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Plague Lords: Witch Hunt News

⚒️ Hotfix #1 — First Patch for Plague Lords: Witch Hunt

[h3]Hello everyone, this is the Red Unit Studio[/h3]

We’ve seen your feedback since the release of the prologue and noticed a few unpleasant bugs. Our team has been working hard to fix them, and the first patch is already live.

[h3]Here’s what we’ve fixed so far:[/h3]

  • Fixed an issue with the automatic end-turn option not working correctly.

  • Fixed the highlight for the selected character during tactical battles.

  • Fixed a bug preventing parameter recovery during rest.

  • Fixed incorrect resource display when building fortifications.

  • Fixed several localization errors.


We’re continuing to work on improvements, optimizations, and bug fixes — and we want to thank everyone for your feedback and support.
We’re reading all your comments carefully to make sure the full version of Plague Lords becomes the best experience possible.

Plague Lords: Witch Hunt — Available Now

[h2]💀 Plague Lords: Witch Hunt — Available Now for Free![/h2]

Greetings, mercenaries! ⚔️
Your journey into the world of Plague Lords begins today.
The free prologue — Plague Lords: Witch Hunt — is now available and ready to test your tactical skill and survival instincts.

[h2]🕯️ What Awaits You in the Prologue[/h2]

The opening chapters introduce you to lands torn apart by a mysterious plague.
You’ll lead a small band of mercenaries trapped in infected territories, where the dead rise again under the curse of an unknown sickness.

  • ⚔️ Tactical Turn-Based Battles — control each mercenary individually, use unique abilities, and plan every move carefully.
  • 🏕️ Camp Building — establish your first base around an ancient ruined tower. Don’t forget the walls — they might be the only thing standing between you and the undead.
  • 🔍 Exploration of Plagued Lands — search for supplies, rescue survivors, and fight for your life.
  • 📖 The First Chapter of the Story — uncover where the plague began and who—or what—is behind its spread.


[h2]⚒️ The Beginning of a Greater Journey[/h2]

Witch Hunt is just the first chapter of the story.
The full version of Plague Lords will continue the campaign and expand the game’s mechanics with:
new missions, unique character types beyond fighters, deeper survival and progression systems, more buildings, and a vast world to explore.

Prepare to embrace your fate… or fight to defy it.

[h2]📜 Add the Full Game to Your Wishlist[/h2]

If you enjoyed the prologue, support the development by adding the full version of Plague Lords to your wishlist.
It’s the best way to help the project grow and bring the next chapter closer to release.

https://store.steampowered.com/app/2616100/Plague_Lords/


Plague Lords: Witch Hunt releases on October 30!

Get ready for your first trial, Plague Lords.
On October 30, the free prologue — Plague Lords: Witch Hunt — will be released.

https://store.steampowered.com/app/1827240/Plague_Lords_Witch_Hunt/

You’ll lead a small band of mercenaries trapped in lands ravaged by a mysterious plague that brings the dead back to life.

Explore infected territories, manage your supplies, build your first camp, make tough decisions — and uncover the first clues behind the plague’s origin.

💀 Plague Lords: Witch Hunt is the beginning of your story in the world of Plague Lords.
Will you survive the plague?

Dev Log: New Loot Window, Map, and Auto-Equipment Management

Greetings, mercenaries!

It’s been a while — which means it’s time to share how development is progressing.

After the closed beta test of the prologue, we realized Plague Lords needed some serious changes. We’ve been reworking many systems — and the good news is that the updated version of the prologue is nearing completion. Most of the localizations are done, and the gameplay is now significantly more player-friendly.

Here’s what we’ve already implemented — or are just about to wrap up:

⚒️ Automatic Use of Tools and Weapons

No more micromanagement — characters will now automatically equip the right tool or weapon from their inventory, depending on the task: chopping, hammer, or fighting.

🪙 New Loot Window with “Take All” Button

No more opening a separate window for each building — now, when you search houses, carts, or corpses, you’ll get a compact loot window where you can grab everything you need with one click.



🗺️ Map

Your squad didn’t come here blindly — they had a map.
And now you do too: open the map, find the nearest town or tavern, and stop wandering aimlessly.



