Patch 1.0.47
Fixed bug that prevented map sharing via steam workshop, though for some weird reason steam is not allowing to add icon preview for a map by default. It can manually be uploaded on the map page thought.
Developer posts and news about this game.

Fixed bug that prevented map sharing via steam workshop, though for some weird reason steam is not allowing to add icon preview for a map by default. It can manually be uploaded on the map page thought.

Hey everyone, in the last few days we've fixed some serious bugs and issues thanks to your feedback: Crash in 5th tutorial and on day start should be fixed now Crash when building too many walls or buildings fixed Trading post not unlocking with research node fixed Workers and un

Hey everyone, 1.0 is out now! Thanks everyone who supported us during early access, thanks a lot for your feedback here on Steam and on our Discord server! ːhappy_moodː 1.0 changes: Roads, plan your city in advance also they look cool! Bosses, each lunar tower now hosts unique bo

Hello everyone! 1.0 release is just around the corner, and we wanted to share a small preview of what it will look like. Roads They serve as an organizing tool and also look cool. Bosses Each is unique in its own way. Destroying an enemy tower will spawn one of the bosses the fol

Hey everyone, we have some great news for you today! After four years in Early Access, Becastled 1.0 will launch in full on October 23 , arriving on PC, Steam Deck and consoles (PlayStation, Xbox, Switch) all on the same day! To celebrate this announcement, we have a shiny new ar

some app crashes fixed safety checks for crashes and possible crashes added to see if they happen

Game performance slightly improved again Minor bugs and issues fixed

Fixed: units might freez and stop responding Game performance slightly improved Minor bugs and issues fixed

Fixed: food sources not being generated near and on starting cells Changed: archers prioritize targets based on unit types, focusing enemy archers first Changed: Large amount of enemies spawn in waves now Minor bugs and issues fixed

Previous patch was reverted for the last week and now it's live! Fixed: Units freezing and running to map edge Added: classic unit commands — Move, Move‑and‑Attack, and Hold Position. Unit movement and behavior should now be more intuitive. Added: double‑clicking selects all unit

Added: classic unit commands — Move, Move‑and‑Attack, and Hold Position. Unit movement and behavior should now be more intuitive. Added: double‑clicking selects all units of the same type on the screen. Fixed: key bindings not loading correctly. Fixed: butchery not affecting fish

Fixed: improved XP distribution on kill — now shared between attackers and those within range, allowing archers to gain XP from minibosses at greater distances. Fixed: vertical shooting range of enemy archers when targeting high ground. Fixed: wall positions not loading correctly

Hey everyone, join us tomorrow for a dev live stream at 6:00 PM CET! We will try to beat the game at hardest difficulty while doing a QA session. Stream link: See you tommorow! (See you local time on the right side of this page)

Hey everyone, our biggest update to date is live! It's a complete overhaul of combat system with new features and better performance. Thanks to everyone who participated in beta, it helped us to fix a lot of bugs and adjust how new mechanis work. What's new: Improved combat with

Hey everyone, quick overview of what is new in this update: Improved combat with deeper combat mechanics Enemy towers: destroy them all to win a map. But be prepared - you’ll be attacked with greater force! Map editor, create and share your own maps New river map scenario New uni

Hey everyone, we have some great news for you today: the Combat Update will be released on March 24 ! If you’d like to play it a bit earlier, you can join our public beta starting on March 13 . See the end of this post for details on how to join. Check out our updated game traile

Hey everyone, it's been a while, and we have some news on the progress of the upcoming combat update. Map win condition Now you can win a map! There are 4 enemy towers on each side of the map, if you destroy all of them and survive the final enemy wave you win. You will still be

Hello everyone, We want to share some progress we have made on the combat update. As we upgraded our AI, we discovered a cool way to make combat more dynamic. You can see in this clip how knights push archers while they fight. This creates more dynamic and interesting battles. Yo

Hello everyone! We want to share with you our progress on the update we are currently working on. Our goal is to bring more depth to combat and siege gameplay. Making it more fun and challenging to defend your city. Also we are fixing issues related to AI and pathfinding that pla

added: new squads binds menu. It's now much easier to create and manage unit binds. Check out the new menu on the bottom left, near the free workers button. added: ui scale setting added: workers disapearance progress when mood is low changed: buildings placed on hills will now d