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Plague Lords: Witch Hunt News

Work in Progress: Playtest Results, Character Abilities, and More

[h2]Hello mercenaries![/h2]

From the beginning of this year we've been working on improvements to the game: new character abilities and improved tactical combat, reworking the work, overload and energy counting system, and much more, we can't wait to share what we've done with you!

[h2]Playtest Results[/h2]



During the playtest, we got a lot of feedback and made sure we were moving in the right direction. However, we also identified a few weaknesses of the game. For example, the hunger and overload mechanic doesn't work as we expected, many players ignore it. Enemies proved to be too weak for a well-armed squad. We also noticed a quest where players face endless defense. We have already started to tweak the balance, rework said quests, as well as identified and already fixed several bugs. This has added to our work, but now we know exactly how to make the game better and are already actively working on improvements.

And yes, playtests will continue! Join our Discord server so you don't miss out on the next playtest: DISCORD server

And of course, thanks to everyone who joined! You are our heroes!

[h2]New character abilities in tactical combat[/h2]

Let's talk about the new character options in tactical combat.



Last time we already talked about the new combat system - tactical comba: if you have a commander in your squad, the battle takes on a new look: the camera zooms in on the squad tile, the characters are set up in two lines and you are given the opportunity to attack each unit individually using their special abilities.

Now let's take a closer look at the new abilities!


Reach - This ability is available to Militiamen armed with a spear. A special attack that deals double damage.

Recklessness - ability available to Guardians armed with a sword, attacks three random targets in one turn.

Defender - ability of Guardians with a shield, once used, will intercept 2 random enemy attacks directed at allies.

Execution - ability of a Squire armed with a halberd. Attacks the enemy with the most power, dealing double damage.


Not Aiming - ability available to archers, pathfinders, and scouts with bows. A special attack that hits three random targets in one turn.

To use many abilities you need high moral of your character. Raise morale can be delicious food, completing tasks, defeating opponents and of course drinking, what mercenary does not like to drink.

We replaced horns with flags, it's strange to blow a horn when there are zombies around reacting to sound. Now all brigadiers, sergeants and captains wear different flags, which are displayed on the map.



[h2]Changed character work calculation[/h2]

All tools have become more useful in work: helpers without tools give only a unit of work, while masters with tools bring from 10 to 30 units of work. At the same time in a group, a character with the needed skill for work will get the bonus of the best tool of the group.



[h2]Character Overload, Energy Recovery[/h2]

Character overloading now affects their energy more, and a character without energy stops the whole group until he has a rest.



The energy recovery mechanism for characters has been redesigned: now the maximum energy storage is larger, and it is recovered faster if the character is full and thirsty.

[h2]Technical improvements to the game[h2]

Over the past two months we have been focusing on improving the technical side of the game. Map generation and free construction create a huge number of possible scenarios that can create bugs and freezes. But we are very happy with our progress in this respect: if at the end of January it was difficult to pass the game without errors, now the situation has changed radically. Now we encounter bugs much less often.

[h2]Other changes:[/h2]
  • Knives have now taken on a role not only in hunting and cooking, but also in farming and gathering, replacing sickles.
  • Improved the display of unit moves in tactical combat: resting units get comfortable on the ground.
  • Added many new recipes for crafting armor and weapons, so arm yourself!
  • Many improvements have been made to the UI to make the game more user-friendly and understandable.


[h2]Prologue release plans[/h2]

At the moment we can't give an actual release date for the prologue of Plague Lords: Witch Hunt. But we are actively working to make sure that moment comes as soon as possible. Before the release we are planning one more playtest, so check out our Discord channel to make sure you don't miss it.

[h2]Add the main game to your wishlist and subscribe on social media.[/h2]

Plague Lords

DISCORD server Red Unit Studios Twitter

Sign up for the Plague Lords Witch Hunt closed beta test

Exciting news! We are planning a closed playtest next week🎮

If you would like to join the test, please fill out this form:

Plague Lords Closed Playtest Form

The playtest starts on March 29. The chosen players will get an invitation sent to the email they provided in the form.

We invite you to our discord server, where you can communicate with developers and get more news about the development

DISCORD server Red Unit Studios Twitter

Results of the year and Future Plans for Plague Lords

[h2]Hello, friends![/h2]
It's been a while since our last update, and as the new year begins, we've decided to bring you a gift: lots of exciting news! So, it's the perfect time to sum up the past year and share our plans for Plague Lords in the upcoming year!



