Chinese New Year 2026: Special 30% discount
Celebrate Chinese New Year 2026 with Commander Quest! We are offering a special 30% discount.

Celebrate Chinese New Year 2026 with Commander Quest! We are offering a special 30% discount.

Flyway Games, Inc. · KRAFTON, Inc.

Celebrate Chinese New Year 2026 with Commander Quest! We are offering a special 30% discount.

Celebrate Chinese New Year 2026 with Commander Quest! We are offering a special 30% discount.

Hello, Commanders! To comply with South Korea's mandatory game rating display laws, an age rating display will be added to the client in this patch. Accordingly, Commanders using the Korean language setting will now see the age rating displayed when launching the game. This displ
Hello, Commanders!
To comply with South Korea's mandatory game rating display laws, an age rating display will be added to the client in this patch.
Accordingly, Commanders using the Korean language setting will now see the age rating displayed when launching the game.
This display will not appear for Commanders using other language settings.

Hello, Commanders! We are deploying a hotfix that includes the missing improvement details. The improvements are as follows: Improved some illustrations.
Hello, Commanders!
We are deploying a hotfix that includes the missing improvement details.
The improvements are as follows:

Hello, Commanders! We're releasing a small patch that includes bug fixes and adjustments following the August 1st update. Here are the details of what's been addressed: Ember Enhancement Added You can now use Ember Enhancement to add a desired card to your deck at the start of a
Hello, Commanders!
We're releasing a small patch that includes bug fixes and adjustments following the August 1st update.
Here are the details of what's been addressed:

Hello, Commanders! We are excited to bring you an update centered around humans, along with new spells and beast cards that breathe fresh synergy into the game. We’ve also completed the overhaul of the Final Chapter access method and the Final Battle based on the feedback we rece
Hello, Commanders!
We are excited to bring you an update centered around humans, along with new spells and beast cards that breathe fresh synergy into the game.
We’ve also completed the overhaul of the Final Chapter access method and the Final Battle based on the feedback we received!
For more details, please refer to the information below.
‘Illusionary Arcanist’
Epic Grade, Spell / Cavalry
Influence: Every time you use a card not in your deck, it creates a clone of itself.
‘Inhibitory Windspire’
Rare Grade, Spell / Structure
Freely placeable. Area attack. Hinders movement of damaged enemy units. Its attack range increases based on the number of allied spell units on the battlefield.
‘Homunculus’
Epic Grade, Spell / Beast
Any HP-increasing effect granted to this card instead increases its unit count.
‘Tracker’
Common Grade, Ranged / Infantry
Deploy: Summons Canine and Molar.
‘Canine’
Common Grade, Melee / Beast
‘Molar’
Common Grade, Melee / Beast
‘Hell Bell’
Epic Grade, Base Card
When an allied unit dies, if it hasn’t already been revived, it returns as a 1/1 unit with Ethereal Body.
‘Golem Seed’
Rare Grade, Supply Card
Gain a Mana Crystal. If you already have a Mana Crystal in hand, instead gain a Mana Golem.
‘Mana Golem’
Epic Grade, Spell / Structure
Deploy: Destroys all Mana Crystals in hand and gains +10/+10 for each one destroyed.
‘Phantom Spear’
Rare Grade, Tactic Card
Deals 10 damage to a targeted enemy unit. If there are allied spell units on the battlefield, activates one more time.
‘Militia Barracks’
Epic Grade, Tactic Card
Designate a summon tile to turn it into a barracks tile.
Barracks: Instead of summoning directly, deploys the unit to the barracks. Periodically produces a copy of the last deployed unit. (Only Militia units can be summoned.)
‘Flatrock’
Epic Grade, Tactic Card
Designate a summon tile to turn it into an Altar tile.
Altar: When a unit is summoned to this tile, its HP is set to 1, and its attack increases by the amount of lost HP.
‘Mass Offering’
Epic Grade, Tactic Card
Deals 1 damage to all allied units on the battlefield and increases the attack of all surviving units by the number of units that were killed.
‘Wacky Works' Byproduct’
Rare Grade, Spell / All
Counts as all unit types.
‘Killer Bunny Farm’
Rare Grade, Structure
Periodically spawns Killer Bunny. Frequency increases with the number of allied beast units. Expires.
‘Killer Bunny’
Rare Grade, Melee / Beast
‘Protect Me!’
Rare Grade, Tactic Card
Teleports all allied units within range around the allied commander. They hold position for one turn.
‘Connecting Link’
Rare Grade, Tactic Card
Designate a summon tile to turn it into a Linked Magic Circle tile. Expires.
Linked Magic Circle: When a unit is summoned to this tile, if the previously summoned unit has the same type, grants +1/+1.
Added 6 new relics.
‘Mosaic Tile’: At the end of your turn, increases the HP of all summon cards in your hand by 1 for this battle.
‘The Fallen Feline’: Sets commander HP to 30 upon acquiring. Revives up to 3 times at max HP after losing a battle.
‘Bloodrose Wreath’: When an allied unit receives fatal damage for the first time, prevents death and sets HP to 1 instead.
‘Rough Wooden Puppet’: Each time you play a native summon card, a random card in your hand has its cost reduced by 1 for this turn.
‘SA-210’: Grants allied ranged units piercing, but decreases their range by 1 level.
‘Shield-Fitted Hair Tassel’: Makes “Shield Equipped” on allied units nullify all ranged attack damage.
‘Magic Blowfish’: Increases the range of allied spell units by 1 level.
Added 2 new quests.
‘Magic School’: Use 20 spell summon cards.
Reward: Tactic Card ‘Phantom Spear’
‘Divine Legacy’: Have 3 spell summon cards in your deck.
Reward: Summon Card ‘Kindlet’
Previously, unlocking the Final Chapter required visiting specific nodes, which overly restricted path choices and limited gameplay variety.
To improve this, we made the following changes:
The ‘Tower of Ancient Wisdom’ event now spans an entire column.
You can now access it regardless of your route—no need to visit a specific node to return the letter.



