Tabletop Tavern news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players90 · 11 October 2026 - 13:14:59 UTC
- SteamPulse tracked peak2,045
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score90% positive
- Total reviews2,010
- Release dateQ2 2026
- DeveloperTJ
- PublisherGamirror Games, Frostbloom
Genres: Strategy
Company pages: Developer: TJPublisher: Gamirror Games, Frostbloom
Tabletop Tavern Steam news
Tabletop Tavern news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update 1.10.8 - More Unique Units, Bug Fixes, Steam Deck Improvements - 8 October 2026
Fixed achievements not unlocking and the Quests page saying Steam is not connected. Achievements you earned since 1.10.1 unlock the next time you launch the game. Sorry :( Campaign TraitsAdded what Im calling campaign traits to a handful of units. Lot of feedback over the past few months in regards to the factions feeling too similar so I wanted to add some more flair to a few units with unique traits. Primary target was the goblins but then got a little carried away and added a few more fun ones.Goblin Rabble and Goblin Scrap Shooters in your reserves now fight in every battle alongside your deployed army. Also on the topic of Goblins - Boblin the Goblin King's Drums in the Deep has a new effect:Goblin Rabble and Goblin Scrap Shooters from Unit Packs arrive at Prestige 2 in Act 2 and Prestige 3 in Act 3. Removed the old “sets Common Unit Packs to 5 gold”.Undead Levies and Boneclatter S…
- 1.10.5 Towns Overhauled, Balance Update, Follow Units Camera, Memory Improvement - 5 October 2026
TownsTLDR Sacking towns is sub primal, so I made it much more rewardingSacking a town pays more. Bounty: Village 4-6 to 8-12 gold, Castle 9-11 to 16-20, City 14-16 to 26-30. The bonus for each act after the first: 5 to 10 gold.Smaller garrisons: Act 1 Castle 6 squads to 5, Act 1 City 6 to 5 (8 to 7 on Lord and Godking), Act 3 City 9 to 8 (on Lord and Godking still 9, with one Rare squad swapped for an Uncommon).The town screen now shows the gear you win for sacking before you choose, and Fight Garrison shows whether auto-resolve predicts a win.A sacked Castle lets you pick 1 of 2 gear items, a City 1 of 3. A Village's item is taken with one click.Gear you leave behind pays gold: Village 10, Castle 15, City 20.The free recruit from a sacked City joins at Prestige 1.The Town Info tooltip has a cleaner layout.Garrison defenders no longer stand still while being hit from beyond their range.…
- 1.10.1a Hotfix - Minor UI Fixes and Balance - 3 October 2026
BalancePrestige III: Drakosaur Brood units can now pick Thick Scales, Sanguine Court units Ethereal, and Taelindor Forest units Forest Dweller.Boblin: Goblin Rabble, Goblin Scrap Shooters and Goblin Enforcers gain Backstabbers.Serendael: starting gold 13 to 12.Iltharion: starting gold 12 to 11.Draven: starting gold 14 to 16, and he starts with an extra squad of Undead Levies.Draven: Thirst for Blood now heals Common units to full after any battle win, not only after sacking a town.Reduced difficulty of Horde Battles on EasyBug fixes and QoLMade several changes to the UI to make it more like it used to be based on player feedbackPrestige III no longer offers Stalwart to units already immune to terror.FPS Limit and VSync now apply right away.Squad sound fixes: mages and single monsters no longer make marching sounds, battle cries follow the squad, and march sounds stop properly in combat.…
- Update 1.10.1 Drakosaur Balancing, Charges Rework, Difficulty Changes Feedback - 1 October 2026
New featuresRight-click on map nodes to mark your path.Color can be picked from free cam mode (Tab).New Detailed stats at the end of battle showcasing damage breakdown for different units.Fateshine Elixir can now reroll your trait choices when a squad reaches Prestige III.Compare squads: with a squad selected, point at another to see its stats with the difference on each one, in battle, on the map and in the Collection.Charge ReworkCharges were confusing af, so I reworked them. Squads sprint the last stretch of an attack, and the sprint is the charge.Anti-Large: blocks a charge only from the front, was from every side.Charges per battle: changed from 2 to no limit, with a 15 second cooldown after each.Side and rear charges: Charge Bonus and impact damage x1.5.Weary: a squad rests for 15 seconds after a charge, then can charge again. The icon on the flag counts down the bonus.Responding…
- Update 1.9.27 - Colorblind Support, Difficulty Level Rework, and more QoL - 27 September 2026
