- Wooden Battles 2? - 29 January 2025
Hello everyone, it's been a while! It has been a while since I made any updates. I apologize for that. Today, I have some news to share. Initially, I was making regular updates for this game, but as time went on, other things in life came up. I had to prepare for some exams, deal with my professional life, and I also had other game ideas I wanted to explore, so I ended up putting development of this game on hold. I have been meaning to get back to it, but days turned into weeks, weeks into months, and then into years. And here we are. I always felt that if I could make this game all over again, I would have done things differently. I feel like I have learned a lot as a developer since this game was originally created. I felt like I could do it better. But at the same time, re-making the whole game from scratch would be tiresome. So for a while, I was playing around with it, but wasn't s…
- Mines and Turrets - 14 May 2019
Hello everyone! Time for another update. In this update I am adding mines and a few turret types. They cost "block currency," the same currency you use for blocks and structures. They also work the same way that blocks do, so if you don't have any units left, just the mines and/or turrets, you will lose the battle. I may change that later on, I will see. Mines work on a proximity basis, when enemy units get near them, the mines explodes dealing AOE damage. I originally was planning to make the mines invisible, and maybe make it so that nearby officer can reveal mines. I may modify how mines work later on. Turrets are stationary, and have a limited angle of rotation. It means that they can only target units that are in a narrow cone in front of them. There are currently two types of turrets, the Fort Cannon, and the Fort Gun. The Fort Cannon is similar to the ordinary cannon, while the F…
- Block Materials, Unit Drag Selection, Copy/Paste - 14 April 2019
Hello everyone! It's been a while since the last update. I've been busy with some personal things plus I had some difficulties with some of the added features, but here is another update. First, I'm introducing block materials. Instead of only wooden blocks, there are now rubber and reinforced wood blocks for all types. There are 3 buttons at the top of the block UI that allow you to select the material. Reinforced wooden blocks are the strongest, and also most expensive. Rubber blocks are slightly cheaper and weaker than reinforced blocks, but they bounce back cannon balls. Wooden blocks are the original blocks that were already in the game. Next, I've added the option to select multiple units at once during the building phase. You will notice that there is a button that says "ISO" next to the play button. This button toggles between top down isometric view, and the normal 3D view. Whi…
- Conquest Mode, New Factions, Tech Tree - 12 January 2019
Hello Everyone! Hope you are all having a good start to the new year. A new update for Wooden Battles is here! The Winter Mode is now removed from the game, but there have been some major changes to Conquest Mode. Conquest Mode now has 2 new factions, Purple, and Teal. The map has been expanded to make room for the new factions. A tech tree has been added to the game. You will notice that all of your units are now locked, except for the rifleman. You have to unlock them in the tech tree. Each unit also has several upgrade options, and after unlocking all the upgrades, you can unlock weapons for the unit. Currently, the weapons are the same as the ones from challenge mode, but I will modify it later. To unlock stuff in the tech tree, you use Battle Points. Battle Points are earned by fighting battles. The number of points you get depends on whether you win or lose, whether it's a fort ba…
- Winter Mode Update - 14 December 2018
Hello everyone! Merry Christmas and Happy Holidays! To celebrate the festive season I have prepared a Winter Mode update for the game. There are 6 missions, and upon beating them all, you will unlock a new weapon for the Rifleman. This weapon is temporary and will only last for the duration of the event. The Winter Mode will expire on January 11. The Horseman unit is still not added to Conquest mode. I've realized that adding this unit will make the old saves obsolete, and since I'm planning a few other changes to conquest mode, I will just release everything in one big update. That update will be released after the winter event is over. The updated Conquest mode will include an expanded map, 2 new factions, and a tech tree allowing you to unlock units and research upgrades. I may add a few other of the requested features if I am able to complete them in time. For now that is all. Enjoy…
- New Unit, The Horseman! - 28 November 2018
Hello everyone! In this update I am adding the Horseman unit. It is a mounted swordsman who charges towards enemies on his horse, mowing them down. At close range, he uses his sword to perform a melee attack. This is the first attempt at a cavalry unit, so some tweaks will be needed. The Horseman is currently not available in Conquest mode. I will be adding him to Conquest mode within a week or two, once I tweak him a bit more. I've have been working on a Christmas themed update, and hope to have that released in about 2-3 weeks. After that, I will be going back to working on Conquest mode. I will most likely be implementing a tech tree which will allow you to unlock and upgrade your units in Conquest mode. I am also hoping to expand Conquest mode a bit more by adding a new faction, and maybe some neutral armies to spawn around the map. Thanks!