In the Prologue and Midlogue, collect 3 ‘Torn Letter Scrap’ cards to craft the ‘Letter to Deliver’ card.
‘Torn Letter Scrap’ can be obtained by defeating ‘Letter-Eating Spirit’ in random battles on the world map, or through the ‘Wacky Works Lab’ event.
With low probability, the ‘Letter to Deliver’ card may appear in shops.
The previous ‘The Letter Left Behind’ event, which guaranteed a ‘Letter to Deliver’, will no longer be marked on the world map, but will still always appear somewhere in the prologue.

We’ve also reworked the battle with ‘The Eternal God’ in the Final Chapter based on player feedback.
We won’t spoil the details here—see for yourself in-game!
Did you feel a little empty returning to the lobby after finishing all your journeys? Wanted to test your custom deck one last time?
We’ve added Endless Dream Mode for you!

After the game ends, press the button on the results screen to enter Endless Dream Mode.
In this mode, the enemy commander cannot be killed and restores to full HP each turn.
As turns go on, the number and stats of summoned enemy units will increase infinitely. In other words, you will eventually be defeated!

Through various statistics provided in this mode, you can test the limits of your deck.
Alternatively, try for high scores based on the number of turns survived or the total damage dealt!
Increased the difficulty of the battle ‘Castle Awaiting Salvation’.
Increased the chance of Mythic-grade cards appearing as battle rewards.
Nerfed the ‘Tower of Ancient Wisdom’ event reward: “Choose 1 of 2 random legendary relics” → “Gain 1 random legendary relic”.
Overall, increased rewards from Epic-grade quests.
Eased the conditions for the ‘Deus Ex Machina’ quest.
Have 4 Have 3 Machine summon cards in your deck.
The following relics have been downgraded to Common grade:
‘Dragon Face Tile’
‘Minecart’
‘Five-Colored Fine Comb’
‘Compound Interest Calculator’
‘Heavy Card’
The following card effects have been changed:
‘Charging Training’
Mana cost reduced from 2 to 1; effect range decreased.
‘Traces of the Rush’, ‘Traces of the Rush+’
Now discarded instead of banished after use.
‘Owlbear’
Reduced area attack range.
‘Blood Price’
HP requirement reduced from 10 to 5.
Downgraded from Epic to Rare grade.
‘Final Banquet’
Downgraded from Legendary to Epic grade.
‘Doomsday’
HP requirement reduced from 10 to 5.
‘Powder Keg Carrier’
Increased unit count from 1 to 2.
The following commander skills have been adjusted:
‘Zhuge Liang’ and ‘Zhuge Liang Mastermind’ — ‘Eight Doors Golden Lock Formation’
Mana cost reduced from 2 to 1.
‘Zhuge Liang’ and ‘Zhuge Liang Mastermind’ — ‘Million Flaming Arrows’
Damage of ‘Rain of Flaming Arrows’ created by the skill reduced from 4 to 1, and it no longer expires.
‘Saladin’ — ‘Touch of the Dead’
Mana cost reduced from 3 to 2.
Previously usable once per battle, now usable once every 5 turns.
We’ve reworked some torment levels that provided negative gameplay experiences:
Level 7: Shop item prices increased by 20% → Reduced discount rate for sale items in shop.
Level 8: Enemy commander attack power increased by 10 → Each time you remove a card in the shop, the cost to remove a card increases next time.
Level 13: Commander skill cooldown increased by 1 turn → Enemy commander gains +10/+10.
Level 18: In normal battles, enemy units summoned on turn 1 gain Shield 1 → Decreased chance for Legendary cards and relics to appear as rewards.
Level 19: In dangerous and boss battles, enemy units summoned on turn 1 gain Shield 1 → Negative change to choices in the Wacky Works Lab event.
Increased the interval between damage ticks for 'Aflame’.

You can now left-click nodes on the world map to highlight them. This also highlights the routes to reach those nodes.
Visual effects for card and relic rewards now vary based on their grade.

You can now transfer your demo version profile data to the full version. The transfer is automatic the first time you play after the update, and can also be done manually via a button in the settings regardless of demo play.
Upon winning a boss battle, both boss-grade and legendary-grade relics may now appear as random rewards.

