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Drop Duchy News

Nominate Drop Duchy at the Steam Awards!

[p] Hear ye, hear ye![/p][p][/p][p]We stand incredibly honored and grateful for your praise of Drop Duchy’s creative take on the iconic geometric puzzle gameplay, which is we invite you to nominate us in the “Most Innovative Gameplay” category at the Steam Awards!

[/p][p][/p][p]You have until December 1st to cast your vote; we’re counting on you![/p][p]

[dynamiclink][/dynamiclink][/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p]X / Twitter:[/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY DLC #2 & Major Update 1.2 Coming This December!

[p]Hear ye, hear ye!

[/p][p]2025 has already been an incredible journey for Drop Duchy! Since our launch in May and the release of DLC #1: The Tribe in August, you’ve built, conquered, and shared amazing feedback that helped us refine the game every step of the way.

[/p][p]We’re beyond grateful, thank you all for your continued support! [/p][p][/p][p]Here is the updated roadmap !




We’re closing the year with something big! Coming This December: DLC #2 + Free Major Update 1.2 [/p][p]DLC #2[/p][p]A brand-new Faction[/p][p]New cards[/p][p]New mode[/p][p](Full reveal coming soon ... 👀)


[/p][p]Free Major Update 1.2[/p][p]New Game Mechanics[/p][p]Quality-of-Life Improvements[/p][p]Balancing Updates[/p][p]…and even more surprises![/p][p]
[/p][p]Whether you’re a long-time Duchy ruler or just starting your reign, December will bring fresh ways to expand your kingdom and new strategies to master!


[/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p]X / Twitter:[/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY: PATCH 1.1.1

[p]Hear ye, hear ye![/p][p][/p][p]We prepared a new update which corrects the following bugs and issues:
[/p][h3]Patch notes - 18th September, 2025[/h3][p][/p]
  • [p]The Wall can now again be placed outside the grid and lose all units when doing so[/p]
  • [p]Can click/press right stick to toggle on/off the building tooltip, allowing to see the range indicator[/p]
  • [p]Fixed the 10k limit on fight groups[/p]
  • [p]Fixed the challenge "Dungeon Mastery" not triggering (unless you had only level 3 buildings)[/p]
  • [p]Fixed gamepad button to refill Defense not working in map locations menu[/p]
  • [p]Fixed short window to perform actions after triggering constellation, leading to duplicate pieces[/p]
  • [p]Fixed Centaurus constellation able to duplicate the Dungeon[/p]
  • [p]Fixed faith counter not updated if Reliquary was upgraded during the preparation screen[/p]
  • [p]Fixed Cartographers counting piece that overlapped over the grid[/p]
  • [p]Fixed Provision Convoys not displaying the lost resources[/p]
  • [p]Fixed Scavengers gaining when allies are removed with Sacred Ground[/p]
  • [p]Fixed Scavengers not triggering with Devotion[/p]
  • [p]Fixed Enclosure appearing in the wrong category in University[/p]
  • [p]Fixed incorrect battle number preview when using Strength in Numbers and having a group of 0[/p]
  • [p]Fixed impossible to click on the bottom left building on Boss 3 grid if you had many technologies[/p]
  • [p]Fixed highlight not working on last hovered building[/p]
  • [p]Fixed tags showing in Spanish translation[/p]
  • [p]Fixed incorrect challenge translation in french (constellation in a run)[/p]
  • [p]Fixed possibility to use right stick to inspect piece while in the card selection post-round[/p]
  • [p]Fixed Blacksmith triggering Milita tech[/p]
  • [p]Fixed Elite enemies Old Tower & River Castle not triggering properly[/p]
  • [p]Fixed gamepad control in the Deck menu incorrect if opening menu with a different sorting[/p]
  • [p]Fixed many issues in Spanish localization (line jumping, tags)[/p]
  • [p]Fixed Isolation activating when it shouldn't (and spawning VFX or completing challenge)[/p]
  • [p]Fixed Monument "Unit sent" stats[/p]
[p]


[/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p]X / Twitter:[/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY: PATCH 1.1.0

