If you're reading this, it's because you played Countless Army at some point, or our first game caught your eye. Today we'd like to introduce our new project. Estigia is now on Steam Estigia is a turn-based sliding puzzle where you have to defeat eleven deities of a decaying Gree
If you're reading this, it's because you played Countless Army at some point, or our first game caught your eye. Today we'd like to introduce our new project.
Estigia is now on Steam
Estigia is a turn-based sliding puzzle where you have to defeat eleven deities of a decaying Greek underworld.
Key features
A decaying Greek underworld. Its gods have been corrupted as their worshippers forgot them.
Eleven regions, eleven deities, eleven fights. You'll need everything each region taught you to beat its god.
The world only moves when you move. Everything comes down to your decisions.
Ice-sliding movement. You slide until you hit something: a wall, a trap, an enemy.
An adventure told through puzzles. Every map is a problem waiting to be solved.
Not a single sentence in the entire game. No text at all, so it can be enjoyed in any language.
Three possible endings. It depends on how you face the final descent.
The most colorful event of the year is here! Countless Army is bursting with the spirit of Spring . You have until April 10th to get your hands on exclusive festive skins. Portals have appeared across the different realms of Arreit. Send your troops through them to absorb their e
The most colorful event of the year is here! Countless Army is bursting with the spirit of Spring. You have until April 10th to get your hands on exclusive festive skins.
Portals have appeared across the different realms of Arreit. Send your troops through them to absorb their energy and unlock up to 6 unique skins, available only during the event!
(Event active from March 29th to April 10th)
Can you collect them all before the celebration ends?
Due to a minor miscalculation, the skins can be unlocked during the specified period, but due to a date logic error, they will not appear as selectable options in the menu until the 5th. I apologize for the inconvenience; the Easter Bunnies have decided to make us wait a few more days.
New update! This version is packed with improvements for the touch and controller experience, a good number of bug fixes, and some new gameplay features. Here's the breakdown. New Features Challenge system for rebel provinces . Rebellions now operate on a pressure system instead
New update! This version is packed with improvements for the touch and controller experience, a good number of bug fixes, and some new gameplay features. Here's the breakdown.
New Features
Challenge system for rebel provinces. Rebellions now operate on a pressure system instead of being random. More information about rebellions on this devblog and challenges can be found on this devblog.
Troops have their maximum stats reduced upon entering a rebellion, adjusting to the maximum level allowed in that kingdom.
Reset button on the battle exit screen, allowing you to restart the map without having to exit completely. (Suggested by Dave Osborne)
Visual guide to touch shortcuts in the shortcuts menu, with an image showing all the touchscreen controls.
Contextual help text in combat: if you haven't done anything for 5 seconds, prompts with the most useful buttons appear. (Suggested by Laggimus Prime)
Credits button on the title screen.
Changes and Improvements
Stars are now displayed even if you lose the map, so you can see how you've done.
Font size and Skill Tree elements increased when "Scale UI" is enabled. (Anonymous feedback)
Spell colors updated (heal, speed, and disable) to be more intuitive and easier to identify. (Suggested by Dave Osborne)
White borders appear on cards, routes, and buttons when hovering over or interacting with them (pause, speed, waves, leave combat). (Suggested by Dave Osborne and Laggimus Prime)
Cards are now rotated when choosing building upgrades, so you can see troop icons, divisions, and descriptions before making your decision. (Suggested by Dave Osborne)
Card display time increased from 3 to 5 seconds with the controller.
Exclamation marks on the troop selector removed when using the controller and replaced with explanatory text at the bottom. (Suggested by Laggimus Prime)
Improved joystick camera. (Suggested by Laggimus Prime)
Improved joystick spellcasting.
Redesigned touch-based spellcasting system: Select the spell, move your finger to aim, and release to cast. No more accidental casts.
Optimized touch response: The touch slop value has been adjusted to eliminate ambiguity between taps and swipes. (Anonymous feedback)
Building conquest upgrades now require a double tap on touch, allowing you to review cards before confirming.
More information about several of these changes can be found in this devblog.
Bugs fixed
Ghost troop indicators in the selector (showed troops you couldn't select).
Waves could get stuck.
The Army Setup button sometimes didn't place the correct troops.
