Becastled news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players32 · 24 September 2026 - 13:55:49 UTC
- SteamPulse tracked peak750
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score82% positive
- Total reviews5,514
- Release dateOct 22, 2025
- DeveloperMana Potion Studios
- PublisherMana Potion Studios, Pingle Studio Ltd
Company pages: Developer: Mana Potion StudiosPublisher: Mana Potion Studios, Pingle Studio Ltd
Becastled Steam news
Becastled news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Patch 1.0.47 - 25 February 2026
Fixed bug that prevented map sharing via steam workshop, though for some weird reason steam is not allowing to add icon preview for a map by default. It can manually be uploaded on the map page thought.
- Patch 1.0.31 - 29 October 2025
Hey everyone, in the last few days we've fixed some serious bugs and issues thanks to your feedback:Crash in 5th tutorial and on day start should be fixed nowCrash when building too many walls or buildings fixedTrading post not unlocking with research node fixedWorkers and units not moving on ladders correctly fixedMap covered in water or ground level being too low/below water fixedPC UI scaled up as it was too smallArrow movement when using keyboard locking units control and triggering top UI navigation fixedGolem boss not attacking units and his mini golems head color fixedAuto save not happening sometimes when placing a castle fixedTutorial 1 enemies spawning on a cell that needs to be captured later fixedTutorial is now a default game mode when starting a new gameFirst sawmill requiring wood to be built fixedAnd some more minor bugsAlso, if you are playing on consoles, crash patch s…
- 1.0 is out now! - 22 October 2025
Hey everyone, 1.0 is out now!Thanks everyone who supported us during early access, thanks a lot for your feedback here on Steam and on our Discord server! ːhappy_moodː1.0 changes:Roads, plan your city in advance also they look cool!Bosses, each lunar tower now hosts unique bossAchievementsNew UI that looks great and is more intuitiveSteam Deck verified and controller supportNew guided tutorial with cool voiceovers, it's like mini campaign modeOptimizations and bugfixesTrading cards and icons ːfishnadoːːhappy_sheepːːhappy_haloween_pumpkinːWe decided to release one day early on Steam, tomorrow though Becastled will go live on consoles check them out if you would like to play Becastled on Switch or Playstation / Xbox.As part of porting process we optimized the game and now it runs on Steam Deck pretty smooth, highly recomend to check it out there if you have a Steam Deck.Let us know what d…
- 1.0 update preview and upcoming price change - 7 September 2025
Hello everyone!1.0 release is just around the corner, and we wanted to share a small preview of what it will look like.RoadsThey serve as an organizing tool and also look cool.BossesEach is unique in its own way. Destroying an enemy tower will spawn one of the bosses the following night, so be sure you’re ready to meet them!AchievementsYes, finally achievements are coming to Steam! Are you ready?Steam deck and full controller supportCompletely new UI for a better keyboard/mouse and controller experience!New guided tutorialWe’ve added a completely new guided tutorial that will help new players learn how to play the game. It might not be super exciting for you if you’ve played Becastled before, but it will help your friend who was waiting for a polished Becastled experience a lot.Optimizations and bug fixesPerformance and stability are much better now! Since we managed to make Becastled w…
- Becastled 1.0 launches October 23! - 14 August 2025
Hey everyone, we have some great news for you today! After four years in Early Access, Becastled 1.0 will launch in full on October 23, arriving on PC, Steam Deck and consoles (PlayStation, Xbox, Switch) all on the same day!To celebrate this announcement, we have a shiny new artwork, a new trailer, and a fresh demo, available right now as part of the Ukrainian Games Festival 2025 (which you should absolutely check out).This launch is possible thanks to our new publishing partnership with Pingle Studio, who are helping us give Becastled a final layer of polish and make a simultaneous PC + console release a reality.If you’ve been with us since the start, THANK YOU. Your feedback since Early Access began in 2021 has shaped Becastled in countless ways. Over the next few weeks, we’ll share more about our final Early Access updates and what you can expect in 1.0. And if this is your first tim…
- Patch 0.9103 - 30 May 2025
some app crashes fixed safety checks for crashes and possible crashes added to see if they happen
