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Tales And Tactics News

Tales & Tactics - Spooky Season update now live!

Hello Tacticians!

We are happy to announce that the first major content update for Tales & Tactics is now live with a 20% discount!

With Halloween nearly upon us we feel there is no better time than now to put out our Spooky Season update!



So what can you expect from this update!?



  • New Region: Saunek Necropolis - Face off against Skeletons and Ghouls in a new region, the home of Lel’thas, Champion of the Saunek Necropolis and member of the Daiya. Engage with Lel’thas in Champion Tales, where your choices can make him your rival or ally, offering unique rewards.
  • New Character: Thet Pahud - A Dwarvish Fighter who prioritises quality over quantity with a lower max Army Size. Thet excels at item manipulation, unequipping and deconstructing items at will to create perfectly itemised Units.



  • New Unlock: Bonus Spooky Legends - Activating this feature introduces three new Legends to the draftable unit pool - all have unique skills. Future updates will expand this feature event with more new Legends, randomly selecting them from available Legend Packs, similar to Bonus Traits.
  • New Difficulty: Region Combat Modifiers - Enabling this feature introduces unique area-based combat modifiers to every combat, which can be countered by strategic choices. Whether it's countering Hextech Industries' Megafurnaces or capitalizing on Hexad City's Giant's Gong, these modifiers interact with the existing opponent-based combat modifiers, adding more variety to every battle.
  • New Unlock: Advanced Vaults - Unlocking and enabling Advanced Vaults alters the reward structure in each run, introducing 7 new Vaults alongside the classic Duplicator Vault. These new Vaults offer fresh strategies and synergies to master.
  • New Unlock: Into the Void - When Into The Void is active, 6 Units are placed in the Void at the start of each run, banished from appearing! You’ll need to stay on your toes to adapt to the new pool of Units, but in exchange, the remaining ones are easier to Tier Up.

And much much more, including unit skill reworks, new perks, many balance changes, and QoL improvements! See the full patch notes here.



We have also made the decision to move across to Unreal Engine 5 this has resulted in fairly significant performance increases and we are happy with the results. Sadly this means we are no longer able to support Windows 7 as a platform. We have enabled a Windows 7 build without the new features to enable players to play Tales & Tactics for the next few months before Steam ends their support for the operating system.

To select the Windows 7 Build click Tales & Tactics in your library, right click and select properties, select the Betas tab and select the "win7compatible" build from the drop down menu.




If you have enjoyed our content so far head over to our DISCORD and be a part of the community! - Your feedback shapes helps shape the next Tales & Tactics update, and if you've got a mind for creating, this patch includes 3 brand new Perks directly made by our community - the winners of the Community Design Challenge 2! The 3rd will be just around the corner, so be sure to join and opt into the Design Challenge Alerts role if you'd like to participate next time.

The Tales & Tactics “At Your Request” update is now live

[h2]Hello Tacticians![/h2]

We have heard your feedback and are here with our "At Your Request Update".

This update is focused on handling the most common feature requests coming out of the launch of Early Access. Our community and their reactions and feedback are most important to us, so we wanted to work first and foremost on features we were seeing immediate interest in.

So what can you expect from this update?

[h2]Difficulty System Rework -[/h2]
This will allow you to tailor your difficulty settings with precision. (featuring the new "Challenge Climb" mode)

We heard from many players the immediate desire for the game to be harder, but at the same time, we're seeing players new to the genre winning their first run in a relatively reasonable and expected amount of time (between 5 and 10 runs), so making the game harder by default wouldn't be wise. Instead, we've come up with a brand new system to escalate to a ludicrous (but beatable!) game difficulty over time. Additionally, we heard from more than a few players that the "pro/con" modifier system, even though they understood it kept the game balanced, just didn't feel as good as getting raw power followed by an opt-in difficulty. The two are now fully disconnected, though the game will still recommend a Difficulty setup based on your selected unlocked Run modifiers.

[h2]Ultrafast Mode -[/h2]
This speeds up (and sometimes completely removes) various animations and aesthetics in order to expedite gameplay.

Many of you had requested that, after becoming experienced enough with the game, the animations were getting in the way of your personal enjoyment. Now you can play at hyper speed! Note that this is not recommended for new players, or those with lower-end machines as it is slightly more demanding.

Polish -
Optimized and rebuilt some expensive visual effects that were causing hitches and rare crashes. Added a new first-time window for brand new players, and more!

Bug Fixes -
A host of fixes from gameplay fixes, UI issues and much more!

Full Patch Notes - Click Here

EA Launch Update - Major Patch 2

For anyone who encountered corrupt save issues that prevented them from playing (I.E. "BulkData" error), this build contains a fix. Sorry for the inconvience!

Hi everyone! This patch focuses primarily on bug fixes, but we've also taken more and more precautions to try and improve performance - including some FPS-smoothing measures and temporarily removing the Compendium displaying the selected unit, as it was taking up more resources than expected.

