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DEVLOG #4 - Rivers & Mountains

Hello again!

I’m back with another entry in the devlog series!
Are you excited to learn more about Drop Duchy? Well, you should be!

Since the last issue, we’ve launched the updated demo that included the faction Republic and a sneak peek at the meta progression. With this demo, we entered the Steam Next Fest, a special event dedicated to showcasing upcoming games, and the response was fantastic.
Thanks (and welcome) to everybody who discovered the game during the festival!

On the menu today, I’ll tell you more about a terrain you can unlock in the demo -the River- but also answer the burning questions: how long are the runs, and what are the other terrains available in the game?

[h3]Risking it all for the River[/h3]
When you start your journey, you’ll only see Plains & Forests, the two basic terrains of Drop Duchy. Once you’re comfortable with the ropes of the game, you’ll be ready to start playing in the big league and unlock the River terrain from the Progress Tree.



As you can expect, the river is at its best when it’s all connected rather than being a bunch of isolated ponds, and that’s the reason why most river-related buildings have a mechanic called "Minimum Flow," which requires a large enough continuous river to activate their effect. Those effects are typically better than their forests/plains counterparts, but they’re harder to trigger if you don’t plan your grid strategically.



To help you assemble the longest connected river, you can rely on the "Canal" technology card (which forces the river piece to come early in the round) or use the "Bridge," which counts as a building and a chunk of river terrain!
Going all in on the river and placing all your buildings correctly next to it is one of the most potent strategies in the game, albeit risky.



[h3]Mighty Mountains[/h3]
If you’ve played the demo, you’ve probably noticed that some buildings require stone to be upgraded to their maximum level, yet you couldn’t find any way to get some. It’s not a bug, but a feature: stone is only introduced in the game’s second act, with the addition of Mountains.



Mountains differ from the previous terrains because all their effects take into account the whole piece rather than individual squares, and unlike the others, there is no way to transform the mountains. As you can imagine, mountains earn you the precious stone resource when explored, but they also come with a flurry of buildings that synergize with them: the "Stone Cutter" is ideal if you want to increase the stone yield, while the "Fortress" is a fantastic military building that recruits troops for each aligned mountain piece.



Tweaking your deck to include a mountain synergy can be challenging, but remember that you can sell any card (and get the upgrade resources refunded), making pivoting strategy much easier.
Mountain-related buildings tend to be better than the others, but since you can only start adding them to your deck in Act 2, you have fewer chances to grab them, and therefore, you must be an excellent strategist.
Speaking of which, there’s one crucial choice you’ll have to make as you progress: which terrains do you specialize in?



[h3]How Terrain Specialization Works?[/h3]
As you may have noticed in the demo, there are fewer pieces of each when there are more terrains on a grid (simple maths, really). That’s the normal intended way to play the game (trust me, there is little challenge in grids with a single terrain type), but it raises the question: how do we introduce more terrains without breaking the game’s balance? Our solution was to let the player choose which terrain to keep or eliminate at the end of each act.



When you beat the first boss, The Wall, you must select which terrain you’ll eliminate for good from the upcoming locations to make room for the Mountains. The same happens after beating the second boss (which we’ll cover in a future devlog) in order to make room for Wasteland.



Before eliminating a terrain, look at your deck synergies and think about how you gather each resource. If you don’t have any wood-producing cards, don’t forget that eliminating forests will cause you to lose all the wood you’d get from exploration.
Each option has pros and cons, and that’s part of what makes each run of Drop Duchy unique.

[h3]Wrap-up[/h3]
Thanks for reading this new devlog!
Once again, if you have questions or comments, feel free to join the active community on Discord and come chat with us!

We hope you're ready and as excited as us for Drop Duchy's full release on May 5th! Meanwhile, the demo will remain available if you’d like to play some more runs until then!

In the two remaining devlogs, we'll dive into the third and last Faction called "The Order", but also into the game’s advanced mechanics, modes and content - so subscribe to the newsletter to stay informed!

See you!

JB Oger - Game Director



You can also follow us on Social Media to keep up with the latest news!

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DEVLOG #3 - Faction Republic & Meta Progression

Hey, everyone!

Welcome to this new devlog!

Since the release of the first demo, lots of you have shared your feedback on the game (thanks!), and some have even started to speculate about the content beyond: How do the other factions play? How can you progress in the game?