The Go to Battle button occasionally got stuck. (Reported by Dave Osborne)
Cards would abruptly return to their original position on touch.
When deleting a save file and starting a new one in the same slot, the new save file inherited data from the previous one (causing defenses to do more damage than intended).
Performance Improvements
The game has been reviewed and rewritten internally from the ground up, with a special focus on the wind and shadow systems. The result: fewer strange bugs and noticeably better performance. In my tests, I saw an improvement of between 5 and 15 FPS on less powerful systems.
Thanks to everyone who reported bugs and suggested improvements!
Hello everyone! Following the multiplatform launch of Countless Army, I've received a lot of feedback from the community, and I've been working hard to implement improvements in various aspects of the game. Today, I'm sharing the most significant ones. Building Capture Improvemen
Hello everyone! Following the multiplatform launch of Countless Army, I've received a lot of feedback from the community, and I've been working hard to implement improvements in various aspects of the game. Today, I'm sharing the most significant ones.
Building Capture Improvements
Now, when selecting an upgrade while capturing a building, the cards will automatically rotate to show troop icons, divisions, and full descriptions. This allows you to make more strategic decisions before confirming your choice. Additionally, if you're playing on touchscreens, double-tapping is now required to acquire the upgrade, taking advantage of this new view.
Improved Spellcasting System
The selected spell now lights up so you always know which one you're about to cast. On touchscreens, the system has been redesigned to prevent accidental casts: select the spell, move your finger to precisely position it, and release to cast. You can also tap the spell again to cancel it. The colors of the healing, speed, and disabling spells have also been updated to be more intuitive.
Major Optimization
The game's code has been completely refactored, with a special focus on the wind and shadow systems. This has resulted in a 5-15 FPS increase on low-end devices. Several significant bugs have also been fixed.
Controller Improvements
The camera and spell movement using the joystick and touch controls have been significantly improved for a smoother and more precise experience.
I hope you enjoy these changes when the update arrives soon! As always, any feedback is welcome.
Continuing with the updates to version 1.6.0, today I'm bringing you a look at the new challenge system . Now, every time you enter a rebel province, it will present challenges to increase the difficulty and prevent it from being a walk in the park. These challenges add a breath
Continuing with the updates to version 1.6.0, today I'm bringing you a look at the new challenge system.
Now, every time you enter a rebel province, it will present challenges to increase the difficulty and prevent it from being a walk in the park. These challenges add a breath of fresh air to the replayability, making the encounters much more interesting.
You'll have to adapt your strategy to situations such as reduced troop numbers in your formations, increased damage or attack speed from defenses, or having to choose between losing a troop per wave or having fewer spells available.
In addition, troop stats will be reduced to match the level of the rebel kingdom. For example, in the Kingdom of Campiria, all troops will be adjusted, at most, to the upgrades obtained with wheat.
There will be a total of 9 challenges available:
5 fixed challenges:
Defenses with more damage
Faster defenses
2 stars to win
3 stars to win
Unsummonable
4 selectable challenges:
Defenses with more damage
Slow spell recharge
Random spells disabled
Troops per wave: -1
These are still being balanced, but this gives you a glimpse of what's coming soon.
The most romantic event of the year is here! Countless Army is filled with Valentine's Day spirit. You have until February 21st to get your hands on exclusive holiday skins . This year, the method for unlocking skins has changed: instead of last year's heart statues, you'll now f
The most romantic event of the year is here! Countless Army is filled with Valentine's Day spirit. You have until February 21st to get your hands on exclusive holiday skins.
This year, the method for unlocking skins has changed: instead of last year's heart statues, you'll now find festive portals scattered across the maps. Send your troops through them to absorb their energy and unlock up to 6 unique skins, available only during the event!
As you know, I announced some of what version 1.6.0 will bring a while back. I apologize for not being able to show you any progress sooner. But I can finally say it: 1.6.0 is in development , and I want to give you an update so you can see what’s coming to Countless Army. One of
As you know, I announced some of what version 1.6.0 will bring a while back. I apologize for not being able to show you any progress sooner.
But I can finally say it: 1.6.0 is in development, and I want to give you an update so you can see what’s coming to Countless Army.
One of the weakest aspects of the game right now is rebellions, and that’s going to change in the next update.
Provinces will no longer rebel randomly, but will instead operate using a pressure system.
