial sales, or (as might be the case with RAD Soldiers) from IAP and freemium sales. There is a large number of examples, but the case of Battleheart might be one of the most telling: Mika of mikamobile reported late last year that less than 5% of all his profits (not only total, but from monthly reports as well) come from Android sales, with the iOS version accounting for the other 95%. That is a monumental imbalance. As a result of similar sales figures, other devs have advised the mobile development community to only consider Android ports if they had little else to spend their time on, or a surplus of funds, as the profits might not even cover the cost of the port. Devs with proper tracking tools installed in their games have also reported a staggering piracy rate for Android, as compared to iOS. To me, this says nothing of any kind of advantages or disadvantages of either platform (piracing games for iOS is stupidly easy as well, it just does not seem to occur one fourth as often as on Android), but rather details the dissimilarities in focus of the user bases. Research has shown for years now that iOS users are considerably more willing to spend money on apps, and even more so on games, while Android users seem to find other (perhaps, in some cases, more productive ;) ) uses for their phones. So I understand if WarChest and Splash Damage choose not to even consider an Android port (or for browsers and Window phones), given the low likelyhood of a viable return on investment. But I really, really hope they do regardless, to offer the non-iOS world what might just turn out to be one of the best async experiences for any device, and enrichen the user base with just so many more opponents to engage in colorful, humoristic, and above all, rad battle ;)
Posted on 13 June, 2012 - 19:01
If you're referring to this then I think you're being a little selective in your quoting and the picture you're painting. To the point he specifically says that it's worthwhile: [INDENT]
Still, despite those disclaimers, Battleheart for Android has become a meaningful source of revenue, and has proven that the platform isn't a waste of time. In fact, I'd go as far as to say that a polished, high quality product is more likely to be embraced on Android than on iOS because the quality bar on the android market is so pathetically low.
[/INDENT] As for the sheer size of the iOS market, well I'll point your to the unemployment line of all the developers who went running off to the super popular console market only to find that lacklustre products or sheer bad luck didn't assure them of riches aplenty. Lesson to be learned? Well getting the right product out there and marketing it properly and continually. Piracy? I'll forgo the ten page rant and just say that without the ability to equate piracy to lost sales the argument is moot. Infinitely so when the app is free and driven by IAP. I understand SD wanting to focus on a single platform for initial release, it makes sense and makes sense to pick the platform with a solid hardware base and largest market. I wouldn't understand the Android port not following soon after unless the game tanked so bad that they declare it a loss. For this type of game, getting it on as many platforms to build as big a audience as possible has to be the objective. I'll leave SD to decide if IAP is really the best way to see the ROI.
Posted on 13 June, 2012 - 20:01
If you're referring to this
No. But I'm glad to see mika's Android revenue stream has grown, and that he now considers the Android port worthwhile. It bodes well for Android's continued appeal for developers. Thanks fer the link. But yes, I guessed someone would go to lengths to discredit my post :) Ah, the twisted mazes a rampant lust for polemic might lead the argumentative forumite into :wink: Luckily, I believe you. But unfortunately, neither mine nor your perspective matter (and you'd probably find them more closely related than you might think, me being an Android proponent, in particular of seeing high-quality game releases for the platform), as long as devs exhibit an understandable reluctancy to develop for Android. And this is ALL my post discusses. Not truth, not underlying reasons, not the strengths of Android or iOS, and not the true effects of piracy, but some simple but often cited reasons why devs are reluctant to develop for Android, and how the established fact that most games for Android turn less profit than on iOS (which I doubt anyone would even try to refute as a general principle) and reports of higher piracy numbers (reports, not extremely thoroughly conducted research on what actual effect this piracy has on sales) makes this reluctancy understandable, even if it might be based on partially or wholly erroneous reasons. Your ten page piracy rant (which might very well reflect reality to perfection, for all I know) might perhaps do some good if you managed to convince large parts of the mobile development community/ies of the irrefutability of your claims, since a great number of game developers are reluctant to develop for platforms with greater piracy rates. It is sometimes considered one of the driving forces of platform shifts throughout gaming history, and is one of the oft-cited primary reasons console development quickly garnered an appeal early in the history of games for personal devices. And while piracy of IAP is, luckily, less established than whole-app copying, it does, unfortunately occur. And is therefore another deterrent to development on a particularly piracy-reputed platform, regardless of the actual economic effects of those acts of piracy. (You might also find the idea that piracy does not equal lost sales hard to defend, regardless of its popularity as defense of platforms particularly affected. It is quite well established and recurring in debates regarding piracy, but also often considered to be a route response, with a very tenuous theoretical framework. The curious thing about internet and forum polemics is that when a point of view serves a popular purpose, and promises to demolish a previously accepted but unpopular principle, it is often embraced without any empirical, logical or practical verification. And unlike the piracy of music, games piracy has seen very little empirical research. Here's an example of an opposing viewpoint:
The notion that piracy does not equate to lost sales is just as erroneous. "Piracy might result in an eventual purchase of a game, but in the meantime it means a financial loss for the developer," Purewal said. "Sadly developers are not gamer banks, willing to effectively loan gamers money until we decide we like them enough to pay them."
From this article.) (As for getting the right product and marketing it properly being the lesson to be learned, I really wish market, customer and situational analysis was that simple. But the choice of market IS part of the marketing, and of creating the right product. This is a very basic tenet of market research and product targeting, important enough that most of us in this field of work learn it either during our first few months of studies, or very, very quickly while on the job). As you might see from reading my post (or possibly reading it again), I make no value judgements regarding the two different platforms, and I don't comment on the effect of reports of wide-spread Android piracy, beyond the significant fact that it acts as another barrier for Android development, be it practical, emotional, psychological or completely bonkers. I also make no claims regarding the size of the iOS market, beyond that iOS users are considered, in both research and developer practice, to be far more willing to spend money on applications and games. This point I do believe, but again, it doesn't really matter if developers believe it. It becomes another barrier to and deterrent from Android development. The only irrefutable truth (as long as we don't stray into pluralist or subjectivism theory) is that there are developers who voice concerns over venturing into Android development, and that the lack of profitability and piracy rates have been mentioned as significant reasons. Defending the Android platform or refuting such reasons do little good, unless you can actually spread your sentiments to the actual developers. In which case it might do a massive amount of good, and I'll back you up every step of the way :wink: But most importantly, I end my post saying that while I can understand IF Splash Damage and WarChest are reluctant for these common reasons (which I hope they are not), I still hope they port the game with great passion, and enrichen Android gaming as a result :)
Posted on 14 June, 2012 - 01:09
The Free-to-play model takes another turn, and looks like for the better. Nice to read about SD's plans and thoughts on FireTeam, despite the slightly over-hyped approach...and a great trailer! I also liked the sideways slap at A@#$*on: "If you ever want to tell the difference between a developer who is making a game to money-grab, versus a developer who is doing something for their fans, look for whether content updates include content for their existing fanbase, rather than simply to acquire new users," he (Wedgwood) notes. hehehe :o Good luck, SD!
Posted on 30 June, 2012 - 01:26
I really want this game to be available to play in android. I have spent a lot money for this game. Unfortunately, my iphone was dead and I decided to change to use Samsung instead. So now I'm suffering from have not play this game for about a month:( It would be so great if I can play in android.
Posted on 25 February, 2014 - 05:23
Can u add blutooth game too? It is very good that we can play it via blutooth too thx
Posted on 25 February, 2014 - 11:52
@ CHOONG Why don't you play it on chrome?
Posted on 25 February, 2014 - 17:00