v1.0.5.1
Bug Fixes Fixed an issue where Longbow was not displayed in the Barracks. Fixed an issue where units would occasionally move automatically toward the Barracks flag. Fixed an issue where Gold Mines did not require workers to mine.

Developer posts and news about this game.

Bug Fixes Fixed an issue where Longbow was not displayed in the Barracks. Fixed an issue where units would occasionally move automatically toward the Barracks flag. Fixed an issue where Gold Mines did not require workers to mine.

This update focuses on improving unit control, making the game more approachable for new players, and polishing a few parts of the UI. Unit Control Ranged units now have the same vision range as their attack range. This prevents ranged units from moving unnecessarily toward enemi

Fixed extra research options and unused upgrades appearing in some campaigns, which could be confusing for players. Fixed an issue where units would occasionally be selected automatically while using other functions.

This update focuses on improving the controls and making them more convenient to use. You need to click Apply in the settings, or reset to default, to update the new keys. Right Click Behavior Old: Right Click: Move and attack New: Right Click: Move only F + Right Click: Move and

This update reduces the difficulty of Easy mode for all maps starting from Tactical Trap onward, making them more suitable for new players. I'm very sorry for the inconvenience. If you encounter any bugs or are unsure how something in the game works, you can always post in the Co

Thanks everyone for the bug reports and feedback! This update focuses on fixing progression issues and making the UI more convenient. Fixed Added Gold and Iron to Tutorial 3 to prevent players from getting stuck. Fixed an issue where completing Burning Defense would not unlock th

- Fixed: Completing the Burning Defense campaign no longer fails to unlock the next campaign.

Patch Notes: Added Gold and Iron to the tutorial to help prevent new players from getting stuck.

I'm really excited to finally share this game with you. Thanks for being here, and I hope you enjoy it! Here's What You Can Play Today 🏰 Play 30 unique handcrafted campaigns , ranging from easy to challenging. Every campaign introduces new units, buildings, and mechanics, giving

I’ve just created the Flow of War Game Guide ! It covers everything from the basics to advanced strategies, including units, buildings, resources, campaigns, game mechanics, and more. I’ll continue expanding it with new guides and tips over time. 📖 Read the Game Guide here:

Here's the tech tree for Flow of War. If you're interested, I've shared some of the design process behind it below. Click here to view the full-size Tech Tree on the website. Inspired by classic RTS games, I wanted the tech tree to offer multiple upgrade paths instead of a single

After 3.5 years of hard work, Flow of War is finally ready to launch on August 3 ! It's been a long journey, and I honestly couldn't have made it this far without all of your support. Here's what you can expect in version 1.0 : ⚔️ 30-Mission Campaign The full release includes 30

I've just uploaded a new demo update with a few minor changes. Changelog: Settings have been re-enabled and now include more customization options. Adjusted AI pathfinding: enemies are now more willing to follow maze-like paths and will only break nearby walls when the detour is

I've just uploaded a new demo update with a few small improvements: No need to hold SHIFT to place multiple buildings. The Forge can now produce Iron and Magic without Water, but at 50% efficiency. Added hotkeys (1-8, E, T) for quick access to the global buttons in the bottom-lef

Good day, Commander. Flow of War is now very close to completion, and everything is nearly ready for launch. The game will officially release in July — the exact release date will be announced soon! This update includes: A brand new trailer An updated demo : New Snow and Dark bio

It’s been almost a full year since my last update — because I’ve been solo-developing non-stop and barely had any time to post anything. So here’s a proper breakdown of what I’ve been building behind the scenes. A Highly Replayable, High-Challenge Randomized Defense Mode I decide

Over the past weeks, I’ve been fully focused on improving the Map Editor , building new campaigns , and testing everything thoroughly. The results have been very positive — things are shaping up well, and gameplay feels smoother and more consistent compared to earlier demos. What

This demo focuses on a defense and base-building playstyle. You can build your base, gather resources, manage your economy, building towers and buy units to protect your base. The new demo now includes a tutorial to help you understand the game more easily. You can learn how to b

Hey friend, After more than 2 months of work, I have completed the gameplay for the new defense mode. This is the main mode of Flow of War besides skirmish mode. In this game mode, you will harvest resources and build and defend against enemy attacks with walls, towers and troops

Updated: - Workers will avoid combat and try to survive longer. - Barrack can choose anywhere on the map to attack. - Tiny Map mode is a bit wider to make it easier for you to play. - More goldmines and more woods. - Walls are cheaper so you can build more. Note : - You can use t