A conquered province with adjacent enemy provinces (whether controlled by a rival kingdom or in rebellion) will begin to accumulate pressure.
The more enemy provinces it has around it, the faster that pressure will increase.
This indicator will increase over the weeks and each time we initiate an invasion of an enemy province.
When the bar is completely full, the province will rebel.
The system is still under development and needs adjustments and balancing, but this is what rebellions will look like in version 1.6.0.
Along with this, the challenge system will also be coming, but I’ll leave that for another devblog.
Christmas arrives in Countless Army! The most magical event of the year is here! From December 24th to January 7th , Countless Army is filled with the Christmas spirit, bringing along the exclusive holiday-themed skins . This year, the way to unlock the skins has changed: instead
Christmas arrives in Countless Army!
The most magical event of the year is here! From December 24th to January 7th, Countless Army is filled with the Christmas spirit, bringing along the exclusive holiday-themed skins.
This year, the way to unlock the skins has changed: instead of the evil Christmas dolls from last year, you’ll now find festive portals scattered across the maps. Guide your troops through them to absorb their energy and unlock up to 6 unique skins, available only during the event!
Will you be able to collect them all before the event ends?
Fixes Fixed a bug where unit cooldowns were being carried over between waves. This caused some troops in the new wave to spawn much later than intended, and in certain cases the wave could end prematurely before all units were summoned. (Reported by: " ESDave" ) Fixed an issue wh
Fixes
Fixed a bug where unit cooldowns were being carried over between waves. This caused some troops in the new wave to spawn much later than intended, and in certain cases the wave could end prematurely before all units were summoned.
(Reported by: "ESDave")
Fixed an issue where upgrade progress was not being counted correctly, preventing the achievement "At my signal, unleash hell." from unlocking.
(Reported by: "ESDave" and "FresherWater")
Thanks for the reports and for helping improve Countless Army!
This hotfix fixes two issues detected after version 1.5.5. Crash when entering the mini-expansion (“The Quest”) A critical error introduced in version 1.5.5 (the Halloween update) has been fixed. The issue was caused by an adjustment to the shadows of objects appearing in the min
This hotfix fixes two issues detected after version 1.5.5.
Crash when entering the mini-expansion (“The Quest”)
A critical error introduced in version 1.5.5 (the Halloween update) has been fixed.
The issue was caused by an adjustment to the shadows of objects appearing in the mini-expansion, which caused the game to crash when trying to enter. (Reported by “DisLoyalSoul”)
Bug when starting a new game
Fixed an issue when selecting the difficulty: if the start button was pressed multiple times, multiple transitions could occur simultaneously, preventing the game from progressing correctly.
Halloween Returns to Countless Army! The spookiest event of the year is back! From October 24th to November 7th , Countless Army once again celebrates Halloween , bringing with it the exclusive skins of the season. This year, the method to unlock these cosmetics has changed: inst
Halloween Returns to Countless Army!
The spookiest event of the year is back! From October 24th to November 7th, Countless Army once again celebrates Halloween, bringing with it the exclusive skins of the season.
This year, the method to unlock these cosmetics has changed: instead of enchanted pumpkins, you’ll now find Halloween-themed arches scattered across the maps. Guide your troops through them to absorb their dark energy and unlock up to 6 unique skins, available only during the event!
Will you manage to collect them all before the event ends?
General Improvements and Optimizations
Alongside the Halloween event, this update brings several performance and stability improvements:
Game optimization across multiple areas, improving smoothness on lower-end devices.
New save system, featuring a more solid structure for cloud synchronization and prevention of corrupted files.
Initial loading screen added, providing a more stable experience on less powerful computers.
With these improvements, Countless Army not only dresses up for Halloween — it’s also faster, more stable, and ready for battle!
Since July 18 , when Countless Army celebrated its anniversary , there haven’t been any new updates. But don’t worry — the wait will be worth it! In the next version, I’ll be reworking the rebellion system , making rebellions function in a different way so they feel less frustrat
Since July 18, when Countless Army celebrated its anniversary, there haven’t been any new updates. But don’t worry — the wait will be worth it!
In the next version, I’ll be reworking the rebellion system, making rebellions function in a different way so they feel less frustrating. On top of that, they’ll be enhanced with challenges, as a rebelled province will now include specific objectives you’ll need to complete in order to reclaim it. This will make rebellions a much more engaging challenge.
