
We are starting a Closed Playtest for our core community.
If you are interested, join our discord and see this post to apply!
Currently the update can only be played in the Playtest.
First of all, thank you everyone for all the feedback on Demo 1! We received a lot of great ideas and suggestions, and we believe Playtest is now much more fun and engaging to play.
One of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.
With this update, we feel we’ve found a much better balance. Let us know what you think!
Orders now persist between battles, so you no longer need to set them up every time.
We also reworked the stage structure:
Enemy layouts now change between stages
Each stage after Stage 10 now contains 5 floors
Every floor within a stage shares the same enemy layout
The goal of this rework is to make tactical setups stay valuable for longer periods of time. In most cases, you’ll only need to prepare your tactics when entering a new stage.
Group management has been heavily reworked and now includes several new features:
Collision and group overlapping
Custom group sizes
Formations per group
Catapult — deals powerful AoE damage
Spear Orc — effective against Cavalry, but weaker in most other situations
Armored Orc — uses a shield to reduce incoming archer damage, but deals less damage in melee combat
Archer Orc — dangerous when left unchecked, but vulnerable to flanking Cavalry
Each unit now has a set of traits. For example, the Knight has the traits: Frontline, Infantry, and Sword.
Traits interact with each other through a counter system. For example:
Archery is weak against Shields
Sword is effective against Shield
Additionally, Synergies can now be activated by combining specific traits together, similar to systems found in games like Teamfight Tactics. Activating Synergies grants powerful special buffs.
Flanking — attacking enemy groups from the side or behind now deals increased damage
Kiting — units can now attack while moving, making movement orders much more important
Army resets are now free, allowing players to experiment with tactics more freely
The Prestige Tree is now over 2x larger — and it will continue to expand in future updates
Improved UX with dragging, zoom-out functionality, and popup information
Rebalanced progression curve for smoother and more satisfying progression
A new progression system based on your total number of kills. It can also unlock some unusual and fun statistics, such as Movement Speed or Weight bonuses. Have fun experimenting with it!
Research is a new time-based progression system. It’s still in an early stage of development, but we plan to expand it significantly in future updates. Let us know what you think about it!
You can now view your Campaign Statistics and current Battle Statistics in the Authority tab.
There are also several hidden achievements to unlock. We plan to continue expanding the achievement system with many more challenges and rewards in future updates.
A completely new game mode, separate from the main Campaign mode.
In Puzzle Mode, you can solve tactical challenges using limited resources and compete against other players on the online leaderboard.
We’ve also added a new Player Profile system where your achievements and progression can be displayed. Currently, it includes a title selection dropdown, but we plan to expand it further in future updates.
Our goal with Puzzle Mode is to let players enjoy both game modes simultaneously. You’ll be able to leave the Campaign running in the background and quickly switch to Puzzle Mode to solve a few challenges whenever you want. We plan to implement this functionality soon.
Let us know what you think!