About

In the summer of 2013...
a young man made a custom map for the board game Risk with its own set of custom rules.  Basically, he made a Risk mod.
Over the course of multiple weekends spread throughout the following two years, 'Mega-Risk' (as the game was called) parties took place, in which a group of geeky teens gathered together for 24 hours of board game politics, music, and pizza.

Then Spencer went to college.  It suddenly dawned on the group that they were approaching adulthood and would soon find themselves, as any group of high school friends, strewn across the country like dice on a D&D board.
Late one night, during a Risk party in December, 2012, someone mentioned that the group should try to make a digital, online version of Mega-Risk so that they could continue to play together after they had all drifted away from their hometown of Bellingham.
"It'll be easy!", a certain glasses-wearing member of the group said, "After all, it's just numbers!"
A month later, Shmid, the always-free game design enthusiast, began work on the digital version of Mega-Risk with the help of Con Mon, a guy who had moved from the cool forests of North Washington to the scorching deserts of Nevada.  Together, the two of them learned the mystical ways of Unreal Engine 4, determined to finish their project.

And that is how Mega-Risk began.


Mega-Risk (working title) is will be an open-source(?), online strategy game heavily based on the classic board game Risk.  The game features all of the good old Risk mechanics and gameplay you know, as well as some new stuff and a few tweaks to make the game more balanced.

The main additions to the game are:

  • 'Special' territories that do things when you capture or hold them
  • Inter-turn events that randomly help or hinder people
  • Custom maps and gamemodes
  • Literally hundreds more territories
  • Cards that do things (reinforcement cards, buff cards, invincibility cards, etc)
  • Whirlpools of death
  • Beautiful Unreal Engine 4 graphics
There will be much more than that, but these are the main points of the game

I (Shmid) maintain the blog itself(although I've invited any other devs to post stuff) and update it whenever a substantial amount of progress is made, or a substantial amount of time passes without any progress.  Although I'd like to be able to update more frequently, it appears that as of right now I'm getting an average of a post a month.

We've also got a Trello board if you want to track our progress!

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