Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Dangerous Land›Events›Update 0.12.0
Major update

Update 0.12.0

Dangerous Land · published 10 months ago · build 20878854

All eventsPlayers around this dateRead on Steam

Welcome, Lords!

A new update is now available, bringing many changes and new features. Thanks to community feedback, the game now includes numerous improvements to the tutorial, which now explains various gameplay elements much better and no longer places time pressure on players who are just learning the basic mechanics.

I have seen some feedback regarding the player mode switching system, which used to be troublesome, especially for new players. That is why, starting today, the game features a new player mode switching system that makes gameplay much smoother and simpler than ever before.

Achievements have also been added to the game, giving you additional challenges and new reasons to replay some of the missions.

With this update, the final two missions of the Survival Campaign are being added to the game, and from today this is its official name. You will also find a preview of the upcoming campaign, which will be expanded in future updates and will differ significantly from what you have experienced so far.

Thank you all for your support, and I invite you to read the full list of changes and new features in this update.

Game Options

Many new graphics options and gameplay settings have been added to the game.

General

  • Added the ability to delete all game progress. This option is available in the settings only when you are in the main menu.

Game

  • Added the option to enable the old player mode switching system.

Display

  • Added the option to set the game to borderless window mode.

Controls

  • Added the option to invert the mouse Y-axis.

View

  • Added the option to change the field of view (FOV).

Graphics

  • Added a new graphics settings tier: "Very High".

  • Added the ability to adjust object render distance.

  • Added the ability to adjust grass render distance.

  • Added the ability to adjust grass density.

  • Added the ability to adjust shadow quality.

  • Added the ability to adjust anti-aliasing quality.

  • Added the ability to adjust particle quality.

  • Added the ability to adjust LUT filter intensity.

  • Added the ability to enable/disable Ambient Occlusion.

  • Added the ability to enable/disable Bloom.

  • Added the ability to enable/disable Depth of Field.

  • Added the ability to enable/disable blood on units.

  • Added the ability to enable/disable blood on the ground.

  • Added the ability to enable/disable birds.

  • Added the ability to enable/disable clouds.

  • Added the ability to enable/disable falling leaves around the player.

Player Mode Switching System

The new system introduces two significant changes:

  • The Lord mode and Free mode have been combined, which means that instead of 4 modes, only 3 are now available.

  • Switching between modes is now done using the mouse wheel (scroll).

Additionally, each mode can also be selected using the corresponding key.

If you prefer the old player mode switching system, it is still available. Simply go to the game options and enable the “Player Mode Wheel (Old)” option.

Tutorial

  • The tutorial in Mission 1 has been divided into more segments.

  • Additional on-screen hints have been added in Mission 1.

  • The tutorial explaining unit selection and management has been split into two segments.

  • Mission 2 has been adjusted so that the player does not feel time pressure.

  • A tutorial explaining experience points has been added in Mission 2.

  • The tutorial explaining tower mechanics and creating arrows in Mission 3 has been split into two segments.

  • Texts in some tutorial windows have been updated.

  • All tutorial videos have been updated.

Survival Campaign

The final two missions have been added to the Survival Campaign, which is officially called this from today.

  • Mission 11 added.

  • Mission 12 added.

  • Mission 3 simplified.

  • Mission 7 simplified.

  • Mission 8 simplified.

  • Mission 10 simplified

  • Missions 3, 4, 6, 7, 8, 9, and 10 simplified on Easy difficulty.

  • Missions 2, 3, 4, and 8 made more challenging on Hard difficulty.

Mines

Once captured by the player, a mine is treated as a regular building, but it cannot be destroyed. It appears in the building panel, which the player can access quickly. In a mine, one gold chest can be used to temporarily speed up resource extraction.

After assigning workers to a mine, the amount of collected resources is displayed in the top resource bar.

From now on, mines have finite resources, but extraction from them is slightly faster:

Stone Mines:

  • Extraction speed: 1 → 1.25

  • Resource amount: 1500

Iron Mines:

  • Extraction speed: 0.75 → 1

  • Resource amount: 1500

Gold Mines:

  • Extraction speed: 0.75 → 1

  • Resource amount: 1000

Achievements

38 Steam achievements have been added, divided into 3 types:

  • Challenges that can be completed in a specific mission.

  • Single-mission achievements that can be earned during one mission.

  • Cumulative achievements that are earned over multiple played missions.

You can check the full description of the achievements on the game’s page in the Achievements tab.

Full list of achievement names:

  • Challenge 1 - Mushroom Expedition

  • Challenge 2 - Goodbye, Greenery!

  • Challenge 3 - Workers Only!

  • Challenge 4 - No Storage, No Problem

  • Challenge 5 - Guerrilla Tactics

  • Challenge 6 - The Blind Watchman

  • Challenge 7 - Face to Face

  • Challenge 8 - Lord of the Mines

  • Challenge 9 - Nothing Left Standing

  • Challenge 10 - Raw Power

  • Challenge 11 - Victory from Afar

  • Challenge 12 - Workshop? Unnecessary

  • HEADSHOT

  • Mushroom Gourmet

  • Mushroom Collector I

  • Mushroom Collector II

  • Mushroom Hunter I

  • Mushroom Hunter II

  • Precise Shot

  • Craftsman

  • Addictive

  • Archery Sniper

  • Sharpshooter I

  • Sharpshooter II

  • Sharpshooter III

  • Sword Master I

  • Sword Master II

  • Sword Master III

  • Get to Work

  • That’s What I Call Progress!

  • Population Growth

  • Technology is the Key

  • Health and Stamina

  • Strength and Agility

  • Full Infrastructure

  • Fruitful Farmer

  • Fortress

  • Glory to the Lord

Other Changes and Additions

Notifications:

  • Added a notification reminding the player to spend experience points if they have enough.

