- Sabers Drawn: Brandy Station Arrives October 1! - 27 September 2026
At first light on June 9, 1863, Union cavalry splashed across the fog-covered Rappahannock at Beverly's Ford and fell on Jeb Stuart's sleeping camps. What followed was a 14-hour brawl across the fields, stone walls and hilltops of Culpeper County: the largest cavalry battle ever fought in North America, and the day the Union horse proved it could stand toe-to-toe with Stuart's legendary troopers. On October 1, you take command. To celebrate, starting October 1, Scourge of War: Gettysburg, Scourge of War: Waterloo and all of their DLC are deeply discounted, so there has never been a better time to fill out your collection. Scourge of War: Brandy Station Brandy Station puts the mounted arm front and center. Charge and counter-charge across open ground, dismount your troopers to hold a stone wall, and bring up horse artillery to rake the approaches to St. James Church. Then fight for the p…
- Hotfix - 23 March 2026
Crashing highscore issue.
- Hotfix - 21 March 2026
Fixed the player leaving staging room crash.
- Scourge of War - Chancellorsville DLC Release Mar 19 - 20 March 2026
Scourge of War – Chancellorsville: Relive the Most Daring Victory of the War! Hello Commander, welcome to the American Civil War! This is one of the most brilliant and unexpected battles of the conflict, and Scourge of War – Chancellorsville is your opportunity to step into history.With a special sale starting on March 19, there’s no better time to dive into this remastered experience and command armies in the legendary 1863 campaign. Let’s explore why this DLC is a must-have for both strategy gamers and history enthusiasts—and how it brings the Battle of Chancellorsville to life like never before!Chancellorsville DLC contains:-20 Chancellorsville Single player scenarios plus 6 Multiplayer scenario-5 remastered maps-Complete Chancellorsville OOBWhat Makes Scourge of War – Chancellorsville So Special?For those unfamiliar, Scourge of War – Chancellorsville is a real-time strategy experien…
- Update Notes 20260318 - 18 March 2026
- Fixed "Units under my command" icon above commanded units - Fixed some sounds being audible all over the map although they shouldn't be - Fixed artillery firing through woods issue - Fixed evtgrade command not working - Fixed highscores being randomly deleted
- Patch of the Patch - 25 January 2026
We had a file mixup on a shader that messed with AMD cards. Fixed now.
- Patch Update - 24 January 2026
We've been posting our fixes to the beta branch but not everyone knows or uses that. So it's about time we brought it live. - Fixed crash on start - Added Split Unit menu to release skirmishers - Added unsplit unit button that shows up whatever formation the split unit is - Added flashing icons for retreating and routed units - Fixed a crash on the Campaign Map when two armies meet down a road - Fixed Antietam flags position on Select Scenario Screen
- Remastered Ant Maps - 19 December 2025
Ant is live! Of course that's when we find out the things we messed up. Some of the remastered maps, the entire reason for a rerelease, did not get through our pipeline. Everything is now updated. Those responsible have been forced to march home on half rations.
- Scourge of War - Antietam DLC Release Dec 18 - 13 December 2025
Scourge of War - Antietam: Relive History with Epic Battles on Sale!Hey there, Civil War enthusiasts and strategy gamers! If you’ve ever dreamed of stepping onto the blood-soaked fields of Antietam, the iconic 1862 battle, then Scourge of War - Antietam is your ticket to history. With a special sale starting Dec 18, there’s no better time to dive into this immersive remastered experience and command troops in one of America’s most pivotal clashes. Let’s explore why this game is a must-have for players and history buffs alike, and how it brings the Battle of Antietam to life like never before!What Makes Scourge of War - Antietam So Special?For those unfamiliar, Scourge of War - Antietam is a real-time strategy masterpiece that recreates the brutal September showdown with stunning detail. Much like its acclaimed predecessor, Scourge of War - Gettysburg, this remastered version offers upgr…
- Scourge of War Engine Update - 26 September 2025
BUG CORRECTIONSBug correction is always on top of our “to do” list. I’m really proud of the community we have because of its constant suggestions and feedback. This helped us a lot in finding bugs which sometimes could be very difficult to find.The last effort we put in this area is the correction of the bug that makes a Multiplayer battle to crash when a player leaves the game: this should be fixed now.Another important fix is the scenarios crash, that happened both in the Remastered and in the Classic version, together with the fix for the OOBs errors that appeared in the log.There are also minor corrections to some vegetation graphic glitch, OOB names and weird characters showing in some scenario intro.TOOLBARThe bigger update for this area is the Manage Unit button, under the Attack March (yellow bugle) button, that appears at Brigade level and above: by clicking it, a sub-menu will…
- Yet Another Small Update - 7 June 2025
As the team finds issues, we strive to fix them as quickly as possible. There were some issues with the cav commands (guard,scout,etc.). All working now.
