Notoris 2: Warlords news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID2766140
- PriceNo longer available on Steam Store
- Release dateQ1 2027
- DeveloperFlying General Games LLC
- PublisherFlying General Games LLC
- Parent gameNot available
Genres: Indie, RPG, Simulation, Strategy
Company pages: Developer: Flying General Games LLCPublisher: Flying General Games LLC
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Notoris 2: Warlords Steam news
Notoris 2: Warlords news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Notoris 2: Warlords | Dev Update - 1 October 2026
September was a bit different from the last few months.Instead of spending most of the month building entirely new systems, a lot of my time went toward getting Notoris 2 ready to actually put in front of more players.That meant building the tutorial, working on the opening cinematic, adding localization, improving performance, and doing a sweeping amount of bug fixing and UX cleanup as I continued playing through the game.Here's what I worked on this month.Tutorial & OnboardingOne of the biggest focuses this month was finally building out a proper tutorial system.Notoris 2 has a lot of interconnected systems, and the approach of throwing the player into the campaign and hoping they figured everything out obviously wasn't going to work for the demo.This new tutorial is built directly into the normal campaign rather than being a completely separate scenario. Tutorial beats can react to w…
- Notoris 2: Warlords | Dev Update - 2 September 2026
August Development Update August was another big month for Notoris 2. A major focus this month was finally fleshing out the Generic Officer system, while also continuing to expand officer progression, combat, and the campaign systems around them. I'm also spending more time actually playing full campaigns now, which has started exposing a lot of problems that aren't obvious when testing individual systems. Here's what I worked on this month. Generic Officer System One of the biggest pieces of work this month was fully fleshing out the Generic Officer system. The goal is for generic officers to have enough variation that encountering a new officer doesn't feel like you're just looking at the same character with slightly different stats. There are now 5 Officer Template types, each with: 5 unique portraits5 different skill tree variants100 possible namesEach of those combinations availabl…
- Notoris 2: Warlords | Dev Update - 1 August 2026
July was a super productive month, with a heavy focus on Diplomacy, officer relationships, progression systems, and AI improvements. A key milestone was reached as core gameplay systems began interacting in previously unattainable ways, resulting in the game reaching a fully playable state. It was wild to suddenly have this collection of systems you’ve been working on for 4+ years turn into a playable game in a single month.. Anyway, here's what I worked on.Diplomacy System ExpansionDiplomacy was by far the biggest focus this month. I took a base empty system into one where every faction has long-term strategic goals and tries to act intelligibly. I knew this was going to be a lot of work (and theres still more to do) but I was surprised just how much needed to go into this. Especially to support the individual officers going out as diplomats/ envoys to the factions capitols.The diploma…
- Notoris 2 : Warlords | Dev Update - 30 June 2026
June ended up being one of the biggest months for the project so far. Everything continues to feel like its connecting together more and more with each addition.Here's what I worked on this month.Officer Assist SystemThe biggest focus was finishing the new Assist assignment.AI officers now understand how to assign, prioritize, and complete Assist tasks correctly, while players get a dedicated results screen that breaks down exactly what their officer accomplished. I also added relationship scaling so officers with high rapport work together more effectively.To support this, I expanded the underlying cdir event system with new Assist events across buildings like Farms, Markets, Forges, Barracks, Taverns, Gates, and more. This opens the door for much more flavor and bonus outcomes for officer assignments moving forward.New Combat System UpgradesWyatt spent much of the month with heavy upg…
- Notoris 2 : Warlords | Dev Update - 1 June 2026
Hey everyone, Steve here from Flying General Games, the (mostly) solo dev working on Notoris 2: Warlords. Here's what I've been up to the past two months. Heads up, this is kind of a long one..Skill TreesIf you've spent time in the Total War: Three Kingdoms modding community, you might have come across my "Havie-Improved Skill Trees" mod. Building that mod was honestly where something big first clicked for me about game design. Reworking their skill tree system and watching how different node layouts shaped playstyle choices and made officers feel way more unique was so rewarding. That experience is a big part of what pushed me from modder to wanting to make my own game. So when it came time to design skill trees for Notoris 2, it felt like coming home.The catch is that NOTR2 doesn't yet have the same number of modifiers, stats, and scopes that TW:3K does. So instead of designing around…
- Notoris 2 : Warlords | Dev Update - 3 April 2026
Heyo, here’s a quick breakdown of what got done over the past month. This was a systems + UI foundation push, along with some solid gameplay iteration.Here’s whats changed:Faction Court SystemBuilt and completed the Faction Court MenuView/Assign Faction Leader, Heir, Court OfficialsView faction wide effects of appointments (Faction Wu Xing)*Display is a WIPArmy & Gameplay MechanicsImplemented Influence cost for controlling allied unitsExpanded resource systems:Added full gameplay logic for Will (army “mana”)Hooked Will into UI + tooltipsAdded real resource spending logic (AP / Influence, Will in progress)Rebalanced all tactics (AP + Will costs)Added logic for officers being routed / returning to town (skip a turn)Added logic for officer deaths and injuriesAdded:New promotion ranks (6–10)Influence cost reductions tied to rank/admin statusInjury tooltip through DEM Event system frameworkC…
- Notoris 2 : Warlords | Dev Update - 3 March 2026
February was another foundational month.We had a good balance of under the hood updates with actual player facing visual and gameplay changes.Here’s what changed:Core Modifier System ReworkedI dramatically rebuilt how modifiers function at a foundational level. I’ve called this the Dynamic Effect Modifier System or DEM for short.The system is now modeled much closer to Total War: Three Kingdoms, where officer stats can affect multiple scopes in a scalable, layered way:Self (personal stats like duel/escape/capture/retreat chance etc)Building Output (Gold / Food / Weapon productions etc)Town Administrative scope (efficiency, recruitment, growth etc)Faction-wide scope (Faction Leader can affect all the above)All modifier definitions have been moved out of Unity ScriptableObjects and into JSON.Why This Matters:Fully data-driven & modularEasily expandable for future contentDesigned to be exp…
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