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Scorched Warfare Playtest
News
v0.4.3246: Ranged Defense, Archer AI Improvements & Bug Fixes
Game update
v0.4.3246: Ranged Defense, Archer AI Improvements & Bug Fixes
Scorched Warfare Playtest
· published
26 Apr 2026, 14:25 UTC
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Players around this date
Read on Steam
New Features
Defense Split: Defense is now divided into Melee Defense and Ranged Defense.
Warmaster and shield-bearing units have increased Ranged Defense.
Adjustments
Archer AI: After killing an enemy unit, archers will no longer move toward the enemy’s position – they will stay in place.
Saturation: Screen color saturation can now be adjusted.
Sound: Some hit sound effects have been tweaked.
Bug Fixes
Fixed an issue where soldiers could not be knocked back in certain situations.
Fixed an issue where damage/healing pop-up numbers did not match the actual values.
Fixed an out-of-bounds issue with the frame rate option in the settings menu.
Fixed missing specific resolution options in the settings menu.
Fixed an issue where frame rate could not be locked in some cases.
Known Issues
Fission Burn can splash damage onto allies, and in some situations may cause the game to crash.
More from Scorched Warfare Playtest
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In-game event
13 Sep 2026
V0.5.3887 Adjustments & New Features
New Features · Added guard-related Unit Rogue Traits. · Added usage tips for global Rogue Traits. · Added indicators at enemy and ally reinforcement spawn locations. · Added a stage node details page. · Added a spawn countdown. · Added behavior, unit count, and status information above units. Adjustments · Militia Axemen now have a high base Guard Break value. · Increased the Warmaster's base G…
Game update
5 Sep 2026
V0.5.3821 Adjustments & Bug Fixes
Bug Fixes · Fixed the Hero's attack combo branching behaving abnormally. · Fixed abnormal damage on the Hero's R Skill.
Major update
5 Sep 2026
V0.5.3806 Block & Guard Break, Backstab, Melee Engagement Rework
New Features Block & Guard Break · Shield-bearing units now have their own Block value. Attacks from the front are stopped by the shield, dealing no damage and not interrupting the unit's action. · Each successful block consumes Block. When Block runs out, the unit is guard-broken: it can't block for a while and takes double damage, after which its Block recovers. · Blocking only works while th…