Working with Unity has been a great experience, and the initial learning curve has not been as bad as I thought it might. I am not much of a blogger, but I have continued to stay focused on getting Shattered Throne finished. It is looking great (I have a handful of display items I want to clean up before posting any images).
This weekend I checked in my 400th revision to the source code. The campaign is fully written and I have had a few good friends that have provided some valuable early testing feedback. As preparation for this last test release, I added in the ability to submit player feedback and collect game stats to a server. Getting feedback can be difficult, so it is always important to make it as easy as possible.
This experience showed me that adding server calls to a Unity game was painless. As such, a couple weeks ago I ventured into a new area with hesitant steps, adding Async online multiplayer to Shattered Throne. I have been very hesitant because this means supporting a server (I am one person with a full time job, game programming is just a hobby) and also because of horror stories such as this: http://www.theverge.com/2012/12/4/3727240/battle-dungeon-ios-game-pulled-piracy
I have the goal of submitting Shattered Throne into Steam Greenlight, and I know one of the first questions I will receive, "Can we play this against other players online?" It is a very valid question for a Strategy Game. As of right now, the answer is yes, it is possible to play Shattered Throne against other players via Async Online games.
The current near future plan right now is to put the finishing touches on the multiplayer aspect, fix issues brought up by current play test reports, and then it will be time to expand the play testing. If you have any interest in playtesting (PC, Mac, or Linux) please drop me a line: checkmarkgames [at] gmail [dot] com