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Freeman: Guerrilla Warfare is now available DRM-free. Get it 20% off until April 4th, 1pm UTC.

Freeman: Guerrilla Warfare is set in a chaos filled world occupied by battling factions, bandits and warlords who seek to rule the world.

The game is about your career as a faction leader: Start with minimal assets, you need to make money, build an army, wage wars against other factions and eliminate your rival forces with thoughtful strategies and fine marksmanship and eventually conquer the world. The game provides a completely different shooter experience which strikes a balance between intense first-person action and general strategy.

Note: This game is currently in development. See the FAQ to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
Post edited April 04, 2019 by Litek
Was going to pull the trigger and nab this because it looks awesome, but then I went and read reviews and feedback for it. Seems more than a few folks in the fanbase have been growing disappointed with more recent builds: people saying the game seems to be losing features and getting worse in various ways (esp. comments on the AI and tactical/RTS part of the game) instead of getting better.

Will wait and follow its development for now. Hopefully the game will be brought back up to current players' expectations for the final release. Love the look and idea of it but some of the critiques i've read of recent builds sound like dealbreakers.
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Alexim: It seems like an interesting game to support, given also the presence of the developers.
I wanted to take this opportunity to ask if the game will always be kept on a par with the other versions, including the achievements if they were to add them on Steam.
Thank you :) Yes, we will do updates at the same time for Steam and GOG
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Swapware1: Discount didn't last long - less than a day its seemed, or was it a day and a half, oh well missed it for now
The discount was for 24 hours.
Post edited April 05, 2019 by tinakkgames
high rated
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Sculpy: Was going to pull the trigger and nab this because it looks awesome, but then I went and read reviews and feedback for it. Seems more than a few folks in the fanbase have been growing disappointed with more recent builds: people saying the game seems to be losing features and getting worse in various ways (esp. comments on the AI and tactical/RTS part of the game) instead of getting better.

Will wait and follow its development for now. Hopefully the game will be brought back up to current players' expectations for the final release. Love the look and idea of it but some of the critiques i've read of recent builds sound like dealbreakers.
In one of the announcements we explained, that it's not like we cut many features, we just didn't add them yet because we were remaking the game almost from the most beginning, rewriting many systems in order to improve the game, so new features will not conflict with old ones, and also to be able to add modding, because before it was impossible to do that. Some features we already back in previous versions, and more will be back in the next version.

Thank you, glad to hear that you like the idea :)
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tinakkgames: ;)

Thanks :)
If you have allies in the game you can ask your allies to fight with your enemies. It will make a big difference because usually AI factions are much stronger. Allies can also give you support in supplies. We will think more about possible missions to add to the game. You can call off-screen artillery. But drop via chopper no.
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squid830: Thanks for the quick response.

Definitely great news that arty is in. I guess air support (or chopper support) is out because we're supposed to be a small militia faction or something? I can get behind that. That and I understand that with all the stuff that you guys appear to have already implemented, you have to draw a line somewhere as release draws closer.

Follow-up question: Any chance of choppers/etc. coming in future patches? DLC? Possibly via mod support (yeah that's clutching at straws, since that would almost certainly require the mechanism to do it to be in the game, in which case you'd probably implement it properly...?)

On allies - sounds good so far. How does this work though? By which I mean - do they just give you troops which you can directly control like your own - or are they effectively under the control of an AI "commander"? If the latter can we still give the AI commander some "general" commands, or do they just "help you out" by fighting with you (with no control possible at all)? Personally, for allied factions, it would make sense to be able to coordinate to some degree, but at the same time it would also make sense for the player to have significantly less control over the allied troops (I know people complained about this aspect in M&B:warband, but IMO it makes sense).

Or is the ally stuff purely on the strategic side? i.e. you get them to attack a particular foe, but you have no control over how/when/where this happens, as it's entirely up to the allied AI? This approach also makes sense - but I hope it's still possible to "join in" a battle that's on-going (or alternatively, have your allies join in on your side part-way through a battle). I loved doing that in M&B - joint sieges and the like were pretty cool.
We are not sure what to do with choppers atm. It may come back in the future.
Allies will sometimes send you their own troops as a gift, so you can use them in a battle just like your own squads. They can also join your side during battles if they were near. On the strategic side, yes it is totally up to them what they will do next.
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squid830: Thanks for the quick response.