The number of card items in the shop has increased from 4 to 8. You can scroll through pages using the arrow on the right side of the card list.

Hello, Commanders! Welcome to the fifth edition of the Commander Letter. Today we’ll take an early look at the new update scheduled for August 1. Emerging Magic In Commander Letter IV, we explored how to bring out the fantasy appeal of the human faction under the command of human
Hello, Commanders!
Welcome to the fifth edition of the Commander Letter. Today we’ll take an early look at the new update scheduled for August 1.
In Commander Letter IV, we explored how to bring out the fantasy appeal of the human faction under the command of human commanders, and asked for your insights on how to define the human race’s unique traits. Following the steel and machinery of the dwarves, humanity now embraces the surreal powers of this world—expanding its reach into magic and research.

If you’ve played Commander Quest, you’ve likely encountered moments that go beyond the clash of swords and guns—events that couldn’t be explained by mere physical combat. Some of these otherworldly forces have already appeared on your expeditions: shifting forms at the cost of a token fee or offering grand rewards in exchange for trivial things.
For those of you who enjoy fireworks with the old man in red robes, we’ve added more aggressive and creative synergy options related to magic. The beloved blue crystals are also evolving from their simple role as cost enablers—they can now join the battle directly.
And for the soldiers who once bent to the task, gave their all, and could only stop upon death... a second chance to push forward awaits! It may just be the era of Zhuge Liang once more.

At last, the desperate prayers of a few ruthless commanders have reached a dreadful god. If the soldiers are going to fall in battle anyway, there’s no harm in letting them become stronger before their time runs out. With this update, human commanders will gain the ability to sacrifice excess HP in exchange for greater power.
Of course, a commander’s vitality must be preserved for the sake of the cause—so this price will be extracted from the soldiers. Such sacrifices are inevitable to maintain a mighty legion. While dwarven commanders offer up steel and ale to harness overwhelming strength, perhaps it was only natural for human commanders to awaken to the power of Blood Magic—fueling their armies through the gift of life itself. Give me glory or give me death!
Some commanders may find themselves filled with lingering regret.
If you wish to continue your war just a bit longer after your final battle—if you want to remain with your strongest soldiers and the most satisfying combos just a while more—you may now do so, if only in a fleeting dream.

This brief daydream is designed after the most challenging siege of our first 60 days since launch: the clash with the dwarven boss who wields a golden axe—the one most frequently defeated by commanders. While you continue the fight alongside your trusted comrades, lambs will approach to guide you gently into eternal slumber.
And when you’re finally ready to wake, a number will be shown—a small glimpse of how valiantly your troops endured. From there, you may return to the spark at any time.
That’s all for today’s Commander Letter. We wish you all the best in your campaigns.
This wind seems perfect for spreading your flames...

Hello, Commanders! We are releasing a hotfix that addresses a bug with significant impact on gameplay. The following issue has been fixed: Fixed a crash that occurred when using the card ‘Miners' Liberation Front: Underground Mines Branch’ while possessing the relic ‘Lone Wolf Pi
Hello, Commanders! We are releasing a hotfix that addresses a bug with significant impact on gameplay.
The following issue has been fixed:
Fixed a crash that occurred when using the card ‘Miners' Liberation Front: Underground Mines Branch’ while possessing the relic ‘Lone Wolf Pipe’.

Hello, Commanders! Welcome to the fourth eidition of the Commander Letter. Today we look back on the journey you've taken over the past two months and share our plans for the upcoming update currently in development. We're also excited to introduce the bundle collaboration with T
Hello, Commanders!
Welcome to the fourth eidition of the Commander Letter. Today we look back on the journey you've taken over the past two months and share our plans for the upcoming update currently in development. We're also excited to introduce the bundle collaboration with Tower of Babel: Survivors of Chaos—and even a few pieces of artwork!

Before anything else, we'd like to thank all the Commanders who have been with us on this journey!
From the countless deployments of militias and miners, it's clear that Commanders have been shaping the world of Commander Quest—a world of adorable yet brutal warfare. Whether it's the number of times a self-proclaimed noble was brought to justice, or the stats that reflect Dwarf Commanders' preference for efficient steel mining, there are surely parts you’ll relate to.
As we write this letter, we’ve noticed that the boss who’s defeated the most Commanders is none other than Sha the Reclusive—a clear sign that sieges are indeed harder than defenses.
How about to leave a comment sharing your thoughts or experiences with the cards mentioned here and connect with fellow Commanders?

Following the Gearforged Wildfire update, the development team has officially begun designing a new set of cards. Some Commanders may have already guessed what’s coming, given the recent flurry of Dwarf activity—but this time, the update is for the Humans!
Having explored the Dwarves’ stubborn craftsmanship, we now turn our attention to the Humans' wisdom and adaptability. In Commander Quest, many events involve supernatural phenomena, and we hope to reflect some of this fantastical charm in the Human army as well.
We’re currently in the early stages of creating artwork, so unfortunately there isn’t much we can show yet. However, to help align our direction with your imagination, we’re revealing an early character model prototype for the first time.
What traits come to mind when you think of the Human race? Boldness? Curiosity? Or perhaps it’s the unexpected results that emerge from those very traits.
We’d like to share some official artwork from Commander Quest that hasn’t been publicly revealed before!
Every time we see players compliment the game’s art style on social media or in the community, we feel incredibly proud—so here’s a closer look at a few highlights.