ACCESSIBILITY• New Colorblind Mode in Settings > Game: your army and good results show in blue, enemies and bad results in orange.• In Colorblind Mode, enemy health bars and minimap dots get a diamond marker.• Event outcomes show + and - signs, and gear cards name their rarity.• New settings in Settings > Game: Pause at Battle Start, Pause When a Squad Breaks, and Tap Instead of Hold for the Add to Selection, Queue Orders, Reposition and Spell Menu keys. DIFFICULTY• Difficulty levels have been condensed down from 10 to 4.• Why - one of the most common complaints is that the game is too easy or unbalanced. Condensing the difficulties down from 10 to 4 will allow analytical tracking to paint a clearer picture of what is actually happening on runs.• Past wins carry over from the start. Godking is just as hard as ever.• Every difficulty is open from the start. You no longer have to win a le…
- Update 1.9.25 - Performance improvement, Units with weight, and UI Refresh - 25 September 2026
Hey All, now that I have the luxury of working on the game full time (thanks to you) I've been able to fix a bunch of things that have been bothering me for weeks but I haven't had the time until now to look into. PERFORMANCE• First and foremost was a continuation of the performance deep dive that I started last week. On my 3080 I saw a 52% increase in fps on the campaign map and the main menu up to 24% faster. I did this by changing the trees to be drawn in batches instead of one by one, and the tavern fireplace renders its shadows once instead of every frame. Idk what it's like on other graphics cards but hopefully it's noticeable.• The game now starts about 1 second faster and you load into the map about 2 seconds faster. Changed some setting in unity for build compile type thing BATTLE• I was also able to rework unit mass so they now are weighted by size. Monsters and cavalry shove…
- Update 1.9.20 - Locked Formations, Performance & Visual Improvements - 20 September 2026
Locked formations, faster battles, and a battlefield you can read at a glance.PERFORMANCE• Battles run up to 43% faster at 4K and around 12% faster at 1080p.• The stutter during melee is gone.• New Anti-Aliasing and FPS Limit options in Graphics settings.• Ultra looks very slightly softer at long range as part of the performance work.BATTLE• Groups can lock their formation. Click the padlock on the group bar or press Ctrl+G. A locked group keeps its shape and facing when you move it, dragging turns the whole block, everyone marches at the pace of the slowest unit, and an attack order spreads the squads across the enemy line.• Hovering a squad outlines every soldier in it, gold for yours and red for the enemy. Selected squads get a brighter outline.• The marker under each soldier is now an arrow at their feet showing which way they face. The placement preview uses the same arrows.• Deplo…
- Update 1.9.15 - Bug Fixes, and btw I quit my day job for Tabletop Tavern - 15 September 2026
This week I was able to quit my day job. Tabletop Tavern is my full time job as of today. I got to make that call because you all showed up for this game, bought it, posted about it, and told me what you wanted from it. That is the whole reason this is possible. Everything goes into the Rift of Magic update this fall. Locking in.Thank you. Truly
- v 1.9.9 QoL Updates, Mages sneak peak - 9 September 2026
Primarily working on the first major update for Tabletop Tavern that will include player spell casting and new mage units, Here’s some new units! Can’t wait to share more info on when it’s coming but know it’s on the way. For now though, here are a few Quality of Life improvements and bug fixesCollections page can now be viewed at anytime! Open it in settingsNew warning confirmation popup appears to prevent accidentally resetting your Renown Reduced game size from 7.8 GB to 4.7 GB by deleting herobrine Reduced RAM usage slightly by fixing 35 unit models Fixed some weird colliders of upgrade nodes on the board that were unclickable Replaced music tracks that got flagged in YouTube uploads Fixed a bug where you could drag unit cards after a loss Built a new Regression Testing Suite to improve stability of builds going forward
- v1.8.29 QoL Improvements, Artillery Cooldowns, & Bug Fixes - 29 August 2026
QoL improvementsI took a stab at a few items that you guys have been suggesting over the past few weeksNew options in settings to default units to Cease Fire or Fire At Will on battle loadArtillery now has a visible cooldown! There is a new bar underneath their health bar and a timer on the detailed unit side menu showing how many seconds remain before the next shot is fired Bug FixesFixed Gear from packs in the shop rolling the same item if item is skippedFixed upgrades scene being completely broken due to some spell stuff sneaking throughFixed issue of being able to claim some starting gear as the blocker was not covering the whole windowFixed issue with being able to add units to your army before starting army modification is allowed (one completion required)Fixed issues with titles of modded hero bonusesFixed ui bug where large unit’s speed was showing as +5 in rain instead of -50%…
