Hot Fix: AI Starving Scatter Bug
Quick fix for a rare error that occurred if the AI opponent needed to scatter starving units, but only had one neighboring region. Should be all good now!
Developer posts and news about this game.

Quick fix for a rare error that occurred if the AI opponent needed to scatter starving units, but only had one neighboring region. Should be all good now!

Hey folks! We just pushed an update to the demo that includes a whole bunch of stability and bug fixes, as well as our latest pass on the AI opponent! UPDATED AI OPPONENT We've been working hard on the AI and it is now much more dynamic and puts up a proper challenge. We fixed a

Things have been quiet lately, while we have had our heads down working hard on building out the single-player side of the game. We've been busy with a couple of big features - prototyping a single player campaign mode (more on that at a future date!) and overhauling our entire A

Fixed a minor bug that sometimes caused in-game turn notifications to stop working.

The flood of new players following our Melbourne International Games Week showcase has helped us flush out a few sneaky bugs, so we've pushed a new build with a handful of fixes. === BUILD NOTES: VERSION 0.24.3 === - Fixed a bug that would cause errors the first time a player joi

High time we had a new build! Not a huge update, but it does include some cool new features, including being able to collect more than one title, and new procedural portrait art for castles and cities. We've also tweaked the endgame conditions slightly, to allow for losing player

The influx of new players from Next Fest gave us lots of great data, so we focused this build on bug fixes and stability improvements. Resolved some very quirky crash bugs, UI glitches, and a missing spymaster claimant who deftly hid themselves in the code... Thanks to all our pl

There's been quite a bit going on since our last post. Unfortunately, a sudden covid lockdown in Melbourne means that everyone has been stuck at home for the past two weeks, and sadly we had to cancel our local event at Pixel Bar. It’s been a tough year for everyone and after mon

We’re back with another dev update, but first some exciting news. Spies & Soldiers is going to be part of… …STEAM NEXT FEST! We’ll have a shiny new demo available to play, some fancy live streams throughout the event, and Spies & Soldiers will be featured alongside many o

Been a while since we pushed a new build! There's been a few big changes behind the scenes, the most significant of which is the new unified display system. The game should now scale across all screen sizes consistently, maintaining crisp visuals and UI layout. Getting this resol

Maddy here! We’re trying a new format for our dev updates, something a bit more conversational, chatting with the team about their recent work. I’ll start. Over the past few weeks I’ve been looking into cool things for our discord (tournaments are in the works), as well as a fun

We’ve been posting regular game updates on here, but we wanted to get everyone up to speed on the big picture of where the project is at overall. So we sat down and wrote up a quick 'previously on...' post. Turns out a lot has happened over the past few years! Here's a (somewhat)

A quick hot fix for a rare issue some people encountered that would cause the game to hang when starting Practice or Tutorial sessions. Also, a couple of small menu tweaks for good measure.

We've added assassinations to the event system during turn resolution, so you won't miss seeing your sneaky spies do their handiwork! Cleaned up a few other issues with the new event text we put in last build, and squashed a couple of bugs. And to keep things fun, we've added a b