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Battle Charge News

Battle Charge – Tech Update

  • [p]Continued improvements on troop pushback logic within shield wall formations to behave more consistently.[/p]
    • [p]Improved how opponents respond to pushback, with more accurate recoil positioning.[/p]
    • [p]Introduced randomization ranges for pushback force to reduce repetition.[/p]
    • [p]Assigned different animation sets for pushback to improve visual variety.[/p]
    • [p]Randomized second-row recoil animations during shield wall impacts for added realism.[/p]
[p][/p][h2]UI[/h2]
  • [p]Stated the re-implementation if the main menu.[/p]
  • [p]Improving the overall menu screen layout and visuals.[/p]
  • [p]Designed a functional menu flow for smoother navigation between screens.[/p]
  • [p]Improving UX part of things :)[/p]
[p][/p][h3]Low-Level Systems[/h3]
  • [p]\[In Progress] Added a trigger system to the AI FSM (Finite State Machine) to allow state changes based on external events.[/p]
  • [p]\[In Progress] Building an internal FSM graph editor to help visualize and manage AI states and transitions more efficiently.[/p]
[hr][/hr][p]Thanks again for following development. These changes are a mix of under-the-hood improvements and player-facing polish: both aimed at pushing Battle Charge closer to a refined demo experience.[/p][p][/p][p]As Always please consider wishlisting . That's the biggest help at this stage .
[dynamiclink][/dynamiclink][/p]

Battle Charge – August Dev Update

[p]Hey everyone — time for another monthly check-in from the Battle Charge dev team. This month we focused on refining combat logic, improving AI behavior, and tightening movement and responsiveness. Here's what we’ve been working on:[/p][p][/p][h3]Core Improvements[/h3]
  • [p]Reworked recoil logic and updated the damage system to better reflect hit reactions and stagger outcomes.[/p]
  • [p]Optimized the character controller to make movement and input feel more responsive.[/p]
  • [p]Improved ground detection for smoother terrain interaction, especially on uneven surfaces.[/p]
[p][/p][h3]Combat & Formation Logic[/h3]
  • [p]Archers can now aim more accurately while moving, which helps with hit consistency in dynamic situations.[/p]
  • [p]Improved the push command for the troops during shield wall formations, integrated push back feature now we can actually push them back.[/p]
  • [p]Push now functions even when up to 25% of troops are not in shield wall state, making it more flexible mid-battle.[/p]
[h3]AI & State Machine Tweaks[/h3]
  • [p]Added more conditions and fallback options for AI decision-making to prevent stuck behavior.[/p]
  • [p]Improved both AI and player state machines for more stable transitions during combat.[/p]
  • [p]Fixed some hidden DOTween animation errors that were clogging the main thread and affecting performance.[/p]
[h3]Still in Progress[/h3]
  • [p]Working on making push actions affect enemy formations even when they’re not in shield wall state. We’re currently ironing out the required state machine logic.[/p]
[p]Thanks as always for following along. We’re continuing to test and tune these systems based on your feedback and internal playthroughs. More to come soon

You can help with wishlisting the game [/p][p][dynamiclink][/dynamiclink][/p]

Battle Charge – Monthly Development Update (June)