This illustration was made internally while preparing for Steam Next Fest. We wanted to capture the energy of our squat soldiers charging forward in a chaotic crowd. Looking at the game now, the battlefield feels even more packed than this image suggests!

This one is an older concept sketch—predating even the current capsule image on the store page! The logo has mostly stayed the same, aside from some color tweaks.
And those tiny, harmless ghosts that sometimes appear on the battlefield? As you can see from the right side of the image, the idea has been around for quite a while.
If you had to vote between the two capsule concepts, which one would get your vote?

As many of you know, the Owlbear is a gentle beast. So gentle, in fact, that it fits in perfectly among a flock of sheep!
We went through many ideation sessions when designing the Owlbear’s personality, and this was just one step in that journey.

Lastly, here’s a concept sketch built around Saladin. I personally love the effect of his solar eclipse skill.
During the early demo stages, Saladin was often seen as a bit underwhelming—something that’s still visible in some old community discussions.
But today, he’s become quite a powerful Commander. Perhaps this brilliant artwork is a sign of an even stronger future to come.
We hope these pieces inspire your artistic side. If you ever feel like expressing something from the world of Commander Quest, don’t hesitate to post on Steam Community :: Commander Quest.
Who knows? Your work might be introduced in a next Commander Letter!

Commander Quest is now part of a bundle sale with Tower of Babel: Survivors of Chaos!
This single-player action RPG blends intense hack-and-slash gameplay with survival roguelite elements and a loot-based combat system.
If you've already scaled the tower behind the scenes of Commander Quest with your legion at your side, how about trying another tower—one where you rely solely on your personal strength to survive?
Commanders who already own Commander Quest can get Tower of Babel: Survivors of Chaos at a 10% discount!
That’s all for today’s Commander Letter. We’ll return next time with visuals of some of the upcoming cards.
This wind seems perfect for spreading your flames...

Hello, Commanders! We are releasing a hotfix that addresses a bug with significant impact on gameplay. The following issue has been fixed: Fixed an issue where cards were not removed from the deck when using the Commander skill ‘Ruler of the World’.
Hello, Commanders!
We are releasing a hotfix that addresses a bug with significant impact on gameplay.
The following issue has been fixed:
Fixed an issue where cards were not removed from the deck when using the Commander skill ‘Ruler of the World’.

Hello, Commanders! Commander Quest, now updated with the mighty Genghis Khan and powerful Mechanic Dwarves, is joining the KRAFTON Publisher Sale! This Publisher Sale features a variety of free demos offering unique gameplay experiences even before their official release. And of
Hello, Commanders!
Commander Quest, now updated with the mighty Genghis Khan and powerful Mechanic Dwarves, is joining the KRAFTON Publisher Sale!
This Publisher Sale features a variety of free demos offering unique gameplay experiences even before their official release. And of course, you can grab many great games at discounted prices — including Commander Quest!
Get Commander Quest at a 20% discount, also, DON'T MISS OUT on a playthrough by Aliensrock—a creator beloved by all of us who love puzzle games and roguelikes! If you enjoy the video, be sure to show some love on his channel too.
This wind seems perfect for spreading your flames...

