PAX AUS Indie Showcase 2025 – Conquest for the Capital

PAX AUS Indie Showcase 2025 – Conquest for the Capital

The PAX AUS Indie Showcase is a chance to see some of the best new and upcoming titles from the ANZ digital and tabletop development scene, with past winners including such celebrated games as Hollow Knight, Unpacking, Copycat, Yum Cha, Kingless and many more. The 2025 Indie Showcase is shaping up to be another highlight of the event and Player2 encourages visitors to PAX AUS to make their way to the PAX Rising area and check out the following title, as well as the many other excellent indies on display.

Conquest for the Capital comes from designer Daniel Sonenberg and his company MountainSoul Gaming. A dedicated four player title, Conquest for the Capital combines hidden movement and reading an opponents intentions. 

Player2: Daniel, thanks so much for giving up some of your time for Player2!  The first thing I want to know, how did you react when you found out Conquest for the Capital had won a spot in the Indie Showcase this year?
 
Daniel Sonenberg: I’m thrilled to have been selected, as it’s been a long journey of developing and fine-tuning the game. At the start of the year, we reached the point where Conquest For The Capital felt complete, and we were eager to share it with the world.  When we heard that PAX had chosen to showcase the game, it confirmed that what we had building over the years was truly something people wanted to see and play.
 
 
P2. Obviously a game the scope and scale of CftC has been in development for a fair while – what started you on this design journey and which titles have most inspired you as a designer?
 
DS: Personally, I have always been driven creatively, whether it be writing short-stories, being the DM for TTRPGs or exploring smaller artistic hobbies. Creating a game felt like the natural extension of that passion: a project where I could channel my imagination and focus into something tangible, and something that others could experience and enjoy. My biggest inspirations have always been grand strategy titles like Axis & Allies, Diplomacy, Twilight Imperium, and Eclipse. During my university years, we’d carve out entire weekends to play these games, but even then, committing two or three days wasn’t always possible, and may not even have allowed us to finish a game. I wanted to capture the same scale, depth, and flavour of those experiences while reducing the time commitment and make something more accessible.
Conquest Components Overhead
P2: What set’s Conquest for the Capital apart from some of its contemporaries?
 
DS: I think the hidden movement mechanics are some of the most exciting points of the game, and are often lacking in other turn based war/strategy games. Often we’ve found that players plan on the ambitions of others, expecting a series of moves and planning around it. The real thrill comes when someone breaks those expectations: springing an ambush, slipping past defences, or flipping the board state in a single turn.
 
 
P2: Requiring four players can be a risky move, but it is also appreciated when a publisher is honest about what player counts a game works best at – was there ever any consideration to try and stretch it to 2-4 or is that fundamentally counter to the design?
 
DS: In earlier editions, we experimented with variable player counts and different ways to make it work. For the latest version, we focused on building a strong, balanced foundation around four players before exploring any additions. At one stage, we tested a fifth player controlling the Humans, but ultimately found the gameplay became too swingy – either heavily in their favor or against their interests and overall we decided to keep it as a 4 player game.
 
 
P2. When developing a title like CftC, what would you say are the most challenging aspects and what have been some of the most rewarding moments on your creative journey?
 
DS: We faced plenty of challenges during playtesting – from balance issues to mechanics that just didn’t click. More than once, we stepped away from the project for a long break, only to return with fresh eyes and rebuild the game from the ground up. At times, we had to completely cut mechanics we had grown attached to – a difficult process, but one that ultimately led us to the streamlined final design we’re proud of today. I think the hardest moment was looking at the first edition and just instantly realising that there was no way to salvage it.
 
In terms of the most rewarding moment, I’d have to say that there are friends and family that have known about this game for over 10 years and still remember fondly the first version, even if a mess. It’s been an amazing journey to share with so many people who have taken part from start to finish.
Conquest Components
P2: At the time of this interview, you’re about to launch a Gamefound campaign forConquest for the Capital – had you tried to pitch the game to traditional publishers prior?
 
DS: Before our first announcement, my focus had always been on getting the game ready – whether that meant publishing it myself or finding a traditional publisher. At the start of this year, I made the decision to dive in and launch it independently so we never made the jump to pitch it. 
 
Of course, there are challenges with being a first-time publisher, especially around logistics, but we’ve partnered with an excellent team at GamesQuest UK and a very supportive manufacturer BODA Games, which gives us confidence heading into launch. It’s been a huge learning experience, and I’m deeply grateful for the teams and mentors who’ve guided us along the way.
 
 
P2: Interested readers can try Conquest for the Capital right now on Tabletopia and Tabletop Simulator. How has digital implementation reshaped the way games are playtested?
 
DS: I’ve definitely had a lot more ability to playtest on Tabletop Simulator rather than in person, and make quick changes to rules or assets for it. I think that if someone tries out the game on Tabletop Simulator and loves it, then they’ll be more inclined to buy the boxset. Because Conquest For The Capital is our own project and we’ve put it up ourselves, I see it as an accessible, low-barrier way for players to experience the game.
 
 
P2: What can PAX AUS attendees look forward to at the Conquest for the Capital booth?
 
DS: They’ll be able to see the latest version of the game with our final artwork. We’ll also be running a specially designed demo that captures the core of the game, giving players a chance to dive straight into the action. Plus, you’ll be able to meet our team, chat about the design process, and see firsthand what makes this game so unique.
 
 
P2: Finally, who on the team is the best Conquest for the Capital player?
 
DS: If I had to say purely based on winrate: My fiance with a 100% win streak!
 
 

PAX AUS Attendees can find the Conquest for the Capital booth in the Indie Showcase section of PAX AUS from October 10-12. It can be played right now on Tabletopia and Tabletop Simulator. For the latest news, make sure to Follow the Gamefound Campaign