But that’s not all: some of these challenges will be exclusive to Hard Mode, which will now be renamed Game+ Mode. Even now, this mode already includes several hurdles that require prior knowledge of the game, so it makes more sense to introduce it after the first playthrough instead of offering it right from the start.
These are early ideas and, as always, they may change during development — or even include surprises not mentioned here (as has happened with every past version). As I progress, I’ll be sharing more updates little by little.
I hope you enjoyed version 1.5.0 and its summer event, and that you’ll also be excited about what’s coming with version 1.6.0.
This small update comes to polish the game's balance, improve defense information visibility, and fix several bugs that have been reported. Balance Adjustments Everlasting has been rebalanced due to being too difficult. Bauble has been adjusted because one of its routes was harde
This small update comes to polish the game's balance, improve defense information visibility, and fix several bugs that have been reported.
Balance Adjustments
Everlasting has been rebalanced due to being too difficult.
Bauble has been adjusted because one of its routes was harder than intended.
South Canicula has also been rebalanced for the same reason.
The number of Watchers summoned per division has been reduced from 6 to 3.
The cooldown (CD) of Watchers has increased from 5 to 10 seconds.
Changes
All minimaps have been revised to remove the red areas that indicated defense positions.*
All map routes have been adjusted to better match the actual paths.
All conquerable buildings have been revised to ensure the improvements are fully visible within the camera view.
The Armory now gives 5 bonus resources, or 10 if you've already conquered the capital of the kingdom.
Defense signs have been visually redesigned and now adapt better to the screen:
If a defense is placed high on the screen, its sign will now appear below it to remain visible.
Several signs have had their position corrected to ensure proper centering.
In gamepad mode, the display of signs has been reworked to avoid overcrowding the screen.
*While removing the red zones might seem like a negative change, the new defense system with strengths and weaknesses means knowing the defense's location doesn't help much—you still don’t know its type or which troops will be most effective until you engage.
Bug Fixes
The Dragon could get stuck at the end of the path when trying to use a spell.
The Necromancer could also get stuck in the same situation.
Occasionally, selecting the resource option when upgrading the Armory caused a bug where no resources were received at the end of the invasion.
In the load game / new game screen, the conquered provinces on saved files were overlapping visually.
The DF skin for the Entremundos had an incorrect walking animation, making it look like it was constantly dying.
The army setup template would reset each time a troop was selected on the upgrade or skin screen.
The descriptive text for building choices after conquest was not centered when the camera was zoomed in.
In gamepad mode, it was impossible to replay maps from the expansion.
A visual bug caused mission 1 of the mini expansion to appear selected when it wasn’t (and vice versa) in gamepad mode.
Some windmills were incorrectly interpreting which defense unit had entered them.
Version 1.5.0 is here—just in time to celebrate Countless Army’s anniversary! And of course… the Liche is throwing a beach party , and you’re all invited! To mark the occasion, party posters have appeared all across Ocelis. There are 6 in total , scattered throughout the differen
Version 1.5.0 is here—just in time to celebrate Countless Army’s anniversary!
And of course… the Liche is throwing a beach party, and you’re all invited!
To mark the occasion, party posters have appeared all across Ocelis. There are 6 in total, scattered throughout the different realms.
If your troops walk past them… you’ll unlock exclusive beach party-themed skins!
Soldier – Surfer
Emaciated – DuckSplash
Standardbearer – SuperFan
Reaper – Lifeguard
Mass – Jelly
Necromancer – LichFan
The event will run from July 18th to August 1st. Collect them all before the party ends!
But beware... This update isn't all fun and games: the Lich has gotten serious, sharpened his vision, and made the balance of power shine...
As you can see, almost all of the visual noise from the ground has been removed, and new details have been added as well. The realm where these changes shine the most is Canicula, where even new decorative elements—like cacti—have been introduced.
Shield Spell
First, the shield spell is getting an adjustment: instead of being a permanent shield, it will now last for 5 seconds. To compensate, the cooldown (CD) will be reduced from 40 to 20 seconds. This will make the spell much more strategic, rather than something you just use every time the cooldown resets.