[h2]Results of the year for Plague Lords[/h2]
As many of you know, last year, we released the demo version of Plague Lords. It brought us a lot of new feedback and attention, which is especially rewarding. Feedback is crucial in game development – until you directly encounter players' opinions, you don't know if your ideas are truly working or not. Judging by your reactions, it seems like we're on the right track!
However, we've also taken note of constructive criticism: the combat system, interfaces, inventory, and other game elements have undergone significant rework! And that's not to mention the addition of new features!
And now, for the exciting part! When can you experience all these improvements for yourselves? And what does the future hold for Plague Lords in the upcoming year?

Plans for 2024

[h2]Plague Lords Prologue[/h2]
In the spring, we will release the free Plague Lords Witch Hunt prologue. Yes, this page is dedicated to the Plague Lords Witch Hunt prologue. Soon, you'll be able to see the revamped mechanics and new features, which we'll discuss a bit further in this devlog. Currently, we're making the final adjustments and refining the game, but most importantly, a separate epic awaits us with the game's localization.

[h2]Community Building[/h2]
Finally, before the prologue release, we are launching DISCORD server and Twitter for Plague Lords, where you can connect with each other, interact with developers, participate in closed playtests, and receive exclusive news. Join the community!

[h2]Plague Lords Release[/h2]
The main game on Steam is already awaiting your additions to the wishlist!
Plague Lords Steam page
We continue our work on the main version of the game, which we plan to release this year. Many features developed for the prologue will be included in the main game, but we also have several surprises in store for you. Get ready for dark adventures in lands plagued by the epidemic!
It's challenging to provide a specific release date, but let's aim for the middle of next year. There might be some adjustments to the schedule, and we'll keep you informed if anything changes!

[h2]Now, let's delve into the details of the changes made over the past year![/h2]
No more teasers! Let's get into the specifics.
We carefully examined your feedback and implemented numerous improvements to the game. New mechanics and aspects have been added to make the game more user-friendly, and the mechanics are now more transparent and understandable. Much has been done to diversify the gameplay.

[h2]Tactical Combat[/h2]
Many reviews touched upon the simplicity of the game's combat system, so we decided to enrich it with new mechanics.
Introducing tactical combat! Our main goal in developing tactical combat is to provide players with more control over the outcome of battles and emphasize the importance of diverse skills, equipment combinations, and the influence of defensive structures.



In tactical combat, the game camera zooms in on the battle tile, allowing you to control each unit in the squad. Battles unfold step by step, with each character in your group attacking an individual opponent. This way, you can plan each move and make the most efficient use of your resources.
The group in tactical combat forms two lines: the front line is for melee fighters capable of withstanding more damage, while the back line is for archers and workers. Additionally, you have the opportunity to move fighters between the lines during the battle. This organization reduces damage to vulnerable characters and ensures the maximum efficiency of your strategy.



Tactical combat is not just a part of the game; it's an opportunity to immerse yourself in a strategic world where your intellect and tactical acumen become your main allies. Be prepared for challenges, and let the strongest prevail!

[h2]Character Abilities[/h2]
In tactical combat, characters can use special abilities. With different combinations of skills and equipped weapons, characters have access to various abilities. Here are some of them:



Finish Off: Available to Archers and Hunters armed with a bow. It's a special attack that, if it finishes off an enemy, triggers another attack and can continue up to five times.



Point-Blank Shot: Available to Crossbowmen armed with a crossbow, inflicting double damage. To use this ability, the crossbowman needs to move to the front row, exposing themselves to enemy attacks.



Raid: Available to Swordsmen armed with a shield and sword, this attack targets three random enemies in the midst of battle without receiving counter damage.


Many abilities require a character to have high morale. Morale can be boosted by consuming delicious food, completing quests, skill progressing, and, of course, drinking – because what mercenary doesn't enjoy a good drink?

[h2]Commander Interface[/h2]
To engage in tactical combat, a squad needs a captain with leadership skills equipped with a special item horn or banner.



An active commander receives a special interface displaying the level of their leadership – a skill that affects the maximum size of the squad under their command.