Greetings, Commanders! With the arrival of the new commander Genghis Khan, we're introducing a new update featuring the mechanical synergy of dwarves, driven by gears and cogs. Please check the detailed changes and additions below. New Commanders: Genghis Khan and Temujin Doombea
Greetings, Commanders!
With the arrival of the new commander Genghis Khan, we're introducing a new update featuring the mechanical synergy of dwarves, driven by gears and cogs.
Please check the detailed changes and additions below.
Genghis Khan and Temujin Doombeard are unlocked once you've cleared the Finale with both Humans and Dwarves at least once.
Blessing of the White Doe: Draw 2 cards. (Usable once every 2 turns)
Harsh Training: Deals 1 damage to all allied ranged units on the battlefield and increases their attack speed by 1 stage. No usage limit.
Lone Survivor: Changes the commander skill to "Tribal Integration". Usable if the commander has taken damage for 3 or more turns.
Tribal Integration: Changes the commander skill to "Ruler of the World". At the end of your turn, reduces the required mana by the amount of remaining mana.
Ruler of the World: Removes a random card in your hand from the deck (excluding generated cards). You win the battle.
Tail of the Blue Wolf: When a unit is defeated, a random unit on the battlefield with the same name gains +1 stage attack speed.
Training Target: All allied ranged units deal +5 damage to moving enemies.
Post Station Pass: Limits hand size to 8 cards. When your hand is full, recover 3 HP.
Bibi-Beep: Rare, Ranged / Mechanical.
A cute mechanical unit included in Temujin Doombeard default deck. Take advantage of its high HP as a ranged unit.
Part Feeder: Rare, Melee / Mechanical. Last Will: Grants its attack power to the nearest allied mechanical unit.
Hwacha: Heroic, Ranged / Mechanical. 2x Multishot. Frenzy.
A war machine that attacks faster the longer it fires.
Will Collector: Legendary, Melee / Infantry. Influence: Gains 1 Protection whenever an allied unit triggers its Last Will.
Mine Layer YK-51: Mythic, Melee / Mechanical. Periodically plants mines. Last Will: Deploys 10 mines at random locations.
A new mythic unit for dwarves! Fill the battlefield with mines.
Dismantle and Rebuild: Heroic, Supply. Destroys all allied mechanical units on the battlefield. Grants +1/+1 to the next mechanical summon card for each destroyed unit.
Last Words: Rare, Tactic. Triggers the Last Will of all allied units in range.
Cenotaph Fragment: Rare, Base. All allied units’ Last Wills activate one additional time.
Miners' Liberation Front: Underground Mine Branch: Heroic, Tactic. Designates a summon tile as an Underground Mine tile. Vanishes after use.
Underground Mine: Instead of summoning, units are deployed into the mine. After 5 deployments, all stored units are summoned with +10/+10. (Miners only)
Help the miners rise up after years of oppression for steel extraction!
You can use Miner, Contract Miner, and Steel Digger.
Mechanic: Now repairs not only structures but also mechanical units.
Steel Ballista: Changed from Structure to Mechanical unit. HP increased from 20 to 35.
Steel Catapult: Changed from Structure to Mechanical unit.
Final Will Chalice: Grants Drunkenness Immunity to allied units with Last Will.
Split-Horned Helmet: Draw a card each time a Forging effect activates.

Hello, Commanders! Welcome to the third edition of the Commander Letter. Today, we’d like to offer you a preview of the upcoming update, scheduled for June 13. New Commander Joins – Genghis Khan, Conqueror of the World In Commander Letter I , we shared that we were considering tw
Hello, Commanders!
Welcome to the third edition of the Commander Letter. Today, we’d like to offer you a preview of the upcoming update, scheduled for June 13.
In Commander Letter I, we shared that we were considering two historical figures—Genghis Khan and Attila the Hun—as candidates for the next commander. Many of you shared your thoughts, and as this is the first commander to join the game after the official launch, we wanted to make sure we brought in someone truly worthy.
Temüjin. Attila the Hun. Both were legendary figures who defined their eras. And as we mentioned, both carried a distinct and undeniable badassery—prompting a spirited discussion within our team. At last, we’re ready to introduce the new spark that will ignite the battlefield:
From the edges of the steppe, the Great Khagan returns to declare Reconquista— not over Eurasia or the Iberian Peninsula this time, but over the world of Commander Quest!

The Great Khagan, reborn from a spark, now commands a legion equipped with ruthless ranged firepower and plentiful logistics to overrun the battlefield.
Under his harsh command, arrows and gunfire alike will strike with deadlier force. His Mongol forces—known for their mobile warfare and relentless flanking maneuvers—were, even in their time, unparalleled in supply speed and logistical efficiency.
Now, in Commander Quest, the Great Khan remembers these past strengths. He’ll cycle his cards rapidly and maintain unbroken tactical momentum throughout every engagement.
Those who continue their campaign under his banner will come to understand why
he was the one who built the greatest empire the world has ever seen. So, Commanders—are you ready to trample the world?
So then—who will rise from the spark and join the Khagan’s wildfire of reconquest? For a warlord who remembers the grievance of Yesügei and the arrogance of Khwarazm, the answer is obvious: the Dwarves!
As the Bolt Bearer card reminds us, everyone wants to wield an axe, but someone has to carry the bolts. And now, the more radical dwarves have decided to bring something even more effective than hammers:
gears and gunpowder.

Our art team is currently working to bring these concepts to life in-game, and in just one week, you’ll see these machines moving across your battlefield. With this update, 9 new Dwarf cards are on their way!
But these aren’t just dwarves who blow things up. They’re the most stubborn among the stubborn, and even after their last breath, they’ll leave behind final acts of will to shape the outcome of the battlefield. We’ll say it once again: Dwarves do not forget a grudge— especially not against anyone who dared damage the machines they crafted with their own hands.
Remember this well: A dwarf’s grudge always returns.
That’s all for today’s Commander Letter.
We wish you the best of luck as you join the Great Khagan’s campaign, starting June 13!
This wind seems perfect for spreading your flames...

Hello, Commanders! We are releasing a hotfix that addresses several bugs significantly affecting gameplay. The following issue has been fixed: Fixed an issue where input controls would not work correctly when using certain cards.
Hello, Commanders!
We are releasing a hotfix that addresses several bugs significantly affecting gameplay.
The following issue has been fixed:
Fixed an issue where input controls would not work correctly when using certain cards.

