- 1.5 - 4 October 2026
Update 1.5: The Mod Editor Warlords Under Siege now has a full Mod Editor. Make your own cards, units and buildings, use them in your own maps, and share everything on the Steam Workshop. The Mod Editor One editor for maps, cards, units and buildings, right from the main menu. Cards Make new cards, or change the game's own. Try a card straight away in a test battle. Units Change the game's units, or add completely new ones. Use your own 3D models and animations, or the free starter characters that come with the game. Give units their own sounds. Buildings Change any building: costs, health, production, weapons, what it recruits or sells. Give buildings your own models, or add completely new buildings. New building powers: spawn soldiers, burn nearby enemies, heal or boost nearby squads, reinforce them, produce resources, convert one resource into another, cast spells. Garrisons: let sol…
- 1.4 - Map Editor - 27 September 2026
Hi everyone! We've had good feedback from the last update though one or two bugs crept in, so we're ironing it out in this patch. Apart from little bugs though we have a new major feature: integrated map editor with workshop support!You can launch the map editor from the main menu. There, you can generate a random map with a "surprise me" option, or build one yourself from in-game assets, or upload your own textures and models. You can define enemy waves, caravans, block pathing or even set buildings as "ignorable" by enemies, basically allowing you to create tower-defence like maps.There's also support for versus and coop maps in the editor, so you can play your creations with friends.We hope to see your creations on the workshop! We'll be posting some of ours soon :)
- 1.3 - Multiplayer - 10 September 2026
Normally I'd write a long post, but I think I'll let this one speak for itself. We've had quite a few reviews and comments saying the game was abandoned, we took the money and ran (despite bringing it out of EA and supporting it after release) and some other unsavoury stuff that pained my sweet, Polish heart.For the past year we've been quietly rewriting pretty much all systems to make them more modular, easier to work on and compatible with networking. WuS never meant to have multiplayer, partly because we were afraid to even attempt to implement it. Networking is HARD.Then the code became massive spaghetti, and I had to rework quite a lot of it - that's where 1.2 came about.However, alongside 1.2 I was working on networking for the game, and that's where this update comes in. We give you MULTIPLAYER.At the moment there's 1 versus map (this mode received the least attention and testing…
- 1.2 - Fate Predetermined - 24 August 2026
Hi everyone! It’s been a good while since our last update, and we’re sorry it’s taken this long. There are a few reasons for the silence, so let’s start with the biggest ones.First of all, I (Kommissar) moved back home to Poland after spending 20 years in the UK. Settling back in has come with its fair share of challenges and interesting situations, which left me with less time than I’d have liked for game development outside of my full-time job. Gothim has also been extremely busy following some major changes at work.Between the two of us, we simply weren’t in the right place to make the changes Warlords Under Siege needed. And, frankly, it needed some pretty fundamental ones.Still, we kept chipping away at it whenever we could, alongside working on a few prototypes, and eventually ended up completely overhauling the combat system. This is by far the biggest change in the update.Indivi…
- 1.01 - Minor Patch - 22 January 2025
- When Burrowing units are stuck underground, they'll be forced to resurface - Added Templars to Gamepedia - Fixed Wrath of the Desert visual glitching out - Caravans will no longer be stuck in place after being attacked, even if enemies are no longer blocking them - Extra resources on the UI (such as Catapult no. or Mana) will no longer disappear even if the last relevant building was lost - Protection modifiers are now taken into consideration when calculating damage from passive sources (such as magic). For example, Magic Pylon now takes into consideration Vampiryc Curse - Fixed some typos!
- Minor patch - Under Siege Map fixes - 21 January 2025
The progress should save correctly now!
- 1.0 - 20 January 2025
1.0 is now out! More details here: https://store.steampowered.com/news/app/2091500/view/520828802612331106 Map editor sample map and guide: https://steamcommunity.com/sharedfiles/filedetails/?id=3411462218
- 1.0 - Breaking Siege - 15 January 2025
Before diving into anything else, I want to start by expressing our heartfelt gratitude to each and every one of you for being part of this incredible journey. Whether you reported a bug, playtested a feature or map, provided feedback, wrote a review, told your friends about our game, shared a screenshot, joined our Discord, or simply played the game—you’ve made a difference, and we sincerely thank you. As many of you know, we are hobbyists at heart. We don’t have an office, we don’t work on our games full-time, and our website is as straightforward as it gets. The most "professional" thing we've done is register a custom domain for our email. Yet, despite these limitations, Warlords Under Siege—as janky as it may be in some places, and as incomplete as it may feel in others—has transformed dramatically over the past two years (and a bit). When we began working on this game, it started…
- 0.98 - Blood and Bastion update - 5 November 2024
Community notice: We're super close to 1.0 and are aiming to release the game in full, in January. If you have any major feedback before this happens, please join our Discord or write in Steam Discussion. Please consider reviewing the game as well! It helps us immensly! 0.98a: - Added new Cards: "Fortified Barracks" and "Vampire Magic" - Added three new spells (available with Vampire Magic) - Added Fortified Barracks building, allowing to recruit all troop types - Laid groundwork for the upcoming map editor - Caravans will get stuck a lot less frequently now - Pathfinding improvements - Logic processing improvements resulting in slightly better performance on some systems - Fixed a bug where units would occasionally leave garrisoned buildings - Fixed a bug where cards in deckbuilding would appear in English, regardless of the language setting For details please see the full announcement
- 0.98 Blood and Bastion - 3 November 2024
EDIT: This update has now been released. Enjoy :) Hi guys! Today we have a little content update for you, before we roll out the map modding stuff for 1.0 (which I'm working very hard on!) In all honesty I've no idea how many of you are interested in custom maps, but this is something of a personal challenge and I'm determined to get it running - especially since my game dev background has very much originated in map making and modding. This little content update brings you some additional tools for the late game. One of the things I always found a bit sad, is that to have proper unit variety, you need to use up 1/4 of your deck (3 barracks x 3 cards). Of course this is part of deck building, but once you've been playing on nightmare 5, I think it's fine to allow you to go a bit overboard! For this reason, we bring you... FORTIFIED BARRACKS The Fortified Barracks is a special building u…
- Balling Up now available! - 25 September 2024
Hi guys! Some of you know we've been working on Balling Up recently. We just wanted to let you know the game is now available on Steam! If you like skill based platformers, it's one to try out :) Balling Up is available now, here: https://store.steampowered.com/app/2593440/Balling_Up/
- Hotfix - 20 September 2024
Some users with certain graphic cards reported being unable to launch the game. This patch should address this issue. If you experience it, please contact us.
