
Hello everyone!
This is by far the biggest update Bannerlings has received so far. Rather than shipping a bunch of smaller patches, I spent this time rebuilding several core systems and adding a lot of new content. The goal was simple: make every run more strategic, more flexible, and more fun to replay.
I’m really excited for you to play it. A lot of this came directly from demo feedback, so thank you for shaping where the game went.
Please note: with this many systems changing at once, balance will almost certainly be off in places. Some units, emblems, encounters, or economy stuff may feel too strong or too weak. I’ll be watching feedback closely and adjusting balance in follow-up patches. If something feels weird, please tell me.
Fusion 2.0 with subclasses and ascension
War Chest second-chance system
Redesigned encounter flow (separate battles and events)
Ruby Shop with rare units and legendary emblems
7 new player units, new enemies, mid-boss fights
Major shop, selling, deployment, and economy changes
Big emblem and ability expansion, plus lots of UI/QoL polish
The old fusion system was getting hard to balance and more complicated than it needed to be. Fusion 2.0 simplifies the loop while making each choice matter more.
No more fusion points. Fuse matching units as soon as you can.
After your first fusion, choose a subclass that specializes the unit.
Fuse two units with the same subclass to ascend them into a stronger form, with another upgrade choice.
In total, units can reach many different final builds. Across the roster that’s roughly 60 end points and 105+ unit variants.
War Chest gives you one last chance after a loss without removing the tension of a roguelike.
Every battle win adds gold to the War Chest.
If you lose a battle, the chest opens and you can spend that gold in the shop before one final rematch.
Win the rematch and the run continues. Lose again and it ends.
Battles and events are now separate systems with a clearer rhythm through the run.
Rerolls have been reworked. Battle and event rerolls use separate pools and refresh based on progress.
New mid-boss encounters.
About 6 new enemy units, and enemies now have more special abilities to force different answers.
Deployment no longer costs resources. Army supply grows as you progress.
Shop prices are clearer and more fixed, with occasional discounts.
You can sell units at any time, including fully fused units with emblems. Sell value is based on what you’ve invested, so it’s easier to pivot mid-run.
Ruby Shop: earn Rubies from wins (more from elite battles) and spend them on rare units, legendary emblems, and other powerful run bonuses.
7 new units join the roster:
Pikeman
Crossbowman
Shieldbearer
Shaman
Goliath (Rare)
Lancer (Rare)
Paladin (Rare)
Emblems expanded from about 52 to 117+, including formation emblems, incremental emblems, legendary options, and more build variety overall.
Abilities in general expanded from about 20 to 40, giving both your army and enemy encounters more tools and interactions.
Lots of smaller polish across management, fusion, shops, combat readability, and general feel. Too many tiny fixes to list cleanly, but the game should feel clearer and smoother overall.
Thanks again for your patience and support while this update came together. I think this is a huge step forward for Bannerlings, and I’m looking forward to your feedback so we can keep tuning it.
Best regards,
Frostwind