  • The incoming enemy notification now shows the number of skulls corresponding to the number of enemy groups in the attack.

  • Added a notification when an enemy wave is detected.

  • Added a notification when your Town Hall is under attack.

Units:

  • Units now move their bodies while walking.

  • Units now make footstep sounds.

  • Units move naturally within formations.

Other:

  • Workers digging bushes can now find treasures.

  • The pathfinding system for enemy waves heading to the Town Hall has been rebuilt and optimized. Enemies now move more naturally without abrupt direction changes.

  • Buttons indicating the distance to the nearest idle worker or worker without a bush now show the distance to the assignment point (previously it was measured to the player).

  • Players can now resurrect after death using gold chests. The resurrection cost starts at 1 gold chest and increases by 1 with each subsequent resurrection, up to a maximum of 3 gold chests.

  • Improved the system for aligning buildings to terrain during placement, significantly reducing placement issues.

  • Added a campaign selection window.

  • Updated some icons.

  • Updated some particle effects.

  • Adjusted the size of some GUI elements.

  • Removed the “stop shooting” buttons from the Watchtower and Guard Tower panels.

  • Optimized some unit AI systems.

  • Implemented several graphical optimizations.

  • Units no longer have arrows in their quivers after running out of ammunition.

  • When a building is constructed, vegetation in its placement area is partially removed; vegetation is restored when the building is destroyed.

  • Players can now replenish arrows while in combat mode.

  • Added a button to send workers with bushes in the Berry Farm building panel.

  • Changed the default key for replenishing arrows from R to Q.

  • Weapon and hammer holster animations have been sped up.

  • Added an additional visual effect when upgrading the Town Hall and Berry Farm.

  • Grass shadows are now more accurate.

  • Increased the density of grass and some plants in every mission.

  • Some building names have been changed in selected languages.

  • The unit “Clubman” has been renamed in languages other than Polish and English.

  • Several minor improvements and fixes have been made.

  • Fixed a security issue in the Unity engine. The new game version uses Unity 2022.3.62f3, which resolves this problem.

Gameplay Balance

  • Resource rewards for triggering enemy waves early have been balanced.

Building Changes:

  • Bonus to arrow production for placing an additional Archer Workshop: 10% → 20%

  • Time to produce 1 arrow in the Archer Workshop: 2 s → 1 s

Upgrades:

Arrow Sharpness

  • Increased player damage: 40%/80%/130% → 30%/60%/100%

Special Actions:

Berry Farm Production Boost

  • Speed increase: 50% → 100%

Archer Workshop Production Boost

  • Speed increase: 50% → 75%

  • Duration: 1:30 → 2:00

Workshop Production Boost

  • Speed increase: 50% → 75%

  • Duration: 1:30 → 2:00

Forge Production Boost

  • Speed increase: 50% → 75%

  • Duration: 1:30 → 2:00

Feast

  • Regeneration boost: 300% → 500%

  • Duration: 1:00 → 1:30

Bug Fixes

  • Fixed UI display for non-standard screen ratios (other than 16:9).

  • Fixed a bug where enemy waves never included Warrior units and always spawned Archers instead.

  • Fixed a bug preventing potion use when the player was holding a shield up or aiming with a bow.

  • Fixed a bug where attacking enemy units sometimes stopped in place after detecting a building.

  • Fixed several minor visual bugs that did not affect gameplay.

  • Fixed a bug where an Archer or Crossbowman could get stuck between drawing the first weapon and holstering the second, preventing them from using either.

  • Fixed a bug with incorrect display and functionality of the window showing all owned and in-progress upgrades and research.

  • Fixed a bug where some plants glowed even when in shadow.

  • Fixed a bug causing towers to sometimes not function properly, e.g., unable to assign a unit.

  • Fixed a bug where towers could detect and mark enemy units even if no unit was on them.

  • Fixed a bug where, if a worker was attacked while gathering berries, the collection sound and particle effects could continue playing.

  • Fixed a bug where units sometimes automatically attacked enemy structures if previously attacked but not destroyed.

  • Fixed a bug preventing the selection of certain buildings in Free Mode if the player was standing too close to them.

What’s Next?

The next major step in the game’s development will be the addition of a new game mode, specifically the Conquest Campaign. In this mode, you will be able to plan your tactics much more freely, as there will be no time pressure. The Conquest Campaign will also introduce many new features and will be far more extensive than the current Survival Campaign.

The new campaign will be released gradually; with each update, you will receive new content that will expand it.

More from Dangerous Land

Other announcements

All events
Major update3 Sep 2026Update 0.13.0Hello, Lords! After a long wait, I can finally give you what I’ve been working on for the past several months. Work on this update took so long because many completely new systems and mechanics have been added to the game, making it much more extensive in many ways. One of the biggest new features is the new Conquest Campaign, which offers a completely new experience, both visually and mechanic…Community5 May 2026Development News - Environment in the Conquest CampaignHi everyone, Today I’m coming to you with another batch of information about the new update, which introduces the beginning of a new Conquest campaign, along with many new features and changes. The update is getting closer to completion, so today I want to show you something more polished. I wanted the new campaign to look a bit different visually, and for the player to see familiar elements in…Community17 Feb 2026Development News - Conquest ModeHi everyone, I’ve been working on the new 0.13.0 update for quite some time, and I’d like to share some progress with you. The next update won’t be released anytime soon, and I also don’t want to stay silent for that long, especially since the amount of new content I’m planning to add is huge, which is why I’m making this post. As a reminder, this update and the following ones will focus on the…