Skill Tree Selection
Several people (unfortunately I don’t have their names noted) suggested it would be better if selected upgrades in the skill tree were marked with a circle to make them clearer.
Changes to Troop Cards
Until now, troop cards had a fairly basic design, and even caused some visual issues with certain units — especially the Emaciated, which would almost disappear into the background.
They’ve now been redesigned to be clearer, more visually appealing, and to avoid these problems.
As you can see, this update applies to both troop cards and profession cards.
The Lich’s Balance
All troops and defensive units have been rebalanced, with adjustments to all their stats. Additionally, an important change has been made to the “CD” (cooldown) stat, which now no longer affects the time between divisions, but the time between units within the same division.
For those who want more details, a full breakdown of all balance changes can be found below in the news. For those who prefer a quick overview: the game is much more balanced and demands greater strategy.
I hope you enjoy all the new features that version 1.5.0 brings. Here are the patch notes.
Patch Notes 1.5.0
And other details
Events are now automatic:
Halloween: October 24 to November 7
Christmas: December 24 to January 7
Valentine's Day: February 7 to February 21
Toledo Matsuri: April 3 to April 17, 2025
Anniversary - Beach Party: July 18 to August 1
?????? ??? - ?????? ?????
Now the game detects the device language automatically to set the game language the first time you start the game.
11 new skins have been added:
5 permanent:
Necromancer: NightD
Bothworlders: Magnum
Knight: Crystal
Bothworlders: DangerouslyFunny
Soldier: Vicio ONE MORE TIME!!!!
6 for the Pool Party event:
Soldier - Surfer
Emaciated - Duck to the Water
Standard bearer- Super Fan
Reaper - Lifeguard
Mass - Jelly
Necromancer - Lich Fan
Gameplay changes:
The "Cooldown" (CD) stat has completely changed its meaning. Previously, it affected how fast the next division on the route was summoned; now it determines how fast the units of that same division are summoned, meaning the shorter it is, the closer together the entire division will be summoned.
The old "Cooldown" (CD) for summoning troops on the route is now a fixed value of 5 seconds.
All troop health upgrades have been changed; they now increase more depending on the resources you use. Increase1 in Kingdom 1, Increase2 in Kingdom 2, Increase3 in Kingdom 3, Increase4 in Kingdom 4, and Increase5 in Kingdom 5. Example: Soldier, upgrades in Kingdom 1 give +5 health per upgrade; in Kingdom 2 +10 (52); Kingdom 3 +15 (53).
Troops
Soldier base health changed from 45 to 35. Max health now 335, before 105;
Skeletal Dog base health from 15 to 25. Max health now 175, before 48;
Emaciated base health from 16 to 20. Max health now 165, before 46;
Standard bearer base health from 25 to 50. Max health now 650, before 85;
Knight base health from 140 to 150. Max health now 1050, before 380;
Banshee base health remains 30. Max health now 180, before 50;
Reaper base health from 100 to 200. Max health now 200, before 100;
Bothworlders base health from 50 to 100. Max health now 550, before 80;
Mass base health remains 100. Max health now 1300, before 500;
Observer base health from 20 to 80. Max health now 200, before 230;
Necromancer base health remains 100. Max health now 400, before 180;
Dragon base health remains 600. Max health now 3300, before 6450;
New formula for health upgrades:
Total health = base health + (own increase * kingdom upgrade * amount upgraded)
This means:
Base health = the troop’s base health.
Own increase = amount of health gained per upgrade.
Kingdom upgrade = the upgrade multiplier by kingdom; the first kingdom multiplies upgrade amount by 1. Example: Soldier gains 5 (5x1) health per upgrade in first kingdom, 10 (5x2) in second, 15 (5x3) in third, 20 (5x4) in fourth...
Amount upgraded = number of upgrades applied.
*This is representative.
The Necromancer has been tweaked. Now his base summons 2 Rotten instead of 3; the Cadaveric summons 3 Rotten and the Noble summons 1 Soldier.
The Knight’s conquest value when entering a building has changed from 1 to 2.
The Mass’s conquest value when entering a building changed from 4/2/1 to 2/1/0.5 (large/medium/small).
The Standard bearer, Reaper, Necromancer, and Dragon troops now summon 2 units instead of 1.