[p]Hear ye, hear ye![/p][p][/p][p]Here comes the first DLC update: a brand new faction for DLC owners, plus tons of free content and quality-of-life improvements for everyone![/p][p][/p][h3]Patch notes - August 18th, 2025[/h3][p]
DLC[/p]
  • [p]New Added the DLC faction "The Tribe" with their cards & quests[/p]
[p]FREE[/p]
  • [p]New Added 7 new commun buildings & 5 new common tech, that can be unlocked from the Progress Tree[/p]
  • [p]New Added 16 new common challenges to improve progression's pacing and have enough to unlock the new cards[/p]
  • [p]New Added an "endless" mode: you can continue after winning a run, to try going as far you can (only combat, more and more enemies including some "Elite" variants, unplaced enemies deal direct damage)[/p]
  • [p]New Added 20 elite variants to buildings: only enemy can use those in the endless mode. The Elites are visible at the bottom of the Collection menu (after meeting them at least once)[/p]
  • [p]New Added a new "Constellation" mechanic: 7 powers to select from a dedicated menu and trigger during the round. This mechanic is unlocked from the Progress tree (unless you already had a save with enough progress)[/p]
  • [p]Added the ability to "banish" progress tree cards from the loot pool[/p]
[p]QOL[/p]
  • [p]Added an option to preview the battle result without making the calculation[/p]
  • [p]Added new deck sorting options in the Deck overview menu[/p]
  • [p]Added an option to change the piece's default falling speed[/p]
  • [p]Added hints in the end round recap to remind the players of mechanics they might have missed[/p]
  • [p]Added a tooltip to the Krak des Chevaliers explaining the concept of "area"[/p]
  • [p]Added a tooltip explaining "Natural terrain"[/p]
  • [p]Added the button to refill defence in exotic map locations[/p]
  • [p]Added a scroll bar to the progress tree[/p]
  • [p]Clarified the wording of several cards & challenges[/p]
  • [p]Added a banner showing if a card is selected when visiting the deck in the Preparaiton phase[/p]
  • [p]Added a green check on completed trials[/p]
  • [p]Added a button to reset the whole combat path (mouse only)[/p]
  • [p]Added text to better understand the Belfry upgrades[/p]
[p]Balancing[/p]
  • [p]Reworked the Mercenary mechanic: they can now go in locked spaces (still without exceeding the limit of 8 buildings)[/p]
  • [p]Increased the gains of Rangers Base[/p]
  • [p]Removed the "Unique" from the Castle[/p]
  • [p]Updated The Keep's central towers to reduce the number of watched squares[/p]
  • [p]Added a maximum on the technology card "Isolation"[/p]
  • [p]Changed Charcoal Kilns to also work with the grid border[/p]
  • [p]Added a keyword "Mighty Garrison" to explain better why some enemies have higher garrison (Prison, Raider Colony)[/p]
  • [p]Changed the Duchy quest reward so that Fortified Farm starts level 2[/p]
  • [p]Market & Warehouse cards can connect through city like the Belfry, for more consistency[/p]
  • [p]Changed Taxes for a more consistent & easier to trigger effect[/p]
  • [p]Removed the faith gain from Krak des Chevaliers[/p]
  • [p]Changed Forced Conversion to a weaker but more consistent effect[/p]
  • [p]Increase Stone requirements for many buildings[/p]
  • [p]Buffed the Carpenter & Castle cards[/p]
  • [p]Lowered Crusaders gains for leftover units at the end of the round (now 2:1)[/p]
  • [p]Lowered The Order Resource expedtion cost[/p]
  • [p]Lowered requirements The Order quests: For the Cause & General Mobilization[/p]
  • [p]Buff crusaders for cards Military Chaplaincy & Crusader OutpostLowered gains Provision Convoy[/p]
  • [p]Increased Hard difficulty parameters[/p]
  • [p]Lowered Strenght in Numbers gain[/p]
  • [p]Resources that were given to Boss 3 bribery are now awarded after the round (if the player continues to Act 4)[/p]
  • [p]Erudition tech no longer gives +1 level to the fourth card in Act 3[/p]
  • [p]Siege Camp can activate several times for a building if it didn't hit the limit yet (more consistent with other effects)

    [/p]
[p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p]X / Twitter:[/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DEVLOG - New Cards, Gameplay changes, and more!