Lucky you, I’m here to answer your questions!
In this article, we’ll discuss the second faction of the game, The Republic, and how the meta-progression allows you to unlock new powerful strategies.

And if you want to see these in action, you can try out the new demo right now!

[h3]Playing with the The Republic[/h3]
As already discussed in the first devlog, the default faction of the game is The Duchy.
It’s a simple and well-rounded faction, ideal for beginners who seek to experiment with varied strategies and exploit field-based synergies.

The second unlockable faction in the game has several exclusive mechanics that completely renew your strategic options.
First, there is an exclusive terrain called Neighborhood, which can only be created by cards exclusive to The Republic faction, such as the Downtown. Neighborhoods, when explored, earn you a new type of resource: citizens.



When you control this urban faction, your main goal is to create the largest connected neighborhood area (also known as “the city”) to unleash powerful combos. The Belfry is the key building of the faction: you’ll likely use it every round since it has a fantastic potential to generate lots of resources and units when placed adjacent to the city.



The Belfry is also a one-of-a-kind building in the game because you can upgrade it up to level 10, and you get to choose which upgrades to add; would you rather get more military options or increased gold production? Gather bonus units through rivers, fields, or forests?
With each run, you’ll be able to spend your citizens to upgrade the Belfry differently – discovering all the visual variants and possible combos is a ton of fun!



I must admit that the Republic has been my favorite faction for a while now! It may have to do with its visual style which was inspired by medieval cities such as Troyes and the Republic of Venice. Who knows…

[h3]Unlocks & upgrades[/h3]
Like any good roguelite, Drop Duchy has a lot of content to ensure each procedurally-generated run provides enough variety. However, we also learned through playtesting that having access to everything could be overwhelming at first. So, we designed two systems to teach players and add depth over time: faction quests and challenges.

Faction quests are exclusive to each faction, and they unlock permanent upgrades for all your future runs such as better starting cards & stats. The first quests give you an overview of the key mechanics of the faction, while the later ones will genuinely put your skills to the test. Of course, if you want to prove your perfect mastery of a faction, you’ll have to beat the final boss with it.



On the other hand, challenges can be completed with any faction in any mode (except tutorial). Objectives range from building a particular deck, using a certain card well, to reaching a specific milestone.
There’s a challenge for every playstyle, so, make sure to take a look at the list before starting a run; it may give you strategic ideas!



Each challenge awards you with “crowns”, a special currency you keep between runs and can spend in the Progress tree.
In this menu, you make your way up to unlock new factions, but also new map locations, mechanics, and card types. If you like a particular playstyle, you can also unlock more cards in the side branches of the tree to broaden your options.



[h3]Conclusion[/h3]
That’s it for today!

We’re really excited to see you experience these new features in this second demo.
The Republic faction adds a fresh tactical layer to Drop Duchy’s gameplay, while the meta-progression system ensures that every session feels rewarding and meaningful. We’re looking forward to hearing your thoughts on these latest additions!

Stay tuned for our next devlog in which we’ll be revealing more exciting features.
If you’d like to discuss your experience with the rest of the community, come join us on our official Discord (we’re already over one hundred there!!): https://discord.com/invite/Ekrchk7fHb




You can also follow us on Social Media to keep up with the latest news!

X / Twitter:
https://x.com/SleepyMillGames

https://x.com/TheArcadeCrew


And join us on Facebook, Threads, Instagram, and Bluesky!

DROP DUCHY'S NEW DEMO IS LIVE!

Hear ye, hear ye!

We are ecstatic to announce that Drop Duchy has reached 50K+ wishlists and 40k+ demo players! Seeing such an enthusiastic response to the game is truly heartwarming, and we wanted to thank each and every one of you for trying out the demo and sharing your feedback with us! It is essential to help us improve the game in order to provide you with the best gaming experience possible once Drop Duchy releases!

To celebrate, we’ve got a couple of announcements for you…

[h3]Drop Duchy releases May 5th![/h3]
You’ve heard me right, in a few months you’ll get to experiment Drop Duchy’s full campaign!
Get a new look on what Drop Duchy has to offer in our release date trailer:
[previewyoutube][/previewyoutube]
And, until then...

