- Demo 0.3.9 - Patch Notes - 20 September 2026
Demo 0.3.9 New Rebuilt looting and inventory as one two-panel screen: category filter, sort by name, slider or Shift/Ctrl to move stacks, "Take all", and item tooltips. Added a Drop action to the Inventory tab. Added the ability to take a cart or wagon straight from the loot screen, with its carrying capacity applied immediately. Added a category filter to market screens and made columns sortable (name, price, and demand in towns). Added tooltips to carts, wagons, horses and livestock. Reworked the party-speed readout to list every factor affecting your pace. Spare pack horses now speed the army up; large surplus herds slow it down. Added road travel bonuses and clearer distances: march time in the details panel, distance-in-days on settlement and army hovers, and a fastest-route option on Shift (rebindable). Added faction colours and hover info to caravans. Added Auto-resolve for field…
- Demo 0.3.8 - Patch Notes - 14 September 2026
Demo 0.3.8 Battles New: optional tactical pause. Turn it on in Settings, then press Space in a battle to freeze the fight and give your orders at your own pace. Movement arrows and destination markers show while paused, and your orders carry out the moment you unpause. It can be rebound to another key, and it is off by default. Indicators for charges still need to be added. Custom battles now let you build your own army unit by unit, instead of only using the ready-made presets. Interface The custom battle setup screen is taller, so you can see more of your army while you build it. Fixes Fixed longbowmen behaving like melee infantry: they now loose arrows again, hold their ground at range instead of creeping toward the enemy, and show their range ring. Fixed large armies deploying outside their start zone, sometimes off the edge of the map. Fixed ranged units behind the front line bunch…
- Demo 0.3.7 - Patch Notes - 13 September 2026
Demo 0.3.7 Battles Shield wall placement previews now update live to show where your men will actually stand. Enemy armies now try to march around large rocks and rivers rather than straight into them. Enemy armies now cross fords to reach you instead of stalling at the water's edge. Interface Market and inventory items now show a tooltip — what they're worth, how they're made, and which unit upgrades use them. Fixes Fixed an issue where robbing caravans did not count towards the caravan robbing quest. Fixed an issue where some units would ignore a new order given while they were still moving. Fixed an issue where units forming up beside water or rock could be placed hard against the edge. Fixed lords briefly flickering onto the map while stationed in a settlement. Fixed camps and parties hidden in the fog of war still showing a tooltip on hover. Fixed the volley fire range ring showing…
- Demo 0.3.6 - Patch Notes - 11 September 2026
Demo 0.3.6 Battles Hover one of your soldiers in a battle to see their name and portrait on the info card. Fixes Fixed a black screen on startup that stopped some players reaching the main menu. Likely (still unconfirmed) fix for a bug where every town but the capital could vanish from the map after the opening battle, with all armies then spawning from that one city. If it still happens, sending us a save would help us pin it down. Fixed a rare error when choosing Flee, Attack or Bribe on an enemy army destroyed at that same moment. Cleaned up the parallax backgrounds in the main menu slightly.
