Sword & Banner Playtest
Last seen
0Sampled 3 hours ago · not a live figure
—of peak
All-time peak
010 Sep 2026
Last seen
0Sampled 3 hours ago · not a live figure
All-time peak
010 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Demo 0.3.1 - Patch notes Diplomacy · A faction that wants your land writes before it marches. It sends a demand naming a daily tribute, and a war only follows if you refuse or ignore it. Taking your first town no longer means a kingdom declaring on you out of nowhere a few days later · What a faction demands is now worth having. Its price is set by what marching on you would actually win them, so refusing is a real dec… | — | |
| Game update | Demo 0.3.0 - Patch Notes Diplomacy · Once you have founded a faction, you can write to others. A letter is composed from clauses with numbers you set: send or demand silver, peace, a truce, daily tribute in either direction, hand over or ask for a settlement, ask them to declare war on a rival, or offer to join a war of theirs. Your envoy reads the terms before you seal it and tells you roughly how the court will take… | — | |
| Game update | Demo 0.2.6 - Patch notes Interface · Text throughout the game now sits on a drop shadow, including button and tab labels. It is sized to the font's own pixel grid, so it stays in proportion at every text size. Readouts over the world map in particular now read clearly against whatever they are sitting on · New ship art, drawn in perspective. Ships now hold that perspective instead of spinning to face their heading: the… | — | |
| Game update | Demo 0.2.5 - Patch Notes Battle · Dead units now fall like bodies instead of playing one canned collapse. Knees buckle, the body topples and thumps down, and momentum carries a charging victim into a skid. Every corpse settles into its own pose · The fallen keep their kit. Corpses now drop the correct shield shape and weapon for their unit, sized to the body that carried them, with helmets, plumes, tabards and pauldron… | — | |
| Game update | Demo 0.2.4 - Patch Notes World · Besiege a settlement and its lord now rides to relieve it. If his force can match yours he attacks on arrival; if not, he holds off and sallies out with the garrison once they can win together. When they reach you, stand and fight or abandon the siege. Beat the relief force and the town falls · Rob too many caravans, or sack towns, and a war party is sent to hunt you down. Haul a fat st… | — | |
| Game update | Demo 0.2.3 - Patch Notes Battles · It's now possible to only deploy a subsection of your army · Fixed idle units noticing nearby enemies after a random delay; a standing line now reacts together instead of waking up one by one Interface · Overhauled the UI across the whole game. Aiming for consistent dark panels, clearer text, and one visual language on every screen · Rebuilt the Custom Battle setup screen to match · M… | — | |
| Game update | Demo 0.2.2 - Patch notes Voices · Added proper voice actor unit barks for all races: selection, moves, attacks, holds, shield walls, volleys and charges · Added voice lines for victory, defeat and shield walls breaking; removed the old victory horn Battles · Ordering a shield wall together with other units no longer disbands the wall · Victory no longer ends the battle instantly; look around and press Tab when done · B… | — | |
| Game update | Demo 0.2.1 - Path notes Battles · Dragged formations now order themselves: shields take the front rank, unshielded melee the middle, ranged the rear. Squares and circles do the same by ring, shields on the outside, bows in the core · Soldiers in a shield wall keep facing the wall's front while they move, and only turn when they engage · Esc now closes the battle pause menu as well as opening it · 'Take All' on the pri… | — | |
| Game update | Demo 0.2.0 - Patch Notes Demo 0.2.0 Cohesion · Your warband has a cohesion meter, from -100 to +100, shown as a bar in the top of the overworld screen. Zero is the resting point. Hover it for a summary, click it for the full ledger · Cohesion comes from how you run the band: good and varied food raises it, half rations and hunger sink it, late wages sink it fast, and battle results land as swings that fade over days. ·… | — | |
| Game update | Demo 0.1.6 - Patch Notes Roads · The overworld now has a proper road network. Roads follow the lie of the land: they stick to plains and valleys, wind around mountains and marshes, and merge into shared trunk routes with natural junctions · Roads meet towns properly instead of skirting past them, and bridges now appear where roads cross rivers · Merchant caravans follow the roads, and travel faster on them than cross-c… | — | |
| Game update | Demo 0.1.5 - Patch Notes Battles · Cavalry no longer jitter back and forth when attacking. They brake into melee against standing enemies, and match pace behind fleeing ones to cut them down mid-chase · Your army starts the battle ready to fight: units engage enemies that come into range instead of standing passively until ordered. Shield walls still hold fast · Formation moves no longer secretly change your units' beh… | — | |
| Game update | Demo 0.1.4 - Patch Notes Combat Pacing · New "Combat Lethality" setting under Gameplay: Low, Medium or High. It controls how much damage units deal · The default is Low so battles run considerably longer, giving you time to manoeuvre, commit reserves and react to threats. Formations and flanking matter more when the line holds · 'High' is the same damage dealt as in the last version, more arcade-like. Sieges · Batterin… | — | |
| Game update | Demo 0.1.3 - Patch Notes Battle AI AI battle mechanics still need plenty of work but I've worked through a few distinct issues. · Enemy armies are no longer blind to their sides and rear. They track threats across the whole battlefield, and unengaged squads wheel to brace against cavalry charges from the flanks · How quickly an army reacts depends on its lord. Disciplined commanders respond in a couple of seconds, reck… | — | |
| Game update | Demo 0.1.2 - Patch Notes Economy · Towns now start fully developed, with industries matched to their terrain and size · Bowyers exist across the map. Bows and crossbows are finally produced and sold · Fixed the supply chain that kept flax, rope, hides and other materials from ever being made World · More bandit hideouts, and cleared regions repopulate over time · Small raiding parties now roam near hideouts. There is a… | — | |
| Game update | Demo 0.1.1 - Patch Notes - Fixed a graphics memory leak that caused performance to gradually drop, and eventually crash the game, the more battles you fought in a single session. Long play sessions should now run smoothly throughout. If you've had slowdowns or crashes after a few battles, this was almost certainly the cause. - Fixed ability cooldown indicators sometimes failing to display correctly at the moment an abi… | 24286616 | |
| Game update | Minor pre-playtest fixes - Wood-gate siege fix (breached gates are now enterable without ladders) - Version label on the main menu (v0.1 Playtest) - Coin sound on all money gains (ransoms, quests, loot, etc.) - Correct Sentry release tag ([email protected]) - 288 MB download (was ~1 GB) after excluding scratch dirs from the export | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.