Definitely great news that arty is in. I guess air support (or chopper support) is out because we're supposed to be a small militia faction or something? I can get behind that. That and I understand that with all the stuff that you guys appear to have already implemented, you have to draw a line somewhere as release draws closer.

Follow-up question: Any chance of choppers/etc. coming in future patches? DLC? Possibly via mod support (yeah that's clutching at straws, since that would almost certainly require the mechanism to do it to be in the game, in which case you'd probably implement it properly...?)

On allies - sounds good so far. How does this work though? By which I mean - do they just give you troops which you can directly control like your own - or are they effectively under the control of an AI "commander"? If the latter can we still give the AI commander some "general" commands, or do they just "help you out" by fighting with you (with no control possible at all)? Personally, for allied factions, it would make sense to be able to coordinate to some degree, but at the same time it would also make sense for the player to have significantly less control over the allied troops (I know people complained about this aspect in M&B:warband, but IMO it makes sense).

Or is the ally stuff purely on the strategic side? i.e. you get them to attack a particular foe, but you have no control over how/when/where this happens, as it's entirely up to the allied AI? This approach also makes sense - but I hope it's still possible to "join in" a battle that's on-going (or alternatively, have your allies join in on your side part-way through a battle). I loved doing that in M&B - joint sieges and the like were pretty cool.
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tinakkgames: We are not sure what to do with choppers atm. It may come back in the future.
Allies will sometimes send you their own troops as a gift, so you can use them in a battle just like your own squads. They can also join your side during battles if they were near. On the strategic side, yes it is totally up to them what they will do next.
Cheers once again for the responses.

Strategy and tactics with respect to allies sounds sort of like I would have expected - but I guess I'll see it when I try it later down the track (which is definitely looking likely at the moment).

Damn I won't be able to do my Arnie voice when we're surrounded: "GET TO DA CHOPPA!" because there's no chopper. Seriously though it's more of a value-add rather than a must-have - but definitely encouraging that you guys are still thinking about them.

Will definitely keep a very close eye on this game.
Sounds interesting, I'll keep an eye on this one.
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squid830: Will definitely keep a very close eye on this game.
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NovusBogus: Sounds interesting, I'll keep an eye on this one.
Glad to hear that <3
Post edited April 08, 2019 by tinakkgames
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Ixamyakxim: So no work today and I really didn't have anything else going on this afternoon... and I decided to fire this up. Some quick and dirty early impressions...

Performance - turn on VSync and at least on my computer (i5, Win 7, 1060 playing at 1080p) I don't even get my GPU humming on the early maps. So far it's only like 15 - 20 guys involved but it runs nice and smooth. It's pretty too. I've fought on mostly open hill lands and your little guys look neat moving about.

It's actually kinda unnerving (in a good way) when you engage in first contact. All of a sudden you hear a few rifle cracks and you're not sure where it's coming from. Sort of survey the grounds and (you're moving with your guys, right?) watch which way your dudes are engaging and you can start to get a bead on advancing troops. It's kind of cool to watch your little guys move along the terrain as well - they'll crouch and move up hills and sort of stick to cover. It looks "realistic" without requiring a ton of micromanagement.

The game definately tosses you in the deep end. You sort of don't have anything to go by except the keystrokes menu. If you've played Mount and Blade you sort of get the idea of what to do first and what NOT to do (DON'T attack 25 guys with your 6, idiot!).

Some nice stats to dump points into off the bat, again reminiscent of Mount and Blade. Core stats that give you a boost and that allow you to advance secondary stats beyond "walls" of weak core stats. Stuff that lets you heal your guys quicker, have more guys, loot more gear, move along the map faster, etc.

Cons are 1) you sort of don't get any direction at the start. Again, if you've played Mount and Blade you "get" this, but if you haven't it might be frustrating.

2) You can't really pan around the map. You might get a quest to deliver something to X, but not have an idea where X is. So maybe you're meant to sort of find your footing first and get an idea of where stuff is, but I wouldn't mind being able to move that main world map around a bit more.

Also, looks like Save Anywhere. INCLUDING "in mission." I haven't used the "In realtime shooting mission" save yet so I can't speak to whether or not it saves RIGHT THEN AND THERE or just at a beginning of mission checkpoint, but you can absolutely do some sort of save in combat.

And devs - pet peeve of mine - let me name my saves! I'd love this as a feature if you can swing it. Anyway, looking forward to putting in a solid night of this one later today.
You should add this as a review, it was very helpful in getting an honest look at the gameplay. Colour me interested.
Post edited April 08, 2019 by Fortuk