- Demo 0.3.5 - Patch Notes - 10 September 2026
Demo 0.3.5 The new terrain Terrain generation for battlefields has been overhauled. Which now includes a bunch of new terrain features: Bogs: Slow down units moving through them and prevent charges. Forest: Slightly slows units, reduces incoming ranged damage, and has a chance to disrupt charges. Rocks: Impassable, also blocks ranged attacks. Fords: Most common river crossing, similar effect to bogs. Hover ground that affects the fight for a card naming its effects in the top right. Battlefield atmosphere Rivers now have a nice flowing shader based on a pre-computed fluid sim. Crows gather on open and wooded ground and scatter into the air when soldiers come near. In autumn, leaves fall from the golden trees. A new Ambience volume slider in the sound settings which controls ambient SFX. The new battle AI The battle AI has been completely overhauled. The new AI makes use of the new battl…
- Demo 0.3.4 - Patch Notes - 28 August 2026
New The economy is rebuilt. Every settlement grows food, works its industries, eats, builds and trades in one simulation. Prices track real scarcity and shortages pull caravans. Every town has a speciality: farming, fishing, forestry, mining, smithing, stonecutting, horses, weaving, brewing, or a guild seat that works every craft. It shows on the map label, the town screen and the tooltip, and shapes what the town builds and trains. Settlement sizes follow the land. The two faction capitals are the largest cities, farming and fishing towns come next, then craft towns, down to proper villages in the hills and woods. The Production tab is now the Economy tab. Each building shows its workers, output over the last 30 days, and whether it is working, including why not: no workers, demand met, or short of a named material. Below that, the town's imports and exports over the same 30 days. The…
- Demo 0.3.3 - Patch Notes - 21 August 2026
New Your soldiers have faces. Every named soldier now carries a small pixel portrait, shown next to his name in the warband's unit list, on the camp-life event cards he stars in, beside the deadliest-warrior line on the saga pages, and in the pick-a-man lists for couriers and vassals. A veteran raised to vassal keeps his face as a lord, on the hall of the fief he holds. A face is rolled once when the man joins and stays his for life, through saves and promotions, even past his death on the record books. Red hair is rare Work boards. Settlements post real jobs drawn from the world around them: bounties on actual bandit bands and camps in the area, toll crews squatting real crossings, and lord-posted work from the fief's own lord, including a sealed letter worth ambushing and a rival's messenger worth stopping. Offers appear when the situation exists and vanish when it resolves, pay scale…
- Demo 0.3.2 - Patch notes - 14 August 2026
Balance Lord loyalty is an economy now. Summoning a lord spends a little goodwill and each stretch under your banner wears him down; shared victories pay for the campaign, and sworn vassals rest back toward readiness at home. Sacking or burning a lord's own fief angers him personally, past what his court records. Summon-and-dismiss cycling no longer farms loyalty up; it just burns it Horse archers reworked into skirmishers. Mounted archers and wolf skirmishers now carry a horse bow with a third of a foot bow's reach, and they ride a wide sweeping circle at the edge of that reach, loosing on each pass instead of pelting from a safe standoff. Their horses also cannot turn on a coin any more; they dodge only roughly, so spears, charges and committed chases connect Battle Units placed in the deployment phase start on Hold Position. Your line stands where you put it when the battle opens ins…
- Demo 0.3.1 - Patch notes - 12 August 2026
Diplomacy A faction that wants your land writes before it marches. It sends a demand naming a daily tribute, and a war only follows if you refuse or ignore it. Taking your first town no longer means a kingdom declaring on you out of nowhere a few days later What a faction demands is now worth having. Its price is set by what marching on you would actually win them, so refusing is a real decision rather than a formality. Pay it and no war comes while the payments are current Kings weigh a war in silver: what the best fief they could take is worth, what the campaign will cost them, and what it leaves open at home. A war has to pay for itself before it is worth starting, so nobody mobilises a realm for one hamlet A king will not walk out of a war he started with nothing to show for it. Suing for peace the same week is refused, and only becomes acceptable as the fighting drags on and wears…
- Demo 0.3.0 - Patch Notes - 11 August 2026
