Last Update: 11/8/07

iKonquest

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iKonquest is a simple turn-based strategy multiplayer game of galactic conquest. The object is to conquer the entire (2 dimensional) galaxy. Each planet produces a fixed number of ships every turn. The game currently can only be played with other players. No AI has been programmed yet. It's a simple game similar to risk without the border restrictions.

The original game was created by Rick Raddatz in 1987. A second game for the K desktop environment called Konquest was developed initially prior to 1999? by Russell Steffen. Much of the concept was borrowed from the Konquest source repository.
Platform(s):      
Publisher: None/Unknown

Latest Updates

Apr 30, 07
Update: by Paul Warren
The game is ready to play. I've taken off the "in-development" tag. What I need now is feedback. Feedback of all kinds; positive, negative, authoritative, native, ... I also need a growing player base. This may come with time. But if YOU join, that will help my cause :)

Apr 22, 07
Update: by Paul Warren
The 0.10 Beta is out. After almost four months, iKonquest is almost ready for it's first RC version... a version ready for testing that could become version 1. The gold. The final. The completed version. But for now, it's a PR (Preview Release). A few things are missing but it is now ready for use.

What has changed between versions 0.9 and 0.10 ?

  • Create game has been changed where you can now create your own board layout. I found that the random generator rarely made a good playable map. I've even put in a few templates that can be loaded.
  • I've added a FAQ page for anyone who has questions.

  • A huge overhaul to make the game rely very little on JavaScript / Ajax. Not only that but it's not required to run the game. It only adds features that don't require reloading of a page for every action.
  • News. While I did add it to the 0.9 version, it was as a quick fix to bypass the normal procedure. It was originally made for version 0.10.
  • Visual accessibility. Should anyone have a hard time seeing the site, I've taken some extra steps to improve the site for them. One being the site is scalable. Before things like images were set to a fixed width etc. Now the site can be resized and every aspect is maintained. Second, for those with various colour disabilities, I've updated the player pictures to help differentiate between them. I do believe this is the only part that might be hard to tell the difference in pictures so I've made them also into unique shapes for each player.
  • I've rearranged the menu's a bit to help things fit better.
  • Also with the bugs link, it was a quick addition to version 0.9 but it was originally added to 0.10. I wanted a way for people to start posting bugs right away instead of waiting for when 0.10 was ready.
  • I removed the "players wanted: 0" links from all games that are waiting.
  • Fixed a ' turning into \' bug.
  • fixed an ..unknown.. nickname bug when the user doesn't have a nickname set in their profile.
  • Screenshots

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    iKonquest News Feed

    iKonquest is now at a stage that is completely playable. The heavy JavaScript is now only a supporting bit of code. The site also now helps those with some visual impairments to see the game details easily (i.e. colour blindness). All portions are ready for a true beta test, almost a Release Candida ...

    I would like to thank all who have been trying out iKonquest up to now. A special thanks to Robert Rasche, the owner over at Konquest. Together, we have shared ideas and are looking for further partnership in developing new features for our games. First would be to meet at a common ground to incorpo ...

    iKonquest is now looking to be a team development. Check out the post on the GameDev.net Forums See if you would like to contribute and let me know. ...

    Well the once-every-two-weeks update was a little too much. Real life can get in the way too much. Much of the work this time was focused on either various small updates or the pregame work. As part of the pregame development, it secured one of the features of the new iKonquest 2.0. Teams. Teams h ...

    News has finally arrived to iKonquest. Now if I want to update people on what I've been doing, I can do so directly on the site. Although to actually see the news link, it will have to wait until after this version goes live. While I mentioned that, I should explain what I mean by live. Essential ...

    I need your help. I can only have so many computers with different setups. I also only have one brain which thinks in it's own way. This is why most game developers require beta testers as they can only break things the way they know how. This is also a good time to point out the test site. test ...

    So the time has come that I need to promote iKonquest. I would have done it sooner but I wasn't totally pleased with that version. I won't nearly be successful as if everyone who likes the game, or it's potential, promotes it. Currently, the game has two profiles on the net. One listed on Great Gam ...

    After about 5 months of development now, the game is ready for people to start playing. In an effort to get the ball rolling, I am ready to collect emails of those interested in playing once there are enough people. Head on to www.ikonquest.com and fill out the form. I will contact you when we have ...

    Over at test.ikonquest.com is a preview of what version 0.10 Beta will look like. After three and a half months, iKonquest is almost ready for it's first RC version... a version ready for testing that could become version 1. The gold. The final. The completed version. But for now, it's a PR (Preview ...

    You may see me (antihero) playing the odd game around the site. I may or maynot actually be playing. I find bugfixing and upgrades to take the majority of my time on the site and I usually play games to actually test them. It's I want the site to grow and flourish, but I can't have bugs freely livin ...

    Play iKonquest

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    Features

    1. Custom grid size. The original 2 games were on a square 16x16 grid. This grid is customizable from as small as 3x3 to 16x16.
    2. Hexboard. While the original 2 games were on a square grid, the more prominent feature is the hexagon grid. The gameplay on Konquest still had a hexagon feel as calculations were made to see the actual distance between two planets, the hexagon grid shows this distance much more easily. It still has a measuring device for those long distances :).
    3. Sametime attacks. Konquest didn't have true sametime attacks. When two fleets arrived at the same time, the first fleet would attack until a victor was chosen, then the second fleet would attack, if fleets were also enemies, the second fleet would get the advantage. Sametime attacks will have all fleets that are enemies to each other attack at the same time to achieve a fairer result.
    4. Ineternet Play. One of the main reasons for iKonquest being developed was to allow for multiplayer on different computers instead of a "hotseat" style of multiplayer. Players can play games that have one turn per day, or they can force a "premature" turn by everyone agreeing. This style of play also allows the pace to be controlled completely by the players (unless they take too long and the game forces a new turn).

    System Requirements

    A browser, preferably Firefox.

    It also works with IE7 and even version 6.

    I've done a bit of testing for Konqueror and other KHTML based browsers. The only noticeable bug is that everything is larger than what is should be.