Hersir: Glory Chasers
# Hersir: Glory Chasers
**Hersir** — Old Norse for the chieftain of a warband. A top-down real-time
tactics game where you command a single hero, and your army does the rest:
it swarms, forms ranks, seeks the enemy, and fights on its own.
You don't micro individual soldiers. You move your hero — and the whole army
moves with you. Push forward to charge, pull back to bait, circle around to
flank. **Rally, grow, clash, decapitate — one match, 5 to 10 minutes.**
## Play
- **The commander IS the order.** No box-select, no unit groups. Your
positioning is the tactic — spacing, engage range, when to press and when
to retreat.
- **A war-host you can see grow.** Every recruit arrives as a full squad.
Your numbers, your formation depth, your unlocked unit types — all of it
reads at a glance.
- **Risk vs. develop.** Farm neutral camps for steady gold, challenge elite
camps to unlock the Griffin and the Ballista, contest the central mercenary
camp, or just go hunt the enemy army. Every path shifts the tempo.
- **Break the army, then take the head.** Your commander takes far less damage
while guarded — so open the enemy's line first, then focus the kill.
## Modes
- **Single-player vs. AI**, three difficulties. The AI's economy, decisions,
and aggression scale with difficulty — not by cheating unit stats.
- **Authoritative multiplayer.** Single-player PvE and online play share the
exact same deterministic simulation. 1v1 PvP, private room codes,
spectating, and bots that fill empty seats.
## Under the hood
- **Server-authoritative, deterministic core.** Same seed + same command log →
bit-identical result. Single-player runs a local authority; multiplayer swaps
in a remote one — the presentation layer never changes.
- **Runs offline, self-hostable.** PvE needs no server; a headless dedicated
server ships for those who want to host their own.
Built in Godot 4.6. Made for SKG Jam 2026. Art from CC0 sources (Kenney).
# Hersir: Glory Chasers(統帥)
**Hersir** —— 古北歐語,氏族戰團的首領。一款俯視角即時戰術遊戲:
你只操控一名英雄統帥,其餘交給軍隊 —— 它們像蜂群般自動跟隨、列陣、
索敵、作戰。
你不逐一微操士兵。你移動英雄,整支軍隊隨之進退:向前壓制形成衝鋒,
後撤拉扯敵軍,繞行製造包抄。**集結、發育、會戰、斬首 —— 一局 5~10 分鐘定勝負。**
## 玩法
- **統帥即軍令**:不框選、不編隊。走位本身就是戰術 —— 交戰距離、進退時機。
- **看得見的軍勢成長**:每次招募都是「一整隊」。兵力、陣型厚度、解鎖兵種,
一眼可辨。
- **發育與決戰的取捨**:清普通營地穩定發育、打精英營地解鎖獅鷲與弩砲、
爭奪中央傭兵,或直接尋敵決戰。每條路都改變雙方節奏。
- **先破軍,再斬將**:統帥有護衛時大幅減傷 —— 先打開敵方陣線,再集中斬首。
## 模式
- **單機對 AI**,三種難度。AI 的經濟、決策與進攻壓力隨難度變化,
而非偷改兵種數值。
- **權威式多人**:單機 PvE 與線上對戰共用同一套決定性模擬。
1v1 PvP、私人房碼、觀戰、真人不足由 bot 補位。
## 技術亮點
- **server-authoritative 決定性核心**:同 seed + 同 command log → 位元一致的結果。
單機跑本機 authority,多人換遠端 authority,畫面層完全不重寫。
- **可離線、可自架**:PvE 不需伺服器;另附 headless 專用伺服器供自架。
Godot 4.6 開發。SKG Jam 2026 參賽作。素材採 CC0(Kenney)。
| Updated | 6 days ago |
| Published | 12 days ago |
| Status | In development |
| Platforms | HTML5, Windows, Linux |
| Author | chimerakang |
| Genre | Strategy |
| Content | No generative AI was used |
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