Diplomacy Once you have founded a faction, you can write to others. A letter is composed from clauses with numbers you set: send or demand silver, peace, a truce, daily tribute in either direction, hand over or ask for a settlement, ask them to declare war on a rival, or offer to join a war of theirs. Your envoy reads the terms before you seal it and tells you roughly how the court will take them A letter is carried by one of your own men, chosen by name from your party. He leaves the warband while he rides and returns with the answer. Mounted men ride faster, and you can have as many riders out at once as you have men to send Courts write to you unprompted. They demand tribute when they think you are weak, sue for peace when a war has ground them down, offer to ransom a lord of yours they hold, propose a straight prisoner exchange, and pay you to join a war they are losing. What a cour…
- Demo 0.2.6 - Patch notes - 7 August 2026
Interface Text throughout the game now sits on a drop shadow, including button and tab labels. It is sized to the font's own pixel grid, so it stays in proportion at every text size. Readouts over the world map in particular now read clearly against whatever they are sitting on New ship art, drawn in perspective. Ships now hold that perspective instead of spinning to face their heading: they sail facing right, and turn to face left when the crossing runs westward. Applies to the opening voyage, merchant ships on sea routes, and your own sea travel between ports Ships now leave a foam wake, thrown off the waterline at the stern and opening into a V behind them. It holds the same shape whether a ship is crawling or running at triple speed, and fades out where a ship stops or docks The loot screen has quantity sliders, the same as the marketplace. Splitting a stack of a thousand no longer…
- Demo 0.2.5 - Patch Notes - 6 August 2026
Battle Dead units now fall like bodies instead of playing one canned collapse. Knees buckle, the body topples and thumps down, and momentum carries a charging victim into a skid. Every corpse settles into its own pose The fallen keep their kit. Corpses now drop the correct shield shape and weapon for their unit, sized to the body that carried them, with helmets, plumes, tabards and pauldrons matching the living soldier Economy Taking a settlement no longer pulls a third of your army into its garrison. A conquered fief starts undefended: staff it yourself from the Garrison tab, or let free militia trickle in toward the cap over the following days Garrison caps raised for smaller settlements: hamlets up to 24 (was 15), villages up to 75 (was 40), towns up to about 135 (was 100) Marketplace prices now move with the trade itself. Each unit you sell pays a little less as the town's need fill…
- Demo 0.2.4 - Patch Notes - 5 August 2026
World Besiege a settlement and its lord now rides to relieve it. If his force can match yours he attacks on arrival; if not, he holds off and sallies out with the garrison once they can win together. When they reach you, stand and fight or abandon the siege. Beat the relief force and the town falls Rob too many caravans, or sack towns, and a war party is sent to hunt you down. Haul a fat stack of loot and a raider band comes for your baggage. When one catches you, stand and fight, run, or pay it off Fleeing a battle now costs you, and how much depends on the chase. Outrun the enemy and you slip away light; get caught slow and laden and you can lose provisions, baggage, coin, and men. A summary shows exactly what was lost Battle Give a mixed group of units a move order and they now advance together at the slowest unit's speed, so your line stays formed instead of the fast units racing ah…
- Demo 0.2.3 - Patch Notes - 3 August 2026
Battles It's now possible to only deploy a subsection of your army Fixed idle units noticing nearby enemies after a random delay; a standing line now reacts together instead of waking up one by one Interface Overhauled the UI across the whole game. Aiming for consistent dark panels, clearer text, and one visual language on every screen Rebuilt the Custom Battle setup screen to match Merchant caravan trading now matches the settlement marketplace Buying food shows how many days each stock will feed your army Bigger, clearer text on the in-battle command bar Bigger main menu buttons Fixed a crash opening the Quests tab when a completed quest is no longer offered Performance Battle optimisation pass, mean frame time before → after: 250v250: 7.7ms → 7.2ms (131 → 140 fps) 500v500: 10.6ms → 8.9ms (95 → 112 fps) 1000v1000: 16.1ms → 13.6ms (62 → 73 fps) 2000v2000: 31.6ms → 25.3ms (32 → 39 fps)…
- Demo 0.2.2 - Patch notes - 1 August 2026
Voices Added proper voice actor unit barks for all races: selection, moves, attacks, holds, shield walls, volleys and charges Added voice lines for victory, defeat and shield walls breaking; removed the old victory horn Battles Ordering a shield wall together with other units no longer disbands the wall Victory no longer ends the battle instantly; look around and press Tab when done Battle speed now correctly defaults to 3/4 Fixed archers overrunning their range on attack-move, and creeping into melee while firing on direct attack orders Mixed selections now show all available abilities, not just the highlighted type's Added attack range indicators for ranged units, merging when they overlap (Settings > Gameplay: hover / selected / always / never; hold Alt to show all) Bigger unit click hitboxes: matches the hover circle and tracks knockback Fixed deploying troops outside the deployment…
