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
Warlord: AwajiEventsTrading Improvements
In-game event

Trading Improvements

Warlord: Awaji · published 12 Sep 2026, 13:38 UTC

All eventsPlayers around this dateRead on Steam

Warlords,

After yesterday's patch, I still felt like something was missing from my original design intent with this game. Way too many players seemed to be ignoring the option to trade with monk factions. I finally realized that this was not because they didn't find it interesting or useful, but because they simply had no idea you could do it! Beta testers were told ahead of time that it was possible, so that raw first-time-user experience was lacking. The only way to discover trading was to get lucky and have your mouse over a temple marker on the map while it was discovered.

This morning's patch is designed to bring this immersive and useful feature to light. I have included a few other improvements here as well. Like I said in the previous post, I will be continuing to monitor for any more growing pains, but honestly, I need to rest today and tomorrow, this has been a crazy week!

When I return from the wedding on the 22nd, I will dig into mid/late game optimization and battle size scaling. These two items are intertwined. Want larger battles in the end regions? Performance must be locked in. So I will take care of these in tandem. Optimization in a full open-world simulation game such as this is very nuanced and risky to fix. I will take my time on this and squeeze every last drop of performance out of this engine!

I am also aware that some users are having performance issues and instability that is abnormal (not just that they are trying to run the game on low specs). This seems to be partly due to NVIDIA RTX 5000 series graphics cards. I will also investigate this issue in the coming weeks and try to come up with a solution. This may be above well my paygrade and could require even more time to fix fully. Please have patience while I sort this out! I want everyone to enjoy the game.

See here for the full list of changes I made last night and this morning. Have a great weekend on Awaji!

Darkmatter

vR104

  • Added trade with nearby settlement button to map screen

  • Added ability to talk with neutral civilians (monks and peasants) to trade with their settlement

  • Added note in tutorial about trading with neutral settlements

  • Adding warning in tutorial to not raze the nearby homestead, as you will need its land points to continue the tutorial right away

  • Added tooltip names to trade items

  • Changed trade lists to sort by item cost, more expensive at the top

  • Doubled gained loot if you choose to raze a settlement and forgo the land points, making razing more viable, this simulates you destructively searching for all items in the settlement rather than taking tribute and leaving

  • Increased relation gain/loss for retainer and warrior captive options

  • Increased ransom payouts

  • Buffed temple, monastery, mansion, and estate garrisons

  • Removed bush colliders

More from Warlord: Awaji

Other announcements

All events
In-game event13 Sep 2026Fixes and QOLWarlords, Thank you for an excellent first weekend! The game is performing wonderfully on Steam and the future of Warlord and Darkmatter Games has never looked better. This morning (starting at 4AM) I sat down to work on some lingering issues from the launch week. I hope this resolves a decent amount of quality of life issues people have been encountering. See here for the change list! Darkmatt…In-game event11 Sep 2026Post Launch PatchWarlords, Thank you all for a wonderful launch week. Although it is too early to tell how the game will pan out commercially, so far I am delighted to see players thoroughly enjoying the game and embracing the new Warlord setting! As with any new release, there are always growing pains. In the past ~48 hours since launch I have kept a careful eye on reviews, forum posts, and discord issue repor…Warlord: AwajiGame update11 Sep 2026Patch vR102Patch vR102 · Added follower counts and icons to promote buttons · Added discovered settlement and POI types to progress panel, a couple POIs are not included as they are easter eggs · Changed how the unlock panel looks so now most items will be greyed out instead of hidden completely · Changed how the camp and army inventory looks so items are greyed out instead of hidden completely