- Small Patch Fix - 1 June 2025
Reb found a CTD in the GB cavalry commands. The CTD is fixed, still testing the commands.
- Bug Fix - 26 May 2025
We completely redid the entire AI for dismounted cavalry, going back to the GB roots. Also fixed an issue with MP sandbox. Thanks to Nicolo, we also have a fix for the water not drawing sometimes. Have a great Memorial Day!
- New Release - 19 May 2025
Team has been working hard since our release of Remastered GB. We've squashed some reported bugs, got some of the sdk tools built, and other QOL issues. Thank you everyone for your support!
- NorbSoftDev GitHub - 18 May 2025
We've decided that it makes more sense to post our sdk files on github rather than ship with the game. It's easier to find the files and you can use the source to modify the program to your needs. For the workshop tool there is a ./bin folder that contains the built program. You do have to have a steam_appid.txt file in order to run the program. That file contains the steam app id of the target file. So for GB, you put in one appid, for WL another. We've also included the two sample files, so it should be pretty easy. It's a very basic program and I think it's based on other examples we've seen. We also are putting our AI source and our other SDK tools here.
- Remastered GB! - 27 April 2025
Finally here and ready for the sale. NOTE: The classic will always be available in your Steam properties.
- Almost There! - 14 April 2025
Last year we made some promises to our players. We said that there would be a big sale on the price of GB. We said that the same engine would run GB and WL. We said that even if you bought WL first, you'd be able to buy GB as DLC. I wish I could take all that back, but I can't so we did it. It would have been much easier to just have the two separate games, or just one game. But I have a big mouth and we all like to do what ever we can to say thanks to everyone for supporting Scourge Of War. We initially moved to Steam to take advantage of their MP and Lobby system. We did that. We also got both games out fairly quickly. This last step of completely moving GB to the new engine has been tough. We will be releasing it all towards the end of the month and it will be greatly discounted, as we promised. We only hope we don't miss too many issues. There will still be some tweaking involved in…
- Attach/Detach Fix - 18 January 2025
This one was hard to track down. I'm not sure how long it's been in the code, but it's ugly. Some really dumb coder made a typo a couple of times and never noticed it. Since C++ basically lets you do anything, there were no obvious issues. That was until players started noticing the attach/detach problem and I would guess some other hidden issues. For those that are interested, I learn more and hopefully others learn more from mistakes. When coding bit flags, which I use for different states of the units, I brain farted the wrong symbol. flags &= !detachflag Seems ok, turn off the detach flag, but that's not the correct symbol, that's a boolean, so it basically messes up every single flag stored. The correct symbol, that was throughout most of the code was flags &= ~detachflag That gives the correct form to disable just the one flag. It's a really really stupid error with ugly results,…
- Dev Update 20241026 - 26 October 2024
The two biggest projects in converting GB to the remastered engine are the screens and the AI. Looking back on how I did the AI dll, I'm not very happy with the work. It's very limiting and hard to understand. I am looking to redesign the interface as doing the same for GB is just building on a crumbling tower. The concept of the AI is to receive the information and then issue a series of commands. It should be simple. The first pass I just moved code from the main engine to a dll and it caused a ton of odd functionality. The forced checks should not happen in the AI. Meaning the forced fallback, retreat, and route are not AI routines. They are engine rules and therefore should not be moddable. But other items, such as the full strategic AI should be included in the DLL rather than the odd mix that is there. The design concept that I am striving towards is where machine learning, behavi…
- Thank You From NorbSoftDev! - 2 September 2024
Thank you for the great engagement of the upgraded games. We we not sure that the community would welcome it, but it's nice to see we were wrong. We've had great engagement and it's good to see these niche games still have a good audience. There are so many cool features we want to add, but we're always playing catch up. I have way too much on my plate and the team is very small with limited engagement this time around. So we're doing what we can and making sure to be consistent in what we promise. It's confusing as getting GB out early caused no end of questions and confusion. We will do everything we have stated though. It's a quiet time now on Steam, but starting in Autumn begins a lot of sales and we'll be fully participating. We hope that will expose us to a larger player base. Which in turn we hope will allow more competition in the MP lobbies. Currently we have the Ligny and Wavr…