Hello, Commanders! Welcome to the second edition of the Commander Letter. Today, we'd like to reflect on the updates that have just gone live on the server. Official German Translation Added To all our Commanders from Germany who’ve shown great love for Commander Quest —thank you

Hello, Commanders!
Welcome to the second edition of the Commander Letter. Today, we'd like to reflect on the updates that have just gone live on the server.
To all our Commanders from Germany who’ve shown great love for Commander Quest—thank you! Among our global Commanders, those from Germany now represent our third-largest player base.
Knowing that so many of you are active in Germany has been a great motivation for us. In response, we’ve officially introduced German as a supported language in Commander Quest.
This wasn't just a matter of translating words—we worked carefully to reflect the terminology and tone of the game’s world as faithfully as possible. We hope this makes it easier for more German Commanders to strategize in their native language, share tactics, and contribute to the growing community.
We also hope it makes it easier to record your experiences and to share your most memorable moments with fellow Commanders across Germany.
Of course, we’re always grateful to hear your thoughts on the translation. Please feel free to share your feedback through the Steam forums or our Discord server.
Since launch, our art team has been steadily refining the in-game art that forms the foundation of the live service.
We’re grateful to hear that many of you appreciate the unique visual style of Commander Quest. Still, to enhance immersion on the battlefield, we’ve been selectively improving key pieces of artwork across the game.
Today, we’d like to share two updated event illustrations that we think reflect this change most noticeably.

We can’t deny that the previous Altar of the Bizarre was somewhat modest in its presentation.
The original intent behind the design—writhing tendrils, ominous flavor text—was to suggest a subtly disturbing presence lurking behind the world of Commander Quest, beyond the battlefield. But we didn’t quite achieve the impact we were hoping for.
Now, when you encounter the newly updated Altar of the Bizarre, you may find yourself feeling as though something is about to meet your gaze.
Every time you pass by the Altar now, remember: it may be watching you, too.

Of all the updated illustrations, this is arguably the most striking change. The original was defined by abstract color compositions that didn’t fully convey the intended narrative or theme.
And yet, the esteem you Commanders have shown throughout this event lies in your honor and mercy—qualities that will continue to shine through history, remaining unaffected by the change of event art.
Whether you formed a synergy-focused militia or led elite troops with the poise of a veteran, your choices defined the story.
We hope this updated illustration helps you immerse yourself even more deeply when facing this event in the future.
Passionate Commanders are already sharing their tactics on YouTube.
Here are some of the videos our dev team found particularly noteworthy!
That’s all for today’s Commander Letter.
We wish you glory on the battlefield, and we’ll return next time with updates on the new Commander and some of the new cards currently in development!
This wind seems perfect for spreading your flames...

Hello, Commanders! This update includes German language support, as well as improvements to art resources and minor balance adjustments. You can find behind-the-scenes stories from the development team about each item in the Letter from the Commander. Guten Tag! Thanks to the man
Hello, Commanders!
This update includes German language support, as well as improvements to art resources and minor balance adjustments.
You can find behind-the-scenes stories from the development team about each item in the Letter from the Commander.
Thanks to the many German players who have requested it, we are now officially supporting the German language.
If you have any feedback regarding the translation, please report it in the #translation-issues channel on our Discord community.
Even after today’s update, we are continuously working on patches and preparing new Commander updates as well.

Hello, Commanders! As announced on April 11, Commander Quest is preparing a new update. As we promised, a new Commander will soon arrive—searching for a place to ignite. Commander Selection Within the development team, we’ve been carefully considering who our next Commander shoul

Hello, Commanders!
As announced on April 11, Commander Quest is preparing a new update. As we promised, a new Commander will soon arrive—searching for a place to ignite.
Within the development team, we’ve been carefully considering who our next Commander should be. Rather than simply selecting a well-known figure, we wanted someone who truly embodies the unique spirit of Commander Quest.
Looking back, the Commanders we’ve introduced so far have largely been seen as “righteous” figures—Richard I, Saladin, Zhuge Liang, Joan of Arc... Of course, as our in-game description of Richard I clearly states: he was a bad son, a bad husband, and a bad king. Still, on the whole, the Commanders in Commander Quest have carried an image of justice and honor.
So this time, we decided to shift our perspective. We wanted someone rougher, more audacious, and undeniably commanding—someone who could lead the battlefield with a badass presence.
Today, we’d like to share with you the two historical figures our team has narrowed down as candidates.
Our first candidate is Genghis Khan. With a legion that galloped from one end of the world to the other, his prowess in warfare and strategy remains unmatched.
From highly mobile cavalry-based tactics, to psychological warfare that penetrated deep into enemy territory and cut off supply lines, to the administrative brilliance that rapidly built an empire—his legacy stands tall among the rulers of history.
The Khan’s legions weren’t just fearsome conquerors—they redefined global order.
If he were to enter Commander Quest, perhaps he would not merely remain a spark, but erupt into a blazing inferno.
Our team was drawn to his ruthless clarity and unwavering control of the battlefield—qualities that exude pure, undeniable badassery.
The opposing voice in our team put forth Attila of the Huns. As a formidable ruler of the Scythians, Attila struck fear into the heart of ancient Europe and earned the title “Scourge of God.”
He united massive nomadic forces, overwhelming enemies with mobility and surprise. His legacy includes crossing the Danube and laying siege to Constantinople—testaments to both his power and brutality.
Even the Pope himself came to the negotiation table in an attempt to halt his advance. It’s fun to imagine how Attila might clash with a Commander who relies on the Preaching Vice card.
Attila’s campaigns were unpredictable and devastating—like a force of nature. That unpredictability mirrors the very essence of Commander Quest, where outcomes often transcend even a Commander’s foresight in the chaos of auto-battle simulations.
So, Commanders—of these two rulers, which of these two rulers speaks to you more?
What qualities resonate with you the most?
Feel free to share your thoughts in the comments—whether it’s what you liked about these two, or suggestions for other historical figures who wielded true badass power in their time.
Passionate Commanders are already sharing their tactics on YouTube.
Here are some of the videos our dev team found particularly noteworthy!
That’s all for today’s Commander Letter.
We wish you continued glory on the battlefield!
This wind seems perfect for spreading your flames...

