Becastled

Mana Potion Studios · Pingle Studio Ltd

Released
Oct 22, 2025
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    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.

  2. Developer post

    Patch 1.0.31

    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

  3. Developer post

    1.0 is out now!

    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

  4. Developer post

    1.0 update preview and upcoming price change

    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

  5. Developer post

    Becastled 1.0 launches October 23!

    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

  6. Developer post

    Patch 0.9103

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

  7. Developer post

    Patch 0.9102

    Game performance slightly improved again Minor bugs and issues fixed

  8. Developer post

    Patch 0.9100

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

  9. Developer post

    Patch 0.9036

    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

  10. Developer post

    Patch 0.9035

    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

  11. Developer post

    Patch 0.9034

    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

  12. Developer post

    Patch 0.9033

    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

  13. Developer post

    Join dev live stream!

    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)

  14. Developer post

    Combat update is LIVE!

    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

  15. Developer post

    Combat update is live on the beta branch!

    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

  16. Developer post

    Combat update release date announcement!

    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

  17. Developer post

    Devlog: progress on the combat update #2

    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

  18. Developer post

    Devlog: progress on the combat update

    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

  19. Developer post

    Devblog: working on a combat update & more

    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

  20. Developer post

    Patchnotes 0.8003

    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