- Patch 0.9102 - 19 May 2025
Game performance slightly improved again Minor bugs and issues fixed
- Patch 0.9100 - 16 May 2025
Fixed: units might freez and stop responding Game performance slightly improved Minor bugs and issues fixed
- Patch 0.9036 - 27 April 2025
Fixed: food sources not being generated near and on starting cells Changed: archers prioritize targets based on unit types, focusing enemy archers first Changed: Large amount of enemies spawn in waves now Minor bugs and issues fixed
- Patch 0.9035 - 24 April 2025
Previous patch was reverted for the last week and now it's live! Fixed: Units freezing and running to map edge Added: classic unit commands — Move, Move‑and‑Attack, and Hold Position. Unit movement and behavior should now be more intuitive. Added: double‑clicking selects all units of the same type on the screen. Fixed: key bindings not loading correctly. Fixed: butchery not affecting fishermen and give bonus in a radius Fixed: used horses not loading correctly. Fixed: fake water resource on a faltland map Fixed: units being kicked in a pond being stuck there Numerous other minor issues and bugs fixed.
- Patch 0.9034 - 17 April 2025
Added: classic unit commands — Move, Move‑and‑Attack, and Hold Position. Unit movement and behavior should now be more intuitive. Added: double‑clicking selects all units of the same type on the screen. Fixed: key bindings not loading correctly. Fixed: butchery not affecting fishermen. Fixed: used horses not loading correctly. Numerous other minor issues and bugs fixed.
- Patch 0.9033 - 5 April 2025
Fixed: improved XP distribution on kill — now shared between attackers and those within range, allowing archers to gain XP from minibosses at greater distances. Fixed: vertical shooting range of enemy archers when targeting high ground. Fixed: wall positions not loading correctly for units. Fixed: assign workers and other UI elements visible during night battles. Fixed: militia could not be called in from some save files. Fixed: work slots with "waiting for worker" not loading correctly. Fixed: sawmills not finding trees in some cases. Fixed: animals blocking the path of recruits during training. Fixed: banner button hitbox issue. Fixed: night timer freezing after the game win screen. The next patch will feature reworked unit controls with classic commands: move, attack while moving, hold ground, and defend position. This should eliminate much of the confusion and some pathfinding bugs…
- Join dev live stream! - 27 March 2025
Hey everyone, join us tomorrow for a dev live stream at 6:00 PM CET! We will try to beat the game at hardest difficulty while doing a QA session. Stream link: https://www.twitch.tv/manapotionstudios See you tommorow! (See you local time on the right side of this page)
- Combat update is LIVE! - 24 March 2025
Hey everyone, our biggest update to date is live! It's a complete overhaul of combat system with new features and better performance. Thanks to everyone who participated in beta, it helped us to fix a lot of bugs and adjust how new mechanis work. What's new: Improved combat with deeper combat mechanics Enemy towers: destroy them all to win a map. But be prepared - you’ll be attacked with greater force! Map editor, create and share your own maps Mini-bosses can spawn every 5th wave, make sure you are ready to meet them! Each is dangerous in it's own way New river map scenario You can call militia at night to help you fight New units leveling system Pikeman have really long spears now Swordsman have shields from the start and can cover from arrows Enemy paths, you can see how enemies will move across the map Hundreds of new sounds You can give banners with auras to your units or place ban…
- Combat update is live on the beta branch! - 13 March 2025
Hey everyone, quick overview of what is new in this update: Improved combat with deeper combat mechanics Enemy towers: destroy them all to win a map. But be prepared - you’ll be attacked with greater force! Map editor, create and share your own maps New river map scenario New units leveling system Enemy paths, you can see how enemies will move across the map Mini-bosses, each is dangerous in it's own way You can call militia at night to help you fight Hundreds of new sounds Simplified mood system A lot of old bugs was fixed and hopefully not much new was created Performance is greatly improved now, bigger cities and fights will run much more smoothly. Also game works pretty good on Steam Deck, give it a try if you have one. There are still some bugs there that we want to fix before release on March 24, thought game should generally work fine. Let us know if you encounter any problems he…