- Hotfix - 17 September 2024
Fixed Merlin's spells
- 0.97b - Master of Command - 16 September 2024
Hey everyone! It’s been a little while, and I know some of you have had concerns about the development of Warlords Under Siege—understandably so. But I’m happy to say we’re still hard at work, refining the game and pushing towards the best possible version before our 1.0 release! We've got a few seemingly small but significant updates lined up, and I'm excited to share what's coming next. BUT before we go further, disclaimer: If something goes wrong, and you want to go back to playing the previous version of the game, you can do so by right clicking on the game, going to properties, betas, and selecting the previous patch option! https://i.imgur.com/OkdVvJC.png 0.97b - Master of Command focuses on something we’ve been wanting to improve for a while—unit behavior, responsiveness, and movement. Combat hasn’t always felt as satisfying as it should, and we know that controlling units has of…
- Androsystem Idle - 20 June 2024
Hi guys! Those of you who know us a little closer are aware that we're a team of hobbyists working from our bedrooms, living rooms and basements (depending on who has their PC set up where). Although work on Warlords Under Siege is going very well, it's now mostly being taken care of by Komisarek and Gothim. While all this is going on, Kiwi has taken on a side project to create his dream game - one that’s so simple, you can play it with just one hand, leaving the other free for whatever else you need to do! We'd be honoured if you checked out Androsystem Idle - an incremental idle clicker game set in the far reaches of our universe, in the far, far future! The game is currently off at 10%, but we made it super cheap anyway. No DLCs or microtransactions too, because those suck! :) https://store.steampowered.com/app/2961920/Androsystem_Idle/
- 0.97 - Merewood - 15 June 2024
Hi everyone, as promised new content has arrived! Content Added new map: Merewood, along with new achievements Added new enemy race: Barbarians (look at GamePedia for details) Added new cards: Plunder (I, II, III) Added new sounds for most units, added charge sounds for some units Added post processing to the main menu Bug fixes Pylon no longer damages units when the game is paused Pylon no longer damages units which are under ground Enemy damage dealt to player units is now displayed in red colour Fixed a rare bug when the game wouldn't end in victory because an enemy unit did not die properly Mud should now place itself correctly aligned with the ground We're now moving onto the technical aspect of close combat and unit movement, because at the moment it sucks. We should have something nice for you soon on that front. As always we're taking in suggestions and hope to hear feedback on…
- Lands Untamed - Update Preview - 24 May 2024
As promised, now that some major reworks are complete and new systems in place, we're looking at adding in some more content! Originally this wasn't planned at all - all we had in mind were 5 maps with three unique races, but that's out of the window now, and we're adding in more. First, a couple of screenies. Please remember this is a heavy WIP. One of the things that we think we've done well with WuS since Oasis update came out is map variety. Personally I like challenges that force me to rethink my deck and present an unusual hurdle to jump over. Not unlike Oasis, you'll be very short on resources here. There is not a single resource node, so you might end up feeling some pressure here. Caravans will arrive from the back of the fort, safe from enemy incursions. You'll be able to utilise the Market building here, or go for a new approach... I'll preface further discussion with the dis…
- 0.96a Hotfix - 16 May 2024
- Cards can be dragged and dropped in deck building onto the cards list - Missile units will now attack correctly when offscreen (thanks to NF_Crenos for spotting and reporting that!)
- Fates of Magic - 0.96 - 12 May 2024
0.96 Changes Complete UI revamp Added Mage Tower (3 new cards). Spells appear on the left side of the screen and can be cast by clicking on them. Spells have a cooldown and can be upgraded in the building. Three spells are available at the moment. New sounds for goblins and swordsmen (more to follow on this front) Upgraded Engine and renderer version, should help improve performance on some systems but may cause unforeseen issues. Please report them if you encounter any. Also we encourage you to update your graphics drivers. Optimisation improvements Pathfinding improvements The end screen will now show when leaving the battle manually, giving you the gold you earned (before you'd not get anything unless town hall was destroyed) Guard mode is now a lot more restrictive, units will not chase after enemies unless ordered to do so. Exception is that melee units will go over to other melee…
- Fates of Magic - Update - 7 May 2024
Hi everyone! It’s been quite a while since our last post, for which I have to apologise. Things have been a little bit crazy, and on the technical front we bit off a little more than we could chew, leading to a massive delay in a content update. Since we've been keeping you bored for ages, let me kick things off with some pictures first. New UI It's never been a secret that WuS uses AI generated art (and we still do in place of static 2D images). Saying that, we have now had enough money to hire an artist to redesign the GUI for us, where I'm sure you'll agree he did a tremendous job! The entire UI has been overhauled - both in main menu, and in battle. We've added tooltips that explain all sorts of things that were missing, and everything should be a bit more clear. Here's a comparison shot with old UI (although you can also see new post processing and weather effects there!) New build…