Hello, Commanders! We’re releasing a hotfix to address several bugs that significantly impact gameplay. The following issues have been fixed: Fixed an issue where the achievement Perfect Preparation could not be completed. Fixed an issue where enemy units were occasionally not re
Hello, Commanders!
We’re releasing a hotfix to address several bugs that significantly impact gameplay.
The following issues have been fixed:
A community journal about ideation in the development process is coming next week.
P.S) Do you think the Commander Quest is fun when playing with a gamepad?

Hello, Commanders! While we’ve been applying patches to address several critical bugs reported so far, we’d like to share the in-game issues we’re currently keeping an eye on, along with the directions we’re considering for future improvements. You can find more details below. Bu
Hello, Commanders!
While we’ve been applying patches to address several critical bugs reported so far, we’d like to share the in-game issues we’re currently keeping an eye on, along with the directions we’re considering for future improvements.
You can find more details below.
Fixed an issue in the battle [The End of Infinity] where converted units were not being targeted properly.
Fixed a problem where text would overflow outside the UI in certain languages.
Fixed an issue where pressing the “Retry” button on the result screen would occasionally prevent progression.
Fixed a bug where the effect of [Drakkar] was not functioning.
Fixed a bug where the attack range of [Drakkar] was applied shorter than what was visually indicated.
Fixed an issue where, after range modifications, the card display did not match the actual attack range.
Fixed a soft lock issue that could occur during the event to remove curse cards.
Fixed an issue where [Ghost Archer] was also being treated as [Ghost] (it should only be treated as [Ethereal Body]).
Fixed a bug where [Trench] would leave behind summon tiles after being destroyed by the curse card [Sadism].
Fixed an issue where certain units were always treated as being attacked from behind.
In the [Retreat Order] battle, fixed an issue where the gate was being targeted by [Preaching Vice].
Improved the background of the final chapter world map.
In [The End of Infinity] battle, units with “Ignore Assault Lane” can now properly attack the boss.
We're currently preparing additional improvements.
The design philosophy of Commander Quest has always been: "Fun before balance."
While the ideal would be a perfectly balanced deckbuilding roguelike that still allows for extremely powerful synergies—the true joy of the genre—we prioritized ensuring that players still feel the thrill of overpowered combos, even if that comes at the cost of strict balance. We believe that in this regard, we’ve succeeded in delivering the fun of “breaking” the game by offering powerful cards and relics that allow decks to scale infinitely.
However, designing battles with these possibilities in mind naturally led to increased combat difficulty overall.
Since launch, we’ve received conflicting feedback: some say that enemy specs and gimmicks make the game too difficult, while others say the cards and relics offered to players are so powerful that the game is too easy.
We believe this reflects the extremes of player experience resulting from our design choices. We're now contemplating whether this situation needs to be improved and, if so, what direction that should take. If we do proceed with adjustments, the likely approach will be to lower battle difficulty while also slightly nerfing some of the more overwhelmingly powerful relics and cards.
We plan to open a thread soon where we can gather your feedback on balance adjustments. We’d really appreciate your input!
As time has passed since the game’s launch, more players are beginning to take on higher levels of the Agony system. Based on the experiences many of you have shared, we’ve identified some penalties in certain Agony tiers that negatively impact gameplay in ways we didn’t intend.
For example, one penalty grants "Protection 1" to enemies summoned on the first turn. This creates problems in battles like “Rockfall Alert,” where our intention was for a swarm of goblins to be crushed by rocks as a form of intuitive gimmick introduction—but now they survive due to the protection!
As such, we’ve begun reviewing and reworking penalties that cause simply negative experiences or interfere with carefully designed battle mechanics. This will take some time, but once we’re ready, we’ll share the changes and look forward to your feedback.
To encounter the final boss, players currently must deliver a letter to the tower and uncover the truth of the world. However, this structure forces you to visit specific nodes, which goes against the spirit of exploring a randomly generated world map.
To be honest, we spent so much time creating the final chapter that we didn’t have the bandwidth to develop multiple entry paths... But now we’re working on a system that will allow access to the final chapter without requiring visits to specific nodes.
Since this ties into what little story the game has, we’ll handle it with care. If you have any fun or creative ideas, please share them with us!