- Combat update release date announcement! - 27 February 2025
Hey everyone, we have some great news for you today: the Combat Update will be released on March 24! If you’d like to play it a bit earlier, you can join our public beta starting on March 13. See the end of this post for details on how to join. Check out our updated game trailer, which showcases our new vision for the game: Our goal was to focus on improving the combat aspect of the game. Everything has been built from scratch to deliver a deeper and more engaging combat simulation experience. Performance has also improved significantly. You will be able to create and share your own maps with the upcoming update. Modify the terrain and place resources as you see fit. Share your map with the community or download maps created by others. And there is also sandbox mode, build and fight without any restrictions. https://manapotionstudios.com/images/Becastled/combat_update_release_date/map_e…
- Devlog: progress on the combat update #2 - 29 October 2024
Hey everyone, it's been a while, and we have some news on the progress of the upcoming combat update. Map win condition Now you can win a map! There are 4 enemy towers on each side of the map, if you destroy all of them and survive the final enemy wave you win. You will still be able to play after that if you want to, but if you’re looking for a challenge, now you have it. Make sure you are ready to defend your castle, as a destroyed tower will summon a much bigger wave of enemies at night. And if you will destroy all towers you will have to defend against the final and strongest enemy wave. https://manapotionstudios.com/images/Becastled/progress_on_combat_update_2/game_end.jpg Better unit roles Since the release, we've struggled to find a good balance between our units, but I think we've found a good solution. Swordsmen will now have shields by default, and they can use them to protect…
- Devlog: progress on the combat update - 5 July 2024
Hello everyone, We want to share some progress we have made on the combat update. https://manapotionstudios.com/images/Becastled/progress_on_combat_update/charge.gif As we upgraded our AI, we discovered a cool way to make combat more dynamic. You can see in this clip how knights push archers while they fight. This creates more dynamic and interesting battles. You can feel that the knights overwhelm the archers so much that they push them back. https://manapotionstudios.com/images/Becastled/progress_on_combat_update/troll2.gif Check out how the troll pushes knights when moving. Cool, right? This new technique will allow us to create enemies that cannot be stopped by regular troops. It's not just cool visuals, but also a way to create new combat challenges. Knowing that a troll will go through your troops no matter what forces you to come up with new strategies to handle this. https://man…
- Devblog: working on a combat update & more - 18 April 2024
Hello everyone! We want to share with you our progress on the update we are currently working on. Our goal is to bring more depth to combat and siege gameplay. Making it more fun and challenging to defend your city. Also we are fixing issues related to AI and pathfinding that plagued game experience for many of you. We’ve completely rewritten AI for all units in the game. And it works way faster right now. Though we are not ready to share details on combat changes yet. https://manapotionstudios.com/images/Becastled/combat_update_180424/spawnunitssuperfast-optimize.gif We are also working on an upgrade for the game map. The idea is to add more stuff to map generator, so that it will create more unique and interesting defense challenges. And we also want to include a map editor in the game, so that you could create and share custom maps. Mountains, rivers, water cells and some other stuff…
- Patchnotes 0.8003 - 22 January 2024
added: new squads binds menu. It's now much easier to create and manage unit binds. Check out the new menu on the bottom left, near the free workers button. https://i.imgur.com/waPXRR9.jpg added: ui scale setting added: workers disapearance progress when mood is low changed: buildings placed on hills will now dig a hole, this is fixing a lot of issues when previously a hill under a building will overlap other buildings causing problems in pathfinding later changed: Golden age was removed for now fixed: beertroot seed icon fixed: food bonus from butchery for hunters fixed: spelling in seasons duration setting fixed: charcoal worker name fixed: some game world names dont work correctly
Patch notes and updates
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