- Minor Fix - 15 September 2026
Fixed a graphical bug that occurred at certain screen resolutions.
- Minor Fix - 6 September 2026
fixed multiplayer game stability, rare desync events shouldn't happen anymore fixed bugs in campaign economics: bonuses for full castle upgrades and mines now working correctly
- Graphics and interface update - 5 September 2026
The main fix: performance has been improved. Aesthetics: New selection effects: rings for mines and the main base, and rune circles for units. An animated construction grid and updated placement markers, with visual feedback for valid and invalid positions. Reworked territory visuals with smooth outlines, animated shading and flowing highlights. Refreshed lighting, sky, terrain, trees, glass and particle effects. Fixed mine panels and unit upgrade/sell controls appearing behind selection effects.
- Mines and Magic is released - 25 March 2024
This game used to ba a popular Starcraft 2 mod, and now it's a separate game. It shines in a full glory when you play multiplayer, but if you'd like to relax at evening and beat some waves of monsters, 20 challenging singleplayer campaign levels are available for you to test your economic and strategic talents.
- The campaign is complete - 25 March 2024
Added the remaining 2 levels - all 20 are available Fixed tutorial bugs Added cutscenes before levels
- Campaign and balance update - 27 January 2024
+2 new campaign levels, 18 of 20 are implemented balance changes
- Campaign update - 17 January 2024
+2 new levels has been implemented (currently 16 of 20 are available)
- January patch - 11 January 2024
Bug fixes Balance improvements Added 1 more campaign level (14 of 20 are currently implemented) Visual improvements
- Would you nominate a relaxing autobattler tower defense for Steam awards? - 21 November 2023
1. This game has 150 unut types, each has a unique ability. I don't think many Tower Defense games have so many enemies. 2. Unique economy/resource system, that unites exploration, resource management, includes spell casting and upgrades. It might look just a little bit sophisticated, but it's as simple as it could be. And it creates space for many strategies, which make the game highly replayable. 3. Autobattler Tower Defense is not a very popular genre, and would be nice to have more people try it 4. Multiplayer is quite fun. Addictive I would say. But in a good way, because after each battle you say "wow, this was cool, let's play again". 5. Overall the game is interesting and noin-trivial. It might have some imperfectnesses, like some think UI could be better. But it's being created by one developer, and that's quite impressive for being a result of solo development.
- Minor patch - 13 November 2023
Minor bugs fix https://i.imgur.com/Asi0PEP.png
- Multiplayer balance patch - 5 November 2023
Spells got cheaper Researchable units got cheaper Highest mine gold upgrade cost reduced: 28 -> 27
- Multiplayer improvement - 25 September 2023
Multiplayer game's stability has been improved. https://i.imgur.com/DNknOJL.jpeg
- Tutorial, tips, cutscenes - 24 September 2023
Playable tutorial level has been added Cutscenes system has been implemented "How to play" section has been reworked https://i.imgur.com/AREA7PS.jpeg https://i.imgur.com/tC4cHhL.jpeg
- Minor update, early july - 7 July 2023
UI improvements Balance changes https://i.imgur.com/PpnAVR5.png
- June patch - 17 June 2023
https://i.imgur.com/ACIEfrO.jpeg Fixed multiplayer game menu, "surrender" button works correctly Added more tooltips to buttons Graphics improvements Bug fixes
- Balance and graphics patch - 31 May 2023
https://i.imgur.com/A7gMUrp.png Improved UI in the global map window Multiplayer game speed has been increased Singleplayer upgrades prices have been changed Singleplayer levels balance have been slightly changed (earlier levels got easier) Prices of building mines have been decreased Frabbit gold price has been decreased: 32 -> 28 Some in-level spells got slightly cheaper Low level castle upgrades got cheaper
- Rather big update - 15 May 2023
Mine prices in gold grow slower with every mine built Same for upgrades, higher upgrades got cheaper than they were Castle poison now damages higher hp monsters much more Castle poison upgrades got slightly more expensive Researcheable units' gold prices has been reduced by about 10% Permanent gold income gained by sending units have been increased slightly Spider orange send metal price has been reduced 5 -> 4 Researching new units in the campaign got cheaper Spell cards in the campaign's cards shop got cheaper Castle upgrades UI is remade 1v1 map size has been shrinked, amount of resources and rocks have been reduced Various bug fixes
- Big patch - 18 April 2023
Singleplayer and multiplayer waves spawn closer to player's army (so, the battle starts sooner) Game speed range in options changed -> Default game speed changed 1.0 -> 1.25 Bug fix: camera movement speed not anymore affected by game speed Singplayer campaign levels 5 and 6 has been made slightly easier (more wave end gold rewards) Troll upgrade price reduced: 79 -> 78 Freeze spell buffed: it freezes bosses for 3 -> 4 sec, other units for 10 -> 11 sec Leaks in multiplayer and first level of the campaign are slightly less punishable Bug fix: hp bars doesn't anymore cast shadows Global map mine upgrade gold cost decreased: 10 -> 9 Upgrade related mine radius bonus has been increased by 6% (easier to reach distant resources by upgrading mines) 1v1 arena has been made smaller Weak arms spell slows down attack rate even more: -33% -> -40% Poison spell works stronger on units with higher hp (…
- Technical update - 24 March 2023
There were a plethora of little things fixed. But the most important change is replacement of Unity physics with my own custom physics. This brings two important benefits: 1. There won't be any risk of breaking determinism due to Unity physics. So, network game will be more stable, with much less cases of desynchronization. 2. Now I can create a system that will make sure the game doesn't end in case of network related desynchronization, but would rather quietly pick up synchronized state from a few moments later, and fast forward to the current state maintaining synchronization this time. This will remove any desync case except when a player had completely disconnected. This system will be added with the next patch. This patch also includes a few small balance patches. For example, "freeze" and "weak arms" spells have become stronger.
- Minor update - 12 March 2023
Small balance changes Small visual changes