Hello, Commanders! Since the recent patch a few days ago, quite a few additional updates have been made. To ensure smoother gameplay, we are now applying a second patch. Also, based on the accumulated play data and community feedback, we’ve completed our first round of balance ad
Hello, Commanders!
Since the recent patch a few days ago, quite a few additional updates have been made. To ensure smoother gameplay, we are now applying a second patch. Also, based on the accumulated play data and community feedback, we’ve completed our first round of balance adjustments.
Please refer to the details below.
Some enemy units in Chapter 3 have been adjusted.
The number of ‘Assassin’ units summoned in the ‘Assassination Attempt’ battle has been reduced by 1.
The number of ‘Warg Rider’ units summoned in the ‘The Circuit Breaker’ battle has been reduced by 1.
The spawn frequency of ‘Warg Rider’ units has been reduced in the ‘The Good Shepherd’ battle.
In the normal pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 6.
In the empowered pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 4.
The card ‘Owlbear’ has been adjusted.
Fixed an issue where using the card ‘Overtime Pay’ multiple times granted Steel abnormally.
Fixed an issue where the encyclopedia sorting did not work correctly.
Fixed an issue where the unit ‘Self-Ringing Drum’ was not destroyed by ‘Preaching Vice’.
Fixed an issue where the card ‘Let Loose!’ disappeared when the unit ‘Steel Catapult’ was killed.
Fixed an issue where the relic ‘Rusty Nail’ was not applying properly.
Fixed an issue where flying units exited the ‘Trench’.
Improved some missing textures and materials.
Fixed an issue where icons appeared abnormally large on the game result screen.
Fixed an issue where the card ‘Raging Tide Militia’ with the "Reduce unit count to 1" upgrade did not increase in unit count with subsequent effects.
Fixed an issue where entering the ‘Wacky Works Lab’ without any summon cards prevented game progression.
Fixed an issue where the unit ‘Holy Knights’ did not receive certain relic effects.
Fixed an issue where commander skill and starting relic buttons behaved abnormally during commander selection.
Fixed overlapping of the ‘Settings’ and ‘Exit’ buttons in some languages.
Fixed an issue where Free Deployment behaved incorrectly in the ‘Retreat Order’ battle.
Improved visuals for the first area theme of Chapter 3.
Expanded the width of the late advance route in the final boss battle.
Adjusted the spawn frequency of Heroic and Legendary relics.
The penalty of the event An Unavoidable Trap has been reduced.
Improved font size for some UI elements.
We are working on fixing an issue where obtaining both the relics ‘Almagest’ and ‘Blue Rosary’ prevents game progression.
(‘Blue Rosary’ is planned to be reworked.)
Lastly, we’d like to share some thoughts on the balance adjustments included in this update.

The chart above shows the players’ win rates for each battle across the chapters (gray represents regular battles, red for elite battles, and purple for boss battles). As you can see, win rates tend to decrease as players progress through the chapters. Naturally, elite and boss battles show lower rates.
However, we found that, contrary to our intentions, the difficulty level in the latter part of the game wasn’t consistent. To address this, we implemented quick difficulty adjustments for certain battles, which include stat changes and unit count reductions as explained earlier.
That said, since these adjustments were focused on lowering difficulty, they don’t fully resolve the “unpleasant and unfair combat experiences” that many of you have pointed out. We plan to take more time to revisit and revise the underlying gimmicks. Thank you for your patience.
While making the battles easier, we also addressed content that was considered overly powerful by many players during a short period. Specifically, we adjusted Owlbear, one of the strongest units in the game, and Steelbeard, the powerful starting relic of Dwarf Richard. We aimed for a stable fix instead of a radical overhaul to quickly balance the game, but we will keep monitoring and consider further adjustments. If there are any other cards or relics you’d like us to look into, feel free to leave a comment!

Hello, Commanders! First of all, we would like to express our heartfelt gratitude for the incredible response and interest you've shown since the launch. From the earliest planning stages, Commander Quest was designed with the goal of delivering a complete experience across three
Hello, Commanders!
First of all, we would like to express our heartfelt gratitude for the incredible response and interest you've shown since the launch.
From the earliest planning stages, Commander Quest was designed with the goal of delivering a complete experience across three stages. We believed that transparently sharing this intention at launch was the most sincere form of communication, which is why we addressed it in our initial announcement.
Right after launch, we received a far greater volume of feedback than we had anticipated. We seriously considered how we could best repay this outpouring of interest. As a result, we’ve decided to proceed with a content update as a way to thank all the Commanders who have shown love for the game. While the details are still being finalized and we can't share specifics just yet, we promise to reveal them as soon as we're confident in the results. (What we can tell you for sure is that a new historical hero will be joining your battlefield.)
Of course, alongside the planning and development of new content, we’ll continue to fix bugs and adjust the game balance—just as we mentioned in our previous developer notes. (Please refer to the hotfixes we rolled out shortly after launch.)
Thank you for playing and supporting our game.
We would appreciate Commanders' continued interest and support.
Commander Quest Team