[h3]A New Demo is live![/h3]
If you don’t want to wait until May 5th to try out Drop Duchy we’ve got you covered! This new, expanded demo brings you the debut of the playable Republic faction along with brand-new challenges, features, cards, and more!

Note: Progress from the previous demo will not carry over to this version.

[h3]What can I expect from this new Demo?[/h3]

Wanna jump into this new demo, but you’re curious about what’s in store for you?

Well, get ready to:

👑 Lead the playable The Duchy, and the now unlockable Republic faction – learn to master the power of the City and its Citizens to prosper!
🏰 Expand your realm through Drop Duchy’s full first act and become the best block-stacking tactician out there
⚔️ Test your tactician skills when facing the mighty boss from Drop Duchy’s first act: The Wall
🃏 Customize your deck with 30+ unlockable cards (out of the 110+ ones available at launch!)
🌳 Unlock new features and cards through a progress tree by completing challenges, and earning 👑 points!
⚙️ Three difficulty settings, an updated tutorial, and balancing improvements
🏆 Three Steam achievements to celebrate the land’s most proactive rulers
🔁Enjoy unlimited runs to improve your tactician's skills

For those who tried the first demo and want a detailed breakdown of the improvements made to the game, don’t hesitate to check out the Steam post about it!

This is your chance to try out new strategies, and learn more about what Drop Duchy has to offer!

https://store.steampowered.com/app/2525310/Drop_Duchy/
[h3]New Devlog Alert![/h3]
ICYMI: we released a new Devlog focusing on Map, Deckbuilding, and Combat in Drop Duchy! If you want to learn how to master your tactician skills and improve your runs, don’t hesitate to check it out!

And if you want to learn all about the brand-new Republic faction, stay tuned for our next devlog coming up next week!👀



To keep up with all the latest updates and get exclusive behind-the-scenes sneak peeks of Drop Duchy, don’t forget to join the official Discord server, and follow us on social media:

X / Twitter:
https://x.com/SleepyMillGames

https://x.com/TheArcadeCrew


And join us on Facebook, Threads, Instagram, and Bluesky!

DEVLOG #2 - Map, Deckbuilding, and Combat

Hello again!

Thanks for the warm reception on our first devlog, we're delighted to see people intrigued by Drop Duchy's unique blend of genres – how can this be a puzzle, a city builder, a roguelite, and a deckbuilder all at once, you’ll ask.
Rest assured, you'll understand how each element fits perfectly together after reading this series of articles!
Or you can… you know… play the demo or watch one of your favorite streamers having a blast.👀

In the previous devlog, we covered the basics of placing pieces in the grid to gain resources; today, let’s dive deeper into how you progress and win a run!

[h3]Using the map to play your next move[/h3]
A run of Drop Duchy consists of several rounds: your goal is to progress as far as possible despite the increasing enemy presence. If you can reach and defeat the final boss, you win! Each map is procedurally generated: learning to select the right path is essential to optimize your chances of success.

To choose your next location, you must first look at the terrains; each grid provides a different selection of forests, plains, rivers, etc.
You should focus on picking the one that suits your current deck better, and keep in mind the resources you'll need to upgrade your cards – for instance, forests are ideal for gathering wood in large quantities if that's what you need.



Secondly, you should watch out for hostile regions: some locations require fighting against enemies, while others don't. Going unprepared for a battle against the enemy could end your run early!
Choosing a peaceful region gives you an extra calm round, which may be beneficial to hone your skills, but it also increases the boss' strength – so, make that decision wisely.



Finally, you can use the bonus locations available on your way: each guild, depot, trading fair, etc. grants you additional resources, cards, and buffs.



[h3]Assembling the Perfect Deck[/h3]
In Drop Duchy, you add a new card to your deck after each round and can collect even more when visiting locations such as the guild or the university.
With each run, you'll be faced with new choices, and your goal is to assemble a strong and versatile deck based on the available options.



Don’t hesitate to check the deck overview menu to manage your cards between rounds. You should focus on spending your resources to upgrade their effect, as their basic form isn't optimal. You can also sell cards you no longer use and get a refund for all the resources you've spent – it's convenient when you want to pivot your strategy!



So, what should you choose in this sea of options?
Ideally, you would want to find cards that work well together; in the first devlog, we've shared an example of a combo based on fields, and we'll tease more synergies in upcoming articles!

