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DaDaWars DemoEventsUpdate: Combat has sound now, plus a batch of command fixes
In-game event

Update: Combat has sound now, plus a batch of command fixes

DaDaWars Demo · published 10 Sep 2026, 18:56 UTC

All eventsPlayers around this dateRead on Steam

📢 Key points of this update

  • Two things came up over and over in feedback from streamers and demo players: combat was silent, and units sometimes didn't do what you told them. This update goes after both of these core pain points.

⚔️ Combat has sound now

  • Combat SFX are in: slashes, thrusts, blunt hits, bowshots, taking a hit, going down. Sounds are grouped by weapon type and unit, and each action has several rotating variations so it doesn’t sound repetitive.

  • Arrow towers and roadsign towers make noise when they fire.

  • Combat music is fixed. The battle tracks were already included in the build, but a logic bug kept them from playing. Now the music shifts to an intense theme when a large assault hits, and settles back once fighting ends.

✨ You can see the hits land

  • Soldiers flash white when they take damage.

  • Death effects added: soul release and ascension animations. Bodies no longer just sit static on the ground.

🎖️ Command fixes (all of these were player reports)

  • Fixed units walking the wrong way after a move order. When obstacles sat near the squad, rally point calculation was incorrect, making front-rank units turn around and head back.

  • Fixed groups of soldiers crowding an enemy without attacking. They all targeted the same spot and blocked one another, unable to get into attack range.

  • Camp guards can't be cheesed anymore. Previously you could leave archers outside monster camps to safely shoot, even when guards had enough range to retaliate. Guards now defend up to the reach of their weapon.

  • Re-issuing the same move order no longer plays a fake confirmation sound. It tells you "this squad is already on its way" instead.

  • A one-time prompt triggers when you box-select a squad: melee units take the front rank and ranged units fall back automatically. You don’t need to position them one by one.

🛠️ Quality of life

  • Once you've built the Market, you can drag cards from your hand back onto the buy row to sell them for half price.

  • Buying a resource card now pops an "icon +N" right at the card slot so resource changes are easy to see.

  • Once a battle is decided, both sides stop sending units, and the field freezes five seconds later.

  • The main menu no longer shows an extra confirmation box the first time you hit Start or Tutorial.

  • Pressing Enter no longer re-triggers the last button you clicked (this used to quietly reroll your building cards).

  • Capture notifications are now limited to Trading Posts, Field Hospitals and Rally Points. Building names match your interface language.

🩹 Fixes

  • ✅ Fixed the commission map locking up after a battle, leaving the whole map unclickable. This bug wiped entire runs, so it’s our highest priority fix in this patch.

  • ✅ Fixed the upgrade-choice panel occasionally refusing to close, with unresponsive buttons.

  • ✅ Fixed background music not changing when entering commission mode for the second time.

  • ✅ Fixed the Canteen showing Simplified Chinese text under English and Traditional Chinese UI.

  • ✅ Fixed the "full / missing resources" badge staying on an empty tile after you demolish a building.

⚖️ Balance

  • Higher difficulties get harder by spawning more enemies, not beefing up individual units.

  • Difficulties 3 through 5 get larger opening waves and higher wave caps.

  • The hard cap on a single wave goes from 15 to 18. Enemy health and attack are only slightly increased.

📝 What’s next

  • Sound was prioritized because several streamers independently mentioned it. Camera zoom limits and support for more languages are still being evaluated.

  • If something still feels off, there is a feedback button inside the game, and we read all posts on the Steam discussion boards.

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