📦 Loot is Now Visible on the Map

Items dropped on the ground will now remain visible even after your squad leaves the tile.
You’ll always know where your loot is — no more guessing or backtracking blindly.
Dropped resources stay in place and are clearly marked on the map, making it easier to plan your routes and manage overloaded squads.

👜 Bags Increase Carrying Capacity

We’ve added a new type of equipment — bags, which can be placed in a dedicated gear slot.
They greatly increase a character’s carry weight — perfect for long expeditions and resource gathering.

⚙️ Other Key Improvements

Ability to skip dialogues with one click

Usage counters on consumable items (food, water, arrows, etc.)

More useful info on character portraits

Additional UI tweaks and usability improvements

We’re now hard at work improving the economy and building systems, and we’ll show you those changes in an upcoming update.

Thanks for sticking with us! We’re doing everything we can to release the prologue as soon as possible — and it’ll be worth the wait.

See you soon, mercenaries! 💀

Rework of Morale, Stamina, and Combat System

[h3]Long time no see, mercenaries![/h3]

It’s been a while since our last update — and we haven’t been idle. Over the past few months, Plague Lords has undergone massive changes. We’ve reworked core systems, added quality-of-life features, and improved the overall gameplay experience. Here's a quick breakdown of the most important updates:

[h2]🧳 Items Can Now Be Dropped on the Ground[/h2]

No more disappearing gear! Dropped items will now stay on the ground for a couple of in-game days. If your squad is overloaded, you can temporarily leave some supplies behind and come back for them later. Perfect for forced marches when you don't want to lose valuable resources.



[h2]⚖️ Morale System Fully Reworked
[/h2]
Morale now dynamically responds to everything: character actions, conditions, and story events.
  • High morale may allow characters to walk without losing stamina, do more work, or even gain bonus attacks in combat.
  • Low morale means reduced effectiveness and negative statuses.

Had a few too many drinks? You'll get a “Had too much wine” debuff.
Run from too many fights? Your squad might earn the dreaded “Running like cowards!” trait.

Morale is no longer an infinite buff — it's now a tactical tool that can help or hurt, depending on your choices.



[h3]💥 Abilities Now Use Stamina Instead of Morale[/h3]

Abilities now consume stamina, making the system more intuitive. Morale now affects combat indirectly, while stamina governs your ability to act. This makes skill use easier to plan and overall combat resource management more strategic.

[h3]🔧 Equipment Repair Now Happens in Workshops[/h3]

You can now repair worn-out gear at workshops. This allows you to keep your equipment in good condition without having to waste extra resources crafting replacements.

[h3]🧍‍♂️ Easier Unit Selection in Combat[/h3]

No more hunting for the right portrait in the UI — just click the character directly on the battlefield to select them. Fast and intuitive.

[h3]🛡️ Attack and Defense Now Use Percentages[/h3]

Calculations are now shown as percentages and influenced by character stats. This makes outcomes more transparent and allows for better tactical planning.

[h3]🔁 Limited Counterattacks[/h3]

Each character and enemy can only make one counterattack per turn. The old “do nothing and win” strategy is no longer viable — now, every move counts.



[h3]🎨 Colored Hints and More Info On-Screen[/h3]

Want to know who you're up against? Hover over characters and enemies to see detailed info right on the battlefield. It’s faster, clearer, and more informative.

[h3]🔍 Equipment Comparison in Inventory[/h3]

When a character is selected, item tooltips in the inventory will now highlight attack and defense stats in green if they're better than the equipped item, and red if they're worse.
This makes comparing gear quick and effortless — no more switching back and forth.

[h3]🧮 Item Usage Counter[/h3]

Consumable items like food, water, and arrows now show a small icon indicating how many uses are left.
Simple and convenient for resource management during long expeditions.

[h3]🧠 Smarter AI[/h3]

Enemies now behave more logically — instead of circling around endlessly, they’ll push through camps and buildings to reach their targets. Defense is now more straightforward, and tactical gameplay feels cleaner and more predictable.

And finally — we’ll be sharing more about the prologue very soon...