CD has completely changed; now the unit CD upgrade does not affect the speed at which a new division is summoned, but the units inside that division. This makes the upgrade more noticeable, as troops will appear closer together as you upgrade.
The old CD system has been replaced by a fixed 5 seconds between divisions.
The Motivating Flagbearer increases the defense it gives to nearby units from 20% to 25%.
The Rotten Horde profession now also reduces the time between unit summons by 10%.
The Interworlds fade-out animation has been shortened so it is less visually heavy.
Defenses
Strengths and weaknesses are now more noticeable since the formula was changed to give them more impact.
Defenses now increase attack speed for each capital you have conquered.
Defenses now increase attack damage for each capital you have conquered. This also happened before but the formula was changed to fit the new troop health system.
All defenses have had their damage values changed to adapt to the new format and balance according to their usefulness.
The Ground Trap and Explosive Trebuchet have changed damage from fixed to fixed + percentage.
Now defenses that are... (seems this line is incomplete)
Weaknesses and strengths of all defenses are now the same: -25% damage on weaknesses and +25% damage on strengths.
The Archer changes its strength to light and its weakness to medium.
Spells
The area healing spell has been updated; now it is a mixed heal, half by percentage of health and half fixed health, with adjusted numbers for the new troop health system.
The healing area of the Mill has been updated; now it is a mixed heal, half by percentage of health and half fixed health, with adjusted numbers for the new troop health system. It has half the power of the spell.
The shield spell has been changed; the shield is no longer infinite but lasts 5 seconds. Also, its cooldown was reduced from 40 seconds to 20 seconds to be able to cast again faster. This makes it a more interesting and strategic spell.
Conquerables
The Runic Camp has been modified; its negative health factor is now -25%.
The Lumberjack Camp has been modified; its negative factor of increased damage to defenses is now +25%, and its small health bonus +12.5%, medium health +25%, large health +50%.
The Mining Camp has been modified; its small CD bonus is now -6.25% time between summons, medium bonus -12.5%, and large bonus -25%.
The Outpost has been modified; now its negative factor increases time between summoned units by +25%.
The Time Obelisk upgrade has been balanced. Now the spell duration increase is percentage based, increasing the base duration of each spell by 50% (the new shield is affected).
Defenses of these provinces have been tweaked:
Campiria:
Happy Forest
Unique Port
Three Fields
Vostalas:
Union Fields
Lux Plains
Count’s Banks
Vaillen
Maresta:
Sorno Estuaries
Flatpeak
Vierama Peninsula
Ninno River
Avara
The Rodamas
Horn Island
Estesa:
Two Worlds
Cetrino
South of Blao
The Veneros
The Gageas
Fortana
Sempiterno
Cunablao
Frivolity
Nevura:
Icy Pass
Lina Rivers
Rocalta
The Confluence
The Cenceñadas
Helta Rivers
The Anxieties
Canicula:
South Canicula
East Canicula
The Oasis
Southeast Canicula
The Twins
The Four Jewels
Canicula
Roads have been tweaked in:
Maresta:
Flatpeak
Estesa:
Two Worlds
Cetrino
South of Blao
The Gageas
Fortana
Sempiterno
Frivolity
Nevura:
Icy Pass
Rocalta
The Confluence
The Cenceñadas
Helta Rivers
The Anxieties
Canicula:
South Canicula
East Canicula
The Oasis
Southeast Canicula
The Twins
The Four Jewels
Canicula
Visuals:
Troop and profession cards have been redesigned to look nicer and visually better, avoiding troops blending into the card (due to color).
The defense attack color in the whole Nevura kingdom has been changed to black for clarity.
The health color of conquerable buildings in the whole Nevura kingdom has been changed to black for clarity.
The capital lake of the Estesa kingdom has been repopulated with fish.
Bug fixes:
One of the routes in Maresta’s capital, Avara, was not working correctly.
Visual bug with shield and barricade.
The conquerable "Lumberjack" showed "- increased damage to defenses" when it should say "+ increased damage to defenses."
The shield looked weird when the troop was on a descending path.
The Dragon sometimes got stuck when using an ability.
The Necromancer sometimes got stuck when using an ability.
The Mass mini had a bug making it immortal.
Map 4 of the expansion had a faulty route.
Some expansion maps got unconquered if you accessed the upgrade menu and selected a troop (reported by "Kakwann").