- v 1.8.25 Hybrid Units Rebalance - 25 August 2026
Back from vacation and back on the grind! First rework needed was to hybrid units who were being unruly in autoresolve! Three units now fight as a proper Hybrid class rather than being treated as archers who happen to be good in a scrap:Berserkers, Cragflayers and Kunoichi InfiltratorsThey open with thrown weapons, then close and fightEnemy hybrids hold their ground instead of falling back when you close on them. Expect them to meet you head on.Hybrid Gear and PrestigePrestige now raises Melee Attack, Melee Defense and Leadership, instead of Accuracy, Range and Ammunition.They now benefit from melee gear: Arming Swords and Texan BBQ.They no longer benefit from archery gear: Longbows, Diamond Tipped Arrows, Raven's Eye and Ring of the Elven King.They no longer gain ammunition from any source, including Deep Quivers and Bertha Barrelstorm's Supply Lines. They carry a handful of throwing w…
- v 1.8.9 Bug Fixes - 10 August 2026
Small update with some bug fixes!Fixed issue with units leaving swamps never having their debuff removedAbandoning a run during a battle no longer carries your battle speed over into the menus. Previously, quitting a run while on fast speed left the main menu and campaign map running fast-forward until you started another battle.Abandoning a run while the battle was paused no longer freezes the game. This one could leave you stuck on a completely unresponsive main menu.Opening the pause menu while the game is loading between screens no longer freezes things up.Fixed exploit where exiting from shop to main menu would refresh the consumable optionsFixed text overlap when looking at hero details in collections pageFixed several issues with groups in battle causing units to be unselectable among other bugsFixed some translation issues in Russian
- v 1.8.1 Bug fixes, Spell Update Preview, and I’m taking a Vacation! - 2 August 2026
Hey all! Wanted to give a little preview of the Spell Casting Update coming this fall. Also wanted to communicate that I will be taking a brief vacation for the first 3 weeks of August to take my wife on a Honeymoon! I apologize in advance if I am not responding to comments as frequently or pushing patches as often as I have been this summer, but rest assured I'm not abandoning the game, just need to take a few weeks off. As for what the future holds... Spell Casting PlanThe current plan for the spell casting update is to allow the player to select 4 spells to take with you during the campaign. Every hero has one signature spell, with the other 3 will initially be made up of weaker, starter spells. Those other 3 spells will be able to be swapped out with any other unique hero spell that is unlocked. Starter SpellsThere will be a handful of starter spells that do small amounts of direct…
- v 1.7.27 New Prestige Traits, Analytics, and Bug Fixes - 27 July 2026
⚔️ New Prestige TraitsWhen a unit reaches max prestige it picks a trait to carry for the rest of the run. Ranged and artillery units had noticeably fewer meaningful choices than melee units did, so there are now five new traits built specifically for them. All new traits can be added via mods as well.Shot Discipline - Reloads 20% faster between shots. (Ranged and artillery)Overdraw - Increases attack range by 15%. (Ranged and artillery)Steady Aim - No accuracy penalty while in Rapid Firing Mode. (Ranged only)Demolisher - Explosions deal 30% more damage in a 30% larger radius. (Artillery only)Powder Reserves - Carries 50% more ammunition. (Artillery only)Deep Quivers — Carries 500 more ammunition. (Ranged only)📈 New AnalyticsI have reworked analytics for game tracking to improve balance in the game based on raw data as opposed to currently just going off feedback and vibes. Data is full…
- v1.7.23 Improved AI & Bug Fixes - 24 July 2026
Lots of work on spells this week. Going to be focused on the 1.1 update for a bit but will still push updates for any bugfixes or minor improvements I make Enemy AI: Smarter Target Priority- Enemy squads will no longer chase a single fast unit around the battlefield forever- This applies to melee, archers, and artillery alike. You can no longer "leash" an entire enemy army with one lone skirmisher while the rest of your force sits safe.- A unit that just shook off its pursuers gets a short window of breathing room before enemies will commit to chasing it again, so kiting is still useful as a tactic, just no longer an infinite exploit.- Archers and artillery are also quicker to switch their aim to a genuinely closer or more dangerous target, rather than stubbornly firing at whatever they locked onto first.Improvements- Slight increase to performance by rewriting the save system. Should s…