Updated Chinese localization to match content, typo fixes and other changes.

Fixed an issue where Blobert wouldn't appear in the Compendium and could not be found in the Unit Store.

Fixed an issue where a Fiery Hydra's bonus Spell Damage was based on the target's Attack Damage, not its own.

Fixed an issue where the Triple Caster bonus still referred to Magicians.

Fixed an issue where revived Skeletons would become unaffected by Druid of Harmony.
Fixed an issue where revived Skeletons would become unaffected by Overtime.

Fixed an issue where, after completing a run and starting another, the Map would display the previous runs' data.

Fixed an issue where certain Events still depicted Champions who weren't present.

Fixed text issues on many Blessings, Events, Items and Unit Skills.
Renamed the Book Monster trait to Tome to prevent going offscreen in certain cases.

Fixed an issue where Dweller Pivot offered a non-Dweller unit.

Fixed an issue where units could be stuck polymorphed into a Sheep forever (as funny as it was)
Fixed an issue where Blood could still distribute Banners; in addition, clarified that it now only delivers Completed Items.

Fixed an issue where Statues and Legend units would stop appearing after save and load.

The Dragon Egg's progress towards hatching is now preserved across save and load.
Fixed an issue where the Dragon Egg had 5 Maximum Mana rather than 3.

Changed the safeguard for 'dice stuck rolling' result from 20 to a random value. We were expecting this to come up infrequently; with it being common, we're preferring to not give fully free wins in Dungeons.

Removed the Compendium's unit display temporarily, as it was causing a large amount of GPU usage.

Further reduced some settings and graphics to help improve performance.

Fixed an issue where Chester would spit out units into his own hex.

Fixed an issue where, if going from the 2nd stage of a Trait to the 1st, 1st stage effects could also be lost in some cases. This was responsible for disappearing Aqua Bubbles, Trickster Items, Flame Marks, Royal Crowns, Dragon Tier Ups and more.

Fixed an issue where, on low-mana casters, Orb of Flame could grant hundreds of Spell Power instead of single-digit values.

Fixed an issue where you could enter a half-dead state from buying two Cursed units in short succession.

Fixed an issue where Event-only units with special Traits wouldn't appear in the Compendium.

Sealed Scroll now temporarily grants 150 Starting Mana. We're planning on a special fix that will allow it to preserve existing Starting Mana, but this temporary fix will keep it usable in Dweller and Stalker comps.

Fixed many issues where Bonus Rewards from any outside effects wouldn't occur in the Tournament, including Perk bonuses, Tricky items and Divine Blessings. Vault rewards will still not be provided at this time while we work on a new system.

Fixed an issue where the Adaptive Scrappers bonus was granting +180 Attack Speed instead of +18.

Fixed remaining locations where the Caster archetype was still referred to as Magicians.

Fixed issues where you could obtain the Scroll of Stories depite being at Vault Level 4.

Fixed an issue where Stone Crabs and Gargoyle Socket Gem were granting Curse in an outdated fashion.

Fixed an issue where Boss units in the Unit Store would be displayed with their Boss trait, when they wouldn't actually have it.

Fixed an issue where the Assembly Line "Sharpest Blade" item had an additional, unintended bonus effect.

Added additional tracking for certain Unlock-related Achievements: if you previously missed out on one, see if you receive it for good on your next launch of the game.

The Cursed Tapestry item can now be used on ANY unit, not just foes. This is a temporary change.

Added an exception for a situation where you have all Crowd Control potions and the enemy is using Reptile stage II.

Fixed an issue where a second, stronger Pauldron of Mi'Lo was in the item pool in Shops and Events.

Thanks again for all the feedback as we've launched into Early Access! If you'd like to discuss more about where we go next, feel free to join us on Discord - we're conducting State of the Game chats frequently, with a current focus on endgame play and difficulty.

A big thank you - and a taste of what is to come! [Roadmap announce]

Hello Tacticians!

We would first like to start off by saying a massive thank you to everyone who has supported us by Wishlisting, purchasing and reviewing Tales & Tactics! It has been a crazy week and we are ecstatic to see so many players and content creators enjoying Tales & Tactics!

We are currently addressing bugs and player feedback and have also hired a performance optimization specialist to address the issues a small amount of players are having with game performance.

Now the exciting part - we are now ready to announce our official Early Access Roadmap! From now until the 1.0 launch early next year you can expect, new characters, new acts, new unlocks, new modifiers, a host of new features and much more!

Check out our Roadmap infographic below for a full list!



And remember you have until the 17th to pick up Tales & Tactics before the launch discount ends, and we would love if you could leave a review as this helps us out a lot!

Major Patch 1 Hotfix

Fixed an issue where, after completing a run, the game would softlock until clicking the Options Menu and going back to the Main Menu manually.

Fixed an issue where the Monk passive still wasn't granting Star Points.

Fixed an issue where Vault would stop at Level 4.