Small masses gained too much speed and extra health when summoned, making them stronger than intended.
A second lava river did not burn troops if they had already passed through a first one.
When Lucas talks to you about the mini-expansion, clicking on any capital opened the repeat capital menu.
The profession for Dog, Observer, Mass, and Necromancer that was not selected appeared both selected and rejected.
Conquerable buildings sometimes added more troops to their conquest value than they should when a troop entered.
The "Pikes" profession effect was not working.
The Pikes defense slowed enemies even when disabled.
If you summoned many units of one type at once, the game would get a bit buggy and slow down the summoning of new divisions.
Some walls appeared visually above buildings.
The zones of the Outpost and Lumberjack activated before they were unlocked in the skill tree.
Buildings sometimes showed that more troops were occupying them than needed, for example the mill showing 7/6 troops.
The difficulty levels of "Lina Rivers" and "Icy Pass" in the kingdom of Nevura were swapped, with "Lina Rivers" being harder than "Icy Pass".
The Grenadier didn’t change color according to the kingdom progression.
Most Grenadiers didn’t have grenades on both sides, causing a weird visual effect when turning.
The trap had a hitbox larger than it should have, making troops trigger it earlier than visually expected.
When the trap was filled, it occasionally created “invisible traps” that killed all troops passing through them.
The Grenadier sometimes fired at a longer range than intended.
Trebuchets firing to the right did not shoot correctly; shots went much further right than they should.
If you bought the Interworlds before unlocking the Reaper, it was impossible to select the Interworlds with a controller in the army composition selector, troop upgrade menu, and skin purchase menu.
Fire effects from buildings continued moving even while the game was paused.
The Grenadier didn’t adjust firing rate according to player speed, causing it to fire less at speeds x2 or higher and even firing while paused.
The Obelisk did not properly apply cooldown reduction to spells.
The Necromancer had a bug causing it not to summon troops.
The base skin hitbox for the Wraith was too small.
The capital of Vostalas incorrectly indicated it was controlled by rebels.
Some conquerable buildings had a bug where their hitbox went crazy at speed x6.
A code bug caused issues with eligible upgrades when two buildings were conquered very close to each other, sometimes even crashing the game.
A visual bug made cards move erratically if you selected a card from very low on the screen.
The text describing eligible upgrades when conquering a building did not properly resize with its container box.
Along with the upgrade, a bug was fixed where the Lumberjack Camp’s upgrades and negative factor were not applied correctly.
Additionally, a bug was fixed where Lumberjack Camp upgrades were not correctly applied.
Also fixed was an issue with the Runic Camp upgrades not being correctly applied.
Save slot 3 did not correctly show controlled provinces in the load menu.
Text adjustments were made in the load and new game menus.
A bug caused defenses to deal 25% more damage than normal from the very first kingdom.
Cards sometimes flipped incorrectly, visually overlapping troops and spells within the same card.
We’re getting closer to version 1.5.0! This week, I’m showing you a small but important change to the troop cards … and the complete rebalance of the hottest realm in Ocelis, Canicula . Changes to Troop Cards Until now, troop cards had a fairly basic design, and even caused some
We’re getting closer to version 1.5.0! This week, I’m showing you a small but important change to the troop cards… and the complete rebalance of the hottest realm in Ocelis, Canicula.
Changes to Troop Cards
Until now, troop cards had a fairly basic design, and even caused some visual issues with certain units — especially the Emaciated, which would almost disappear into the background.
They’ve now been redesigned to be clearer, more visually appealing, and to avoid these problems.
As you can see, this update applies to both troop cards and profession cards.
Changes in Canicula
Canicula has also been fully reworked. Just like Estesa, Nevura, and the other realms, all maps have been reviewed and adjusted to the new balance system.
And this time, no map has been spared — they’ve all received updates, whether in paths, defenses, or both.
The new routes are designed to encourage a wider range of strategies, pushing players to carefully consider which troops to deploy based on their strengths and weaknesses.
With this, six realms have now been fully updated to the new system. Only one remains before the release of version 1.5.0, which —as you already know— is set for July 18, coinciding with the anniversary of Countless Army.
See you very soon with the final updates before the big day!