[h2]Separate Inventory Window for the Group with Characters[/h2]
We've added a new convenient window where you can easily view your group's inventory, monitor the status of each member, and get detailed information about characters, including equipped items. Distributing equipment within the group has become much easier now.



[h2]Updated Tutorial[/h2]
We have revamped the tutorial in Plague Lords, providing a detailed introduction to every aspect of the game. These changes aim to make your initial steps in the game more enjoyable and understandable.
Now, the tutorial consists of panels with detailed explanations of each aspect of the game. We've also placed them all in a separate menu so that you can revisit them at any time.



[h2]Expanded Tile Information[/h2]
We've added popup menus displaying information about the tile and the structure or resource on it. Now you can learn all this by simply hovering over the tile.



[h2]Revamped Squad Merging/Trading System[/h2]
We have completely overhauled the mechanics of interaction between squads, providing you with a convenient and informative menu where you can easily move characters, merge squads, and create new ones.



A special menu provides all the necessary information for merging and trading between squads, making the process intuitive and convenient. Easily move items with a single click or use special buttons for quick trading of items of a specified type. The menu also simplifies the creation and merging of squads: just move the party members in the direction you want.



[h2]Hunting[/h2]
Now, wildlife appears on the map that you can hunt. However, be careful: you'll only have one chance to shoot the game, as any movement of the squad will scare off the animals.



If you don't want to scare off the animals, include scout hunters in your squad; their radar ability allows them to spot game from a distance.

[h2]Localization[/h2]
At the moment, we plan to add localization for 11 languages: English, Russian, Spanish, French, German, Brazilian Portuguese, Polish, Turkish, Korean, Chinese, and Japanese. The number of languages may decrease by the release, so don't consider this a firm commitment; it's just a small teaser!

And many other small changes, such as these:
  • Squad splitting with Shift
  • Expanded pop-up menus on enemies with defense, attack, and possible actions indicators
  • Links, hiding the event log in the lower-left corner
  • Reworked calculations in combat

In conclusion, we thank you, our players, for your support. We are doing everything we can so that you can immerse yourself in the adventure in lands plagued by the epidemic!
[h2]Add the main game to your wishlist and follow us on social media.[/h2]

Plague Lords

DISCORD server Red Unit Studios Twitter

Plague Lords gameplay trailer update

A new Plague Lords gameplay trailer recently been added to our Steam game page, finally showing all the major gameplay elements: story and adventures, base building and craft, and now a huge part of the trailer shows both combat modes.

[previewyoutube][/previewyoutube]

And there're even more new gameplay features you'll see on our Early Access release: hunting, traps, exploration, scavenging and more. As we've mentioned earlier, the game is in its final development stage and will be released in the coming months.

Tactical combat and new release date

First of all, thanks for all you patience, comments and feedback on our Plague Lords demo. There are some news and announcements that we wanted to share. Our work on Plague Lords is in full swing and we're listening carefully to all the comments in Steam community and on all other platforms. So rest assured that there is a list of all the features players wanted to see in Early Access and in closest updates. And we have an announcement on the most requested one in a brief description below.

[h3]Tactical combat[/h3]



It took us about three months, but yes, now we have a tactical combat! It won't replace the swift skirmish fights you saw on our demo and that quick combat mode got some changes too, but now leaders will have special artifacts (trumpets and banners). By equipping one of those a seargeant or captain will be able to regroup their units for a new attack.

Thus we get a tactical mode for our combat parties. Rookie militia and more skilled warriors and archers will now use their new skills and abilities to win tactical skirmishes and avoid unnecessary casualties or infection. Leader's skills will define a number of men he can lead into battle.



And if your warband is well equiped, rested and ready for any challenge, you can remove the artifact from your leader and rely on your warriors to turn the enemy into a pile of bones and loot in a matter of seconds. Only commanders can carry these items and lead your troops in the new combat mode, so woodcutters and farmer parties cought in a field won't have any abilities and will have to rely on protections from other squads.

[h3]Release date[/h3]

We've planned to announce a new release date set for the end of April, but our work on these new features wasn't an easiest task and we'll need some more time to polish our new game modes. So not to set a new limits that we won't be able to keep up with, we'll leave it as q2 of 2023.

Early Access will have both tactical and skirmish combat modes, 3 new (hunters, scouts, rangers) among other 30 professions, about 20 of 40 settlement buildings, hundreds of items, and more than a half of all chapters planned for final release.