The Playtest Is Now Open to Everyone - Version 0.2.13

major update

The Citadel Must Hold · published

The Steam Playtest for The Citadel Must Hold is now open to everyone!

There is no longer any need to sign up and wait for access, you can join directly from the store page and start playing immediately!

Alongside opening the Playtest, version 0.2.13 is now live. This is one of the biggest updates so far. It adds the new Siege Workshop and Ballista, makes the first Monster Tide simpler and more predictable, redesigns the title and loading screens, and includes many improvements to combat, animations, readability, feedback, and performance as well as a very important fix to an issue that can cause the tutorial to get stuck.

If you played an earlier version, this is a good time to return and see how the game has changed.

The game is still in active development, and I would really appreciate hearing about your experience. What was fun? What was confusing? Where did you get stuck or lose interest? You can report problems, send feedback, or join the Discord using the links inside the game.

If you enjoy the Playtest and want to support the game, please also consider adding The Citadel Must Hold to your Steam Wishlist.

Thank you to everyone who has played and helped me improve the game so far!

Version 0.2.13

  • New building: Siege Workshop - a Citadel level 2 research building with Ballista Construction, Tower Mounts, and Reinforced Ballistae upgrades

  • New unit: Ballista - a slow, long-ranged, iron-based siege engine with area-damage bolts. Researched Ballistae can be trained at the Barracks and mounted in towers

  • Fixed an issue where sometimes the tutorial got stuck

  • Tide 1 is now a simple, predictable Goblin-only attack, with the more dangerous mixed variants removed

  • New title screen built on the game's key art, with the menu in a clean left-hand column and hover and click feedback on every button

  • Restyled loading screens with key art backdrops that alternate between loads, the game logo, a loading percentage, and gameplay tips on a plate that matches the in-game HUD

  • Menu and loading art now fits the screen properly on ultrawide, 16:10, 4:3 and 4K displays instead of stretching

  • Restyled gameplay notifications to match the HUD, with clearer icons, compact banners, hover feedback, clickable indicators, and smooth fade-outs

  • Routine successful autosaves no longer post notifications, while failed autosaves still alert the player

  • Building placement previews now preserve the building's textures and details beneath the green or red validity tint

  • Building placement rejection messages are now shorter and easier to understand

  • Reworked player unit coloring to sit more naturally in the world, with toned-down gold and cloth plus improved metallic response so armor reads as real metal

  • Unit attack animations now match each unit's real attack speed, so damage no longer lands without a visible attack motion

  • Unit and monster movement animations now match their real move speed, greatly reducing foot sliding and improving animation performance

  • Fire Tower area fire now burns on the ground where its shots land, making the damage zone much clearer. Its area radius was reduced from 3 to 2

  • Hero level-ups now shows a clear before-and-after stat summary

  • Places of Power no longer overlap forests or mountains, and tutorial landmarks always sit on clear ground

  • Performance improvements during large battles and at high unit counts

  • Fixed issues in pathfinding

  • Save compatibility: saves from previous versions still load. Older saves have no research unlocked, which is correct for them