- Conquest Mode Updates - 10 November 2018
Hello everyone! The Halloween mode has been removed from the game about a week ago. I think it was a pretty successful mode, and people seem to have enjoyed it. I will probably be bringing it back periodically for special occasions. A few users have created a Discord. Feel free to join it. On to the Conquest Mode updates. The first change is that the main forts have been slightly upgraded. These are the initial forts that everyone starts out with. They are now slightly stronger than the neutral forts. Damaged forts will now stay damaged for a while until they are fully repaired. In order for a fort to get damaged, you have to lose the fort battle. If you quit, or retreat, the fort will be repaired back to normal instantly. The reason for that is you can abuse the retreat option for easy fort wins. Factions now have unit preferences. Blue likes Riflemen, Musketeers, and Snipers. Green li…
- Halloween Update - 27 October 2018
Hello everyone and Happy Halloween! To celebrate the event, I've created a little Halloween Mode in this update. You can find it in the main menu when you launch the game. This mode is a temporary mode only, and will be available until and including Sunday November 4th. I hope you all enjoy it and have a great Halloween. Thanks!
- Musketeer and Swordsman Challenges! - 19 October 2018
Hello everyone! In this update I am adding the Musketeer and Swordsman challenges and weapons. The Musketeer gets a rifle grenade attachment instead of a bayonet. The grenade explodes on impact and deals AoE damage. Currently, the grenade is a one time use only. I might make it re-usable later on. The Swordsman gets a two handed sword that deals AoE damage, and is more effective against blocks. The challenges may seem a little hard, but if the challenge gives you money to place blocks, you should. Blocks can be used to delay or distract enemy troops. You can also creatively use blocks to get enemies to bunch up. I've also fixed a few bugs in Conquest Mode. Over the last few updates, I've added a time control feature, you can now pause or increase the speed of the battles. I'm not quite sure what I will do in the next update. Some suggestions were to add metal blocks, and add some buildi…
- New Update, Conquest Mode! - 23 September 2018
Hello Everyone! In this update I am releasing Conquest Mode. I've been working on this mode for quite some time now, and it is still very much a work in progress. But I think that it is ready for some testing! I will be fixing bugs and adding more to it as we go, but now you have a chance to try it out for yourselves! The main purpose of Conquest Mode is to add some context to the battles. Now, instead of just defeating an enemy, these battles have an impact on a greater war, which I think makes it more interesting. Conquest Mode has a lot that need to be explained. If you click on the Tutorial button in the Start Screen, you will now see two tutorials. The Battle Mode is the original tutorial, Conquest mode is a new tutorial. For now it just contains screenshots with text on it. Hopefully, that will explain how it works. In Conquest Mode your are no longer just in the bedroom, you are…
- New Unit, The Swordsman! - 2 September 2018
Hello Everyone! A new unit is here, the Swordsman. It is a heavily armored melee unit, with a strong close range attack. It doesn't have any ranged weapons, but it can soak up a lot of damage. The units tab was getting crowded, so I split it into two "pages." You have to click on the arrow buttons to scroll through it. I also increased the cooldown on the Musketeer's melee attack, to make it a little more balanced. Some people have been having issues with the Grenadiers not throwing grenades. I was not able to consistently replicate this on my computer, but I did notice a few issues with the way I've implemented the animations for the Grenadiers. I've reworked those issues, so it might fix the grenade throwing bug, but I wasn't able to test it myself. In the next update I hope to release the new Conquest game mode, where the goal is to wipe out all enemy factions, and conquer the whole…
- New Unit, The Musketeer! - 28 July 2018
Hello everyone! It has been a while since the last update, but here is a new unit, The Musketeer. Comes with a musket equipped with a bayonet. If enemy units get close enough, he will charge towards them with his bayonet. This is my first attempt at implementing a melee unit, so there are still some things that need to be improved. I am open to any suggestions you may have regarding this unit, or anything else. I have also fixed a few bugs, but there are still some that need fixing. There is a new section in the forum for bug reports, you can use that to report any bugs you encounter. I have been working on a new game mode for the game. It will be called Conquest Mode. It is similar to games like Mount & Blade and Total War. There will be a grand map, with several factions. The factions will control forts, train units, battle each other, take over forts and territories. You control one…
- New unit, Rocket Artillery! - 22 June 2018
Hello everyone! In this update I am introducing a new unit, the Rocket Artillery! It fires 5 rockets at a target, followed by a long reload. It has low accuracy, and low health, but deals lots of damage, and a high cost. I've added difficulty levels to the Turf Wars game mode. It starts off fairly easy, and and should build up in difficulty. I might need to balance it a little bit. I've also added 3 new missions to utilize all the new units. I've made several bug fixes in this update as well. In the next update I will try to tackle a bug that was in the game from the very beginning. It is when your units won't attack if their target is too high or too low relative to them. This has to do with the animations, so I would need to add some more animations allowing units to aim up/down. People have been suggesting units with melee abilities. I want to start working on these types of units ne…
- Workshop Support is here! - 26 May 2018
Hello Everyone! In this update I'm introducing Steam Workshop support. You can now share your custom battles on the Steam Workshop. In order to use the Steam Workshop, you need to have the Steam Client running, and you need to own the game on Steam. To Upload to the workshop, go to Sandbox mode, create whatever battle you want to create, then click on the Save button at the top. Below the 9 save slots, you will see a "Save To Workshop" button. Clicking that button will bring up a new window in which you can enter the Title and Description of your game. It also automatically generates a Thumbnail for your battle. Clicking on the Thumbnail will generate a new image, from a different camera angle. Once you are ready to upload click on the Upload button. You should see a box that says "Uploading" and if the upload is successful you will see a box that says "Success." To Download a file from…
- Mortar Unit and Save/Load Functionality - 5 May 2018
Hello everyone! In this update I am adding the Mortar Unit, which is a long range unit that deals AOE damage. It only has enough ammo for 5 shots, after using up all its ammo, it will die. I've also added the option to save and load your custom battles in sandbox mode. There are currently 9 slots available for you to use. I will expand on this a little more in the future. Some people have suggested that I add the option to share custom battles on Steam Workshop. I think this is a great idea, and I am currently in the process of implementing it. It will take quite a while to set everything up, but as soon as it is ready, I will release it. Once Steam Workshop is implemented, I could also start adding achievements to the game. This is it for this update, and I hope to have Steam Workshop working soon. Thanks!