- v1.7.20 Improved Performance, QoL, and Bug Fixes - 21 July 2026
Performance ChangesReworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times. The only real noticeable difference is going from main menu → custom battle. Originally the battle was being preloaded to allow snappier load times, but it would max out your GPU in main menu and on the map, which just really doesn't make sense. The battle scene was also being reloaded when exiting battle, so although there is a slight delay now when entering, that delay was previously happening when exiting a battle, so there is no cumulative increase in load times. I’m really thankful for everyone that purchased the game so if this change is not welcome, feel free to lmk in the comments as I will be reading all of them and willing to switch it back.QoL Improvements- Unit losses are now shown on your unit cards after a battle- Cease Fire button…
- v1.7.18 Limited Mod Support - 18 July 2026
Implemented limited modding support as more of an integration test between the game, steam, and the actual back end data. If this works well I can expand it to incorporate more values and features in the future! Here is a link to the workshop page where you can browse and sub to other peoples mods. https://steamcommunity.com/app/3337380/workshop/ Mods can be accessed in game from the main menu and uploaded from local files to steam. I also put together a little tutorial on how to create mods and the stuff that is currently available (currently only overrides for unit stats, heroes and faction bonuses) https://github.com/Memori-Studios/TabletopTavern-Modding-Guide Obviously custom units are the biggest moding request so will think more for a solution to that, the current problem is that I use a paid 3rd party tool since Unity does not support animations for ECS. The tool is like $25 but…
- v1.7.15 QoL Update - 15 July 2026
Potions can now be applied to initiative roll in battleFateshine Elixir (Max Roll) and Rewind Potion can now be used in battle. A new button will appear if you have one in your inventory. Made sure that it will still appear even if autoroll is toggled to give you a chance to use it Unit Reordering to Reserves is much easierDragging units into reserves is now a swaps units instead of shifting them to the left, making reordering units much easier.Bug FixesFixed softcrash caused by alt tabbing after a battle while in full screenFixed text on campaign map sometimes being blocked by treesDecreased Act 1 final fight difficulty. Was overtuned and way too hard compared to the rest of the game. Still want to increase difficulty but this fight was too frustrating and unfunBertha’s campaign bonus now grants +10 \ instead of +4 \ as that is much more impactful on artilleryAdded the faction name to…
- v 1.7.13 Prestige Improvements - 14 July 2026
As with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does.III Prestige Rework IIIPrestige bonuses have been re-balanced. The flat bonus to core combat stats (Melee Attack/Defense, Range/Accuracy) is now +5 per rank instead of +10.To help offset that, prestige now also boosts Leadership (melee units) and Ammunition (ranged & artillery units) New: at max (3-star) prestige, you choose the unit's bonus trait. You'll be shown 3 options to pick from - possible traits include Armor Piercing, Anti-Infantry, Anti-Large, Terrifying, Stalwart, Rage, Armor Sundering, Flaming Ammo (ranged units only), Back Stabbers, Monster Slayer, and Blood Frenzy. This combines a bit of randomness as to which traits are offered so that each play through is not the same while still keeping some player agency in allowing selection of most desired tr…
- Metaprogression Update - 10 July 2026
Renown is now used to purchase upgrades instead of deposited goldFirst off, deposited gold will automatically get converted to renown, so if you maxed out the upgrades you will still have them maxed out.I have reworked metaprogression to now pay out a new currency: Renown. I liked the old system, some players liked the old system, but a lot didn’t. In the interest of listening to the community, the old mechanic of depositing gold is being replaced. My vision for the game was to provide a fun experience to players and unfortunately this mechanic was getting in the way. With the new renown system, you are rewarded for chapters completed with big bonuses for completing Acts. A defeat will result in earning the full gold accumulated so far, but you will miss out on the larger bonuses later in the run. The amount you are rewarded is also now scaled based on the difficulty completed so that i…
Patch notes and updates
Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.