[h3]A Word on Combat[/h3]
Now, let's discuss the combat system, a crucial game component for anyone who wishes to survive long enough (so, basically… everyone).
Each combat round has two phases: recruitment and resolution.

At the start of the round, enemy cards get shuffled with your buildings and the location's terrain: the enemy pieces will spawn among the other pieces during the round.
During this recruitment phase, your goal is to place the enemy pieces in a way that minimizes their recruits – the less you have to fight, the easier it'll be. Of course, you should also ensure that your military buildings recruit as many units as possible!



The resolution phase happens at the end of the round once all pieces have been placed. Devise your attack plan by selecting the order in which the groups attack. The outcome is dead simple: just subtract the number of units from both groups.



Sounds easy, right? Well, there's a twist to it: each unit type (light, heavy, ranged) has its weaknesses and advantages – if you have the advantage over another unit type you will be granted a +50% bonus strength against them. To optimize your battle outcome, you must be careful about which unit type you’ll send towards the enemy, and use the group merging to your advantage.
Trust me, it can get head-scratching fast: with just 8 groups on the grid, there are already 40000+ different combat orders!



After the combat resolution, you will lose one defense point for each enemy unit still on the grid. While it might not cause the immediate end of your run, eliminating as many enemies as possible is still a matter of life or death in Drop Duchy.

[h3]Wrap-up[/h3]
That’s it for today! Thanks for reading this new devlog, the whole team hopes you’re having a great time with Drop Duchy’s Demo!

Don’t hesitate to share any questions you may have, I would be happy to answer them!

In the upcoming issues, we'll see about the meta progression, advanced terrains, other factions, and more, so if you don't want to miss out, subscribe to the studio newsletter to receive updates directly in your inbox.



To keep up with all the latest updates and get exclusive behind-the-scenes sneak peeks of Drop Duchy, don’t forget to to join the official Discord server, and follow us on social media:

X / Twitter:
https://x.com/SleepyMillGames

https://x.com/TheArcadeCrew


And join us on Facebook, Threads, Instagram, and Bluesky!

DROP DUCHY DEMO IS LIVE!

Greetings!

We are thrilled to announce that the free demo of Drop Duchy is available NOW!
This is your chance to dive in and experience the game ahead of its full release in… April 2025!

Curious about what’s in store? Don’t wait — watch our Gameplay Overview Trailer now and get a sneak peek:

[previewyoutube][/previewyoutube]
[h3]What is Drop Duchy?[/h3]
Imagine a perfect blend of deckbuilding, puzzle, and rogue-lite gameplay set in a medieval world. Drop Duchy has a charming maquette-inspired aesthetic that you'll love, along with fun and refreshing strategy block-dropping gameplay that'll keep you coming back for more!

🧩 Build your Duchy piece by piece by thoughtfully placing distinct terrain pieces and structures
⚔️ Earn enough resources to prepare your forces to storm through fierce armies
🃏 Customize your deck to suit your strategy and optimize your realm’s growth
🔁 Enjoy endless replayability in this refreshing hybrid rogue-lite game

And if you want to discover more about Drop Duchy’s gameplay, check out our first DEVLOG on Resources, farming & tactical combos!



[h3]What can I expect from this Demo?[/h3]
So, you’re ready to start building your Duchy but want to know more about the content of your journey?

I got you:

👑 Lead the playable The Duchy faction (one out of three!!)
🏰 Expand your realm through Drop Duchy’s full first act and become the best block-stacking tactician out there
⚔️ Test your tactician skills when facing the mighty boss from The Duchy’s first act: The Wall
🃏 Customize your deck with 21 unlockable cards (out of the 110+ ones available at launch!)
⚙️ Two difficulty settings
🏆 Three Steam achievements to celebrate the land’s most proactive rulers

[h3]See you in April![/h3]
Craving for more Drop Duchy’s content? Then, don’t forget to wishlist the game, and get ready for its full release in April 2025!

https://store.steampowered.com/app/2525310/Drop_Duchy/
Let every block shape your realm, leading your path to victory!



To keep up with all the latest updates and get exclusive behind-the-scenes sneak peeks of Drop Duchy, don’t forget to follow us on social media:

X / Twitter:
https://x.com/SleepyMillGames

https://x.com/TheArcadeCrew


And join us on Facebook, Threads, Instagram, and Bluesky!