- New Officer Weapon and Challenges! - 15 April 2018
Hello Everyone! In this update I added a new Officer Weapon, and some Officer challenges. I've made some bug fixes, and added a visual line separating the two halves of the map. I've also added a "Clear Bodies" button, this can be used to clear up some dead bodies to reduce lag a little. In the next update I hope to add a new Unit, and I will also try to implement some save and load feature. There is currently a bug where units won't shoot if the target is too high or too low. I know what is causing it, but it will take some time to fix. I hope to have this ready in the next few updates. Some people have been asking for workshop support. I will start looking into implementing it, I'm not quite sure how it is done yet, but I will figure it out. That is all for now. Thanks!
- The Officer Unit and Barracks are here! - 30 March 2018
Hello everyone! It's been a while since the last update, but I finally have another one ready! In this update I am introducing a new unit to the game called the Officer. This unit increases the accuracy of nearby Riflemen, Cannons, and Snipers. I've also added several Barracks structures and a new game mode called Turf Wars that utilizes these structures. Barrack periodically spawn units until they are destroyed. Barracks are available in Sandbox mode, as well as the new Turf Wars mode. In Turf Wars, the enemy Team gets 4 random Barracks, and a small number of Riflemen. You get a limited number of money to spend on units and structures to try and overcome the enemy. I plan to expand Turf Wars a little more over the next few updates. That's it for this one!
- The Officer Unit and Barracks are here! - 30 March 2018
Hello everyone! It's been a while since the last update, but I finally have another one ready! In this update I am introducing a new unit to the game called the Officer. This unit increases the accuracy of nearby Riflemen, Cannons, and Snipers. I've also added several Barracks structures and a new game mode called Turf Wars that utilizes these structures. Barrack periodically spawn units until they are destroyed. Barracks are available in Sandbox mode, as well as the new Turf Wars mode. In Turf Wars, the enemy Team gets 4 random Barracks, and a small number of Riflemen. You get a limited number of money to spend on units and structures to try and overcome the enemy. I plan to expand Turf Wars a little more over the next few updates. That's it for this one!
- New Blocks and some Pre-Built Towers! - 10 March 2018
Hello Everyone! Another update is here. In this update I've added some new blocks and some pre-built wooden towers. You may have noticed that cannons are not able to shoot when behind a block because the blocks are too tall. To fix this I've added "flat" blocks. They are the same as regular blocks, but flatter, allowing cannons to shoot over them. Another new block is the Rubber Block, it is a block made from a bouncy rubber material that bounces off cannon balls back at the attackers. A few pre-built towers have been added to the game, this should allow for quicker and easier base construction. I hope to expand on the building mechanics in the game over the next few updates. Some people have been suggesting armored blocks, so I will look into that. Comment your suggestions for what other types of blocks you want to see. That is all for now. Thanks.
- New Blocks and some Pre-Built Towers! - 10 March 2018
Hello Everyone! Another update is here. In this update I've added some new blocks and some pre-built wooden towers. You may have noticed that cannons are not able to shoot when behind a block because the blocks are too tall. To fix this I've added "flat" blocks. They are the same as regular blocks, but flatter, allowing cannons to shoot over them. Another new block is the Rubber Block, it is a block made from a bouncy rubber material that bounces off cannon balls back at the attackers. A few pre-built towers have been added to the game, this should allow for quicker and easier base construction. I hope to expand on the building mechanics in the game over the next few updates. Some people have been suggesting armored blocks, so I will look into that. Comment your suggestions for what other types of blocks you want to see. That is all for now. Thanks.