Patch 1.3.1
Here's what changed: Improved the tutorial map with better sand & grass, more props and more text, also fixed a typo. Fixed a bug that would sometimes trigger the ability of a unit when selecting it. Enjoy!

Developer posts and news about this game.

Here's what changed: Improved the tutorial map with better sand & grass, more props and more text, also fixed a typo. Fixed a bug that would sometimes trigger the ability of a unit when selecting it. Enjoy!

Here's what changed: Increased maximum prop number to 200. Added a new active ability, Stun: if the target is a unit or a watchtower, the target can't attack for 10 seconds (8 HP cost), Added a new passive ability, Godlike: The hero's HP regenerate instantly to full health. Props

I hope this will make the game more accessible for everyone! Enjoy!

Probably the last manteinance patch, here's what changed: Game speed is no longer tied to screen refresh rate Slight performance improvements due to some branchless programming magic Enjoy! :)

Not a big update, but here's what changed anyway: Added the Earthquake ability. The main menu can now be viewed in fullscreen. Enjoy!

Fixed an AI related crash

In response to recent feedback, i tried to replicate some bugs. I wasn't successful, but i tried to fix them anyway based on the feedback, i hope everything is okay now! Also, i added some stuff and optimized while i was at it, because why not lol Anyway, here's what changed: Hop

Hi there! I hope everything is going okay! Anyway here's what changed: Increased the maximum number of upgrades from 4 to 6. Added a new upgrade: Magic fire, which increases the damage of exploding units by 10. Lowered the gunshot sound volume. Increased the size of a buffer to p

I hope everythin is allright! Here's what changed: Added the "Incendiary Arrows" research option, which improves the damage arrow based units do to buildings. Improved updgrade icons. Fixed Multiplayer. Fixed Population related bugs. Improved ingame menu handling. Small performan

Hey there! Hope everything is going fine! Here's what changed: Bridges now act as "Sea walls", meaning that boats can't move through them anymore. Crashfixes. Bugfixes. Enjoy! :D

Welcome new players! I hope everyone has been enjoying their time with the game so far! Did you know you can change the music that is playing by pressing 'M' on the keyboard? Did you know that you can save macros by pressing SHIFT + while selecting the units you want to save in t

The main Campaign is here and the game is officially done! Thanks for sticking around for so long with me in this journey! Here's what changed: Added the main campaign. Added an achievement for completing the tutorial. Added an achievements for completing the main campaign. Impro

Hey hey people, Here's the last engine update, this one fixes and improves a lot of things, so here's what changed: Triggers can now change size with the Z, X, T, Y buttons (more info in tooltips). Most triggers can now also show dialogue when activated. Increased maximum trigger

Triggers will now show a black outline in the editor if they are invisible. Slight performance improvements. Bugfixes.

Here's what changed: Added a "Fill map" menu to the map editor. Added a new included map: River island. Slightly improved map editor performance. Bugfixes. Also, the first level of the campaign is done, only 5 to go now! Enjoy! :D

Here's what changed: Added the option to randomize sand in the map editor. Units and buildings now have descriptions in the editor. Generation options now have descriptions. Bugfixes. Next up: the official campaign ;) Have fun!

The randomly generated maps were kinda bad, so here's an update to fix that! Here's what changed: Added 2 new sand tiles. The default map generation type is now "Random", which choses randomly between all the map types (Except for "Heck" and "Old"). Added the "Oasis" map generati

Hey hey people. This patch aims at fixing many bugs in the code and improving both performance and gameplay balance, so here's what changed: Units are now shown on the minimap. Balanced and improved player AI. Added sound for activator trigger. Increased default Tree hp from 100

Hey hey people, it's been a while, but here we are! The campaigns are finally here! Along with other cool things! Added support for Campaigns. Added Campaign Editor. Campaigns can now be published on the Steam Workshop. Raised the population limit to 150 for each player. All acti

The work on campaigns is almost done, but in the meantime, here's what changed! Improved pathfinding. Improved and streamlined menus, it's now possible to scroll with the mouse wheel or the arrow keys. Destroying buildings now slightly shakes the screen. Fixed some instances of c