Today, the release date for version 1.5.0 is announced … but first, let’s take a look at the progress since the last update. Kingdom of Nevura The kingdom of Nevura is now fully rebalanced . Only one map, Rivers of Lina, has been spared from path adjustments. As you can see, most
Today, the release date for version 1.5.0 is announced… but first, let’s take a look at the progress since the last update.
Kingdom of Nevura
The kingdom of Nevura is now fully rebalanced. Only one map, Rivers of Lina, has been spared from path adjustments.
As you can see, most of the changes have focused on defenses. The path changes have been minimal, and when present, they’ve mainly served to better align the defenses and ensure they interact properly with the game’s new balance system.
Version 1.5.0 Release Date
That’s right! Version 1.5.0 now has a target release date: the 18th of this month, which also marks the anniversary of Countless Army.
This update will include everything mentioned in the first announcement about it… and a lot more! Bug fixes, gameplay improvements, and several new additions I’m currently finalizing to further polish the overall balance of the game.
I hope you enjoy these updates. See you very soon in the next devlog!
Game balancing continues to move forward , and this time we’re focusing on the kingdom of Estesa , which has been completely reworked . Most of Estesa’s maps required an almost total overhaul , as they didn’t fit well with the new balance system. Only one map has kept its origina
Game balancing continues to move forward, and this time we’re focusing on the kingdom of Estesa, which has been completely reworked.
Most of Estesa’s maps required an almost total overhaul, as they didn’t fit well with the new balance system. Only one map has kept its original paths, though its defenses have been adjusted.
As you can see, many paths have been changed, and along with them, most defenses have also been rebalanced.
The goal of these changes is to better align the maps with the current system of strengths and weaknesses between troop types. In Estesa, many routes lacked tactical relevance—there were paths where no troop types had clear advantages or disadvantages. With this update, each route now features its own pros and cons, encouraging more strategic use of troops and their types.
The next kingdom to be adjusted will be the kingdom of Nevura.
This time I bring you a preview of the visual changes in some maps, along with a small improvement that makes it easier to see which defenses are disabled. First, the new visual indicator: As you can see, defenses that become disabled—whether by a spell, a troop effect, or a temp
This time I bring you a preview of the visual changes in some maps, along with a small improvement that makes it easier to see which defenses are disabled.
First, the new visual indicator:
As you can see, defenses that become disabled—whether by a spell, a troop effect, or a temple effect—will now be visually marked, making it easier to identify them. This indicator will not be visible on Hard difficulty.
Path adjustments in some maps:
As I continue working on the overall balance of the game, some maps are also receiving updates to their paths.
Paths are being modified for several reasons: to improve troop flow, to balance routes that are too long or too short, to add defenses that were previously missing, or to prevent certain defenses on one path from attacking another, among other adjustments.
I hope you like these changes. See you next week with more news!
Today I’m sharing some of the tweaks I’m making while working on the overall game balance. Shield Spell First, the shield spell is getting an adjustment: instead of being a permanent shield , it will now last for 5 seconds . To compensate, the cooldown (CD) will be reduced from 4
Today I’m sharing some of the tweaks I’m making while working on the overall game balance.
Shield Spell
First, the shield spell is getting an adjustment: instead of being a permanent shield, it will now last for 5 seconds. To compensate, the cooldown (CD) will be reduced from 40 to 20 seconds. These times are still subject to change as I continue testing.
This will make the spell much more strategic, rather than something you just use every time the cooldown resets.
Skill Tree Selection
Several people (unfortunately I don’t have their names noted) suggested it would be better if selected upgrades in the skill tree were marked with a circle to make them clearer. After trying different styles, here’s how it will look in the next update:
I hope you like these changes. See you next week with more updates!
The visual overhaul is now complete, and today I’d like to show you a bit of each realm so you can see the differences for yourselves. As you can see, almost all of the visual noise from the ground has been removed, and new details have been added as well. The realm where these c
The visual overhaul is now complete, and today I’d like to show you a bit of each realm so you can see the differences for yourselves.
As you can see, almost all of the visual noise from the ground has been removed, and new details have been added as well. The realm where these changes shine the most is Canicula, where even new decorative elements—like cacti—have been introduced.
I hope you enjoy the new look of the realms in the Ocelis region, coming in the next update.
See you in the next post, where I’ll talk about the Lich’s Balance and all the rebalancing changes on the way.