[h2]Battle Charge – Monthly Development Update (June)[/h2][p]
We had many changes this month the overall focus on bringing the playable closer to DEMO state. Main areas we polished where on command features. Shielwalls, Push when inshieldwall, Brace, and of course Charge element. now they are more smooth and better looking. Sorry can't write the whole other adjustments and changes we did because they are a LOT :) [/p][p][/p][p][/p][p]Here is a long list of changes I dug out from our version control :)) [/p][h2]
Update Content:
[/h2]
  • [p]Improved the start of run animations for better responsiveness.[/p]
  • [p]Fixed collider issues in the Forest 2 level.[/p]
  • [p]Resolved problems with shield attack deactivation and combo transitions.[/p]
  • [p]Improved animation event handling to reduce timing inconsistencies.[/p]
  • [p]Added VFX and SFX to shield attacks.[/p]
  • [p]Enhanced fog and lighting in the Winter level for better atmosphere.[/p]
  • [p]Added more camera transitions and increased their speed.[/p]
  • [p]Began work on mirroring the enemy army based on player selection (still in progress).[/p]
  • [p]Fixed rendering problems with some level props.[/p]
  • [p]Improved navmesh generation and included larger props as obstacles.[/p]
  • [p]Introduced terrain-based ground detection using mapping coordinates.[/p]
  • [p]Added footstep VFX and SFX that match terrain textures (grass, dirt, snow).[/p]
  • [p]Refactored the charge system to address known issues (needs further testing).[/p]
  • [p]Introduced a global gameplay configuration for common parameters.[/p]
  • [p]Fixed Knight Sidekick footstep effects.[/p]
  • [p]Resolved idle animation issues during charge transitions.[/p]
  • [p]Removed outdated Sprint and Heavy Attack states.[/p]
  • [p]Added configuration files for unit default states.[/p]
  • [p]Updated UI character prefabs, cleaned up unused components, and added an idle animation with a dedicated controller.[/p]
  • [p]Improved the pooling system for better particle performance.[/p]
  • [p]Enabled runtime display of unit configuration values for debugging.[/p]
  • [p]Added temporary stat values for weapon damage and shield weight.[/p]

Battle Charge Update April 2025

[h2]April Tech Update – Battle Charge[/h2]
Throughout April, we’ve been focused on tightening combat mechanics, squashing bugs, and improving the overall feel of battles. Here's a breakdown of what’s new:
Combat & AI Enhancements
  • Fixed enemy charge behavior to improve immersion
  • Implemented defensive enemy AI with shieldwall logic
  • Set a 3-minute timer for defensive AI to engage players
  • Improved shieldwall attack behavior and enemy auto-aim
  • Added new troop animations and refined movement for both player and AI
  • Included non-weapon attacks into general combo system



Player Experience Improvements
  • Swapped archer command voiceovers for variety
  • Enhanced arrow rain logic and detection
  • Polished slow motion effects and combat-related SFX
  • Fixed camera state transitions during army placement
  • Improved dodge input response and animation timing
  • Smoothed out archer shoot animation flow

Performance & Technical Updates
  • Added a new optimized character model
  • Moved enemy spawn positions for better pacing
  • Refactored animation workflows for smoother development
  • Updated Unity engine to 2022.3.6f1
  • Fixed bleed effect logic and improved combat combo transitions


Thanks for following our journey. These improvements are part of our ongoing push to create a tighter, more immersive medieval battle experience. Stay tuned for next month’s updates!

#BattleCharge #indiedev #gamedev #RPG #SteamUpdate

🛠️ Battle Charge – March 2025 Tech Update

Hey everyone!

Here’s a quick rundown of what’s been happening under the hood this month.

🔧 Bug Fixes & Improvements:
  • Battle Matching Update – Core logic is being rewritten to better match unit types. (Archers are temporarily disabled during this work.)
  • Soldiers Not Engaging – Fixed the issue where troops just stood around during battle.
  • Off-Battlefield Arrow Kill Fix – Adjusted the SFX and trajectory of the punishment arrow. It now sounds off and comes from a proper angle.
  • Attack Animation Ground Bug – Fixed soldiers awkwardly sitting mid-attack due to terrain errors.
  • Hit Reactions – Victims now react on every hit, making combat feel more responsive.
  • Uneven Charge Bug – When enemy groups were uneven, only some soldiers charged. Now fixed.
  • Dodge Command Lag – Player dodge command is now more responsive.
  • Troop Pathing for Hero – Troops now give way when the hero pushes through. Still needs more testing to make sure they don’t ignore the player entirely after combat starts.
  • Archer Engagement Bug – Fixed logic behind the “T” key for archer attack commands. Will need more testing once archers are back in the engine.
  • Overrunning Charge Bug – Fixed issue where charging soldiers kept running through enemies toward archers.
  • Arrow Rain Trigger – Now ignores enemy soldiers, as intended.
  • Mouse Lock – Cursor is now locked on level load. Press Esc to unlock or lock it back.
  • Enemy AI Targeting Fixes – Added dynamic targeting logic for more natural troop movements in charge commands.

Fun fact . your archers will soot you if you are on their way :)

Thanks for following along—we're getting closer to making these battles feel just right. If you spot something off, let us know. More tweaks are on the way.

Stay sharp,
The Battle Charge Team