[p]There it is, the third issue of this mini-devlog series dedicated to the summer DLC and free update. In the last article, I introduced you to the new gameplay mechanics we’ve added; now it’s time to delve deeper into the numerous minor changes and additions. Let’s go![/p][p][/p][hr][/hr][p][/p][h3]New Common Cards[/h3][p]Do you know how many cards Drop Duchy had at launch? Clearly not enough, because we’re adding 12 more in this update, available to all players and usable by all factions. When designing this bunch of cards, we had two goals: explore fun new mechanics and introduce new devastating combos.[/p][p]For instance, we’ve added two technology cards that activate when you sell them between rounds: Shady Deal will trade resources for a massive Gold payout, while Spy Network can remove units from the next combat encounter. On the building side, we’re trying out something new with the Veterans Hall, whose number of starting units depends on the previous round: the more survivors left, the better it gets. You could, for instance, recruit a ton of soldiers during a peaceful round to buff it for a tricky combat.[/p][p][/p][p]In terms of combo, we noticed how much the community enjoys breaking the game with cards such as Commandery or Barracks, so we nerfed them added even more combo-enabling buildings! The Provision Convoy has the following text: “End of round: lose 10% of Food produced this round and recruit 1 unit for each.” If you commit to Food production, it can easily get over 100 troops. Another new building of the sort is the Jousting Ground, which enables powerful combos if you’ve got several Noble cards.[/p][p][/p][p]All these new common cards can be unlocked through the Progress Tree, and to ensure you’ve got enough Crown for all of them, we’ve also added 16 new challenges. These missions are focused on the early game and are designed to improve the progression pacing for newcomers.[/p][p][/p][hr][/hr][p][/p][h3]Gameplay and Balancing Improvements[/h3][p]Now, there’s another piece of feedback we’ve heard loud and clear: how hard it can be to find certain combos as you unlock more and more cards. To a degree, this is how we thought the game should be played: we preferred the game to add more diversity and complexity as you progress, which naturally makes early strategies more challenging. To counter-balance this frustration, we’re making two changes to the progress tree.[/p][p]First, for every 10 cards you’ve unlocked, you’ll gain a free reroll for each future run. Starting with a few free rerolls helps you find particular combos faster or military cards in harder difficulty modes. When you’ve used all your free rerolls, you still have the option to use Gold, of course. Second, if there’s a card that you hate seeing, you can use the “Banish” option in the tree to remove it from the loot pool for subsequent runs (you can’t update that while playing!)[/p][p][/p][p]Next, we’re also making a change to the Mercenary mechanic, which wasn’t useful enough in the current version: now the mercenaries you hire may occupy a locked slot (if you have some), so you can still pick all the buildings you need and benefit from the extra help.[/p][p][/p][p]In terms of balancing, we’ve made several changes to address specific pain points such as The Duchy’s starting building, The Order’s incredible power, and The Republic’s consistency. We’ve increased the need for Stone in several buildings (it was too easy to ignore it and still upgrade cards comfortably). One last change to mention, we’ve nerfed the infamous second boss, The Keep, by reducing the amount of trap zones![/p][p][/p][hr][/hr][p][/p][h3]Controls and Interface Changes[/h3][p]Once again, there are too many UI updates to mention them all, but here are a few important ones:[/p]
  • [p]The Deck Overview menu has several sorting options[/p]
  • [p]The building’s tooltips now mention the type[/p]
  • [p]The Pause menu has been reworked to include access to Challenges & Collection[/p]
  • [p]There’s a button to reset the entire combat path[/p]
  • [p]The Belfry upgrades are now shown above the cards[/p]
  • [p]Some card & challenges texts have been clarified, with additional tooltips added[/p]
[p][/p][p]Thanks for all the suggestions and feedback you’ve shared. Improving all these small individual things makes for a big improvement when added together![/p][p]Next, we’ve added some comfort/quality of life options for players who wish to customize their experience further to their liking. First, there’s a setting to disable, decrease, or increase the piece falling speed, as well as an option to disable locking with the down key (meaning you can only lock with the instant fall). Use these if you want a more relaxed and strategic experience.[/p][p]Finally, we’ve also added the long-awaited “calculate the combat for me” option. Not my case, but I get that some players dislike the sense of uncertainty, so now you can view the result directly while planning your battle.[/p][p][/p][p][/p][hr][/hr][p][/p][h3]That’s All Folks![/h3][p]And this wraps up the devlog. For more in-depth details, please read the detailed patch notes that will be released alongside the update and DLC.[/p][p]We hope that everything we’re adding to the game will make the game more enjoyable, whether you’ve spent dozens of hours already or are just starting to play with this update! Rest assured development isn’t slowing down and we will continue to read all your feedback while preparing new surprises for the coming months. See you soon![/p][p]
[/p][p]

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!
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