- Demo 0.2.1 - Path notes - 31 July 2026
Battles Dragged formations now order themselves: shields take the front rank, unshielded melee the middle, ranged the rear. Squares and circles do the same by ring, shields on the outside, bows in the core Soldiers in a shield wall keep facing the wall's front while they move, and only turn when they engage Esc now closes the battle pause menu as well as opening it 'Take All' on the prisoner screen now fills your capacity with the most valuable captives first, lord included Overworld Bandits can no longer jump you during the landfall opening. The world holds off until the first fight is done The men now eat a spread of up to three food types a day instead of draining one type to zero, so a varied larder actually improves cohesion The top-bar food days and wage bill react properly to food rations and wage settings Unit types with every member wounded no longer vanish from the Army tab. T…
- Demo 0.2.0 - Patch Notes - 30 July 2026
Demo 0.2.0 Cohesion Your warband has a cohesion meter, from -100 to +100, shown as a bar in the top of the overworld screen. Zero is the resting point. Hover it for a summary, click it for the full ledger Cohesion comes from how you run the band: good and varied food raises it, half rations and hunger sink it, late wages sink it fast, and battle results land as swings that fade over days. New levers to manage it, in the Army screen's Cohesion tab: set food rations (half, standard, generous), serve an ale ration (small or large, drawn daily from your stores), set the pay level (half, full, generous), throw a feast, and share a cut of the loot at the victory screen Below -10, men start deserting at night Resting in a town clears bad feeling faster In summer a drought can strike: grain gets drawn for the horses Tutorial battle New games now open in the Old Country, on the last morning of a…
- Demo 0.1.6 - Patch Notes - 23 July 2026
Roads The overworld now has a proper road network. Roads follow the lie of the land: they stick to plains and valleys, wind around mountains and marshes, and merge into shared trunk routes with natural junctions Roads meet towns properly instead of skirting past them, and bridges now appear where roads cross rivers Merchant caravans follow the roads, and travel faster on them than cross-country Caravans no longer freeze in place at random. If you spotted a merchant standing in a field staring into the distance, that is fixed Towns Speciality towns now look the part. A smithy town keeps swords on its shelves, a logging town keeps timber in stock, and visiting a producer means you can actually buy what it makes Industries hold back a working reserve of their materials instead of selling the lot to the first passing caravan. The Production tab shows the town granary and what each industry…
- Demo 0.1.5 - Patch Notes - 22 July 2026
Battles Cavalry no longer jitter back and forth when attacking. They brake into melee against standing enemies, and match pace behind fleeing ones to cut them down mid-chase Your army starts the battle ready to fight: units engage enemies that come into range instead of standing passively until ordered. Shield walls still hold fast Formation moves no longer secretly change your units' behaviour. A unit told to hold position keeps holding after you move it, an aggressive one stays aggressive Order markers now show your units' stance: green for aggressive, steel blue for holding. Mixed groups show both, dot by dot, in the formation preview Deployment The deploy panel is now a compact sidebar on the left with unit portraits, live counts and full stat tooltips, so it no longer covers the battlefield or the HUD Units can no longer be deployed into the sea on coastal maps, or placed outside t…
- Demo 0.1.4 - Patch Notes - 21 July 2026
Combat Pacing New "Combat Lethality" setting under Gameplay: Low, Medium or High. It controls how much damage units deal The default is Low so battles run considerably longer, giving you time to manoeuvre, commit reserves and react to threats. Formations and flanking matter more when the line holds 'High' is the same damage dealt as in the last version, more arcade-like. Sieges Battering rams you build in the siege camp now appear in battle as real, controllable units. Drive one at a gate and it will get to work. Previously a built ram just quietly weakened the gate with nothing to show for it Fixed rams (and other large units) being unable to reach gates to attack them With a ladder carrier selected, hovering a wall now shows a preview of the ladder and highlights the wall section it will lean on Hovering an enemy gate with units selected highlights the gate, so it is clear you can att…