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Commander Quest News

Commander Letter I



Hello, Commanders!
As announced on April 11, Commander Quest is preparing a new update. As we promised, a new Commander will soon arrive—searching for a place to ignite.

Commander Selection

Within the development team, we’ve been carefully considering who our next Commander should be. Rather than simply selecting a well-known figure, we wanted someone who truly embodies the unique spirit of Commander Quest.

Looking back, the Commanders we’ve introduced so far have largely been seen as “righteous” figures—Richard I, Saladin, Zhuge Liang, Joan of Arc... Of course, as our in-game description of Richard I clearly states: he was a bad son, a bad husband, and a bad king. Still, on the whole, the Commanders in Commander Quest have carried an image of justice and honor.

So this time, we decided to shift our perspective. We wanted someone rougher, more audacious, and undeniably commanding—someone who could lead the battlefield with a badass presence.

Today, we’d like to share with you the two historical figures our team has narrowed down as candidates.

[h3]Genghis Khan[/h3]
Our first candidate is Genghis Khan. With a legion that galloped from one end of the world to the other, his prowess in warfare and strategy remains unmatched.
From highly mobile cavalry-based tactics, to psychological warfare that penetrated deep into enemy territory and cut off supply lines, to the administrative brilliance that rapidly built an empire—his legacy stands tall among the rulers of history.
The Khan’s legions weren’t just fearsome conquerors—they redefined global order.
If he were to enter Commander Quest, perhaps he would not merely remain a spark, but erupt into a blazing inferno.

Our team was drawn to his ruthless clarity and unwavering control of the battlefield—qualities that exude pure, undeniable badassery.

[h3]Attila[/h3]
The opposing voice in our team put forth Attila of the Huns. As a formidable ruler of the Scythians, Attila struck fear into the heart of ancient Europe and earned the title “Scourge of God.”
He united massive nomadic forces, overwhelming enemies with mobility and surprise. His legacy includes crossing the Danube and laying siege to Constantinople—testaments to both his power and brutality.

Even the Pope himself came to the negotiation table in an attempt to halt his advance. It’s fun to imagine how Attila might clash with a Commander who relies on the Preaching Vice card.

Attila’s campaigns were unpredictable and devastating—like a force of nature. That unpredictability mirrors the very essence of Commander Quest, where outcomes often transcend even a Commander’s foresight in the chaos of auto-battle simulations.

So, Commanders—of these two rulers, which of these two rulers speaks to you more?
What qualities resonate with you the most?

Feel free to share your thoughts in the comments—whether it’s what you liked about these two, or suggestions for other historical figures who wielded true badass power in their time.

Strategist’s Hall

Passionate Commanders are already sharing their tactics on YouTube.
Here are some of the videos our dev team found particularly noteworthy!

[h3]Ghost Build = Free Win?!, Commander Maxims Zweitkanal[/h3]
[previewyoutube][/previewyoutube]

[h3]Commander Quest - The Best Sheep, Commander Shrike[/h3]
[previewyoutube][/previewyoutube]

[h3]Can We Win With Tribals?, Commander AboboKnows[/h3]
[previewyoutube][/previewyoutube]

In Closing

That’s all for today’s Commander Letter.
We wish you continued glory on the battlefield!

This wind seems perfect for spreading your flames...

Hotfix Notice – April 25 (Fri)

Hello, Commanders!

We’re releasing a hotfix to address several bugs that significantly impact gameplay.

The following issues have been fixed:

  1. Fixed an issue where the achievement Perfect Preparation could not be completed.
  2. Fixed an issue where enemy units were occasionally not recognized as targets in the battle The End of Infinity.


A community journal about ideation in the development process is coming next week.


P.S) Do you think the Commander Quest is fun when playing with a gamepad?

04/16 Patch Notes and Developer’s Letter #3

Hello, Commanders!

While we’ve been applying patches to address several critical bugs reported so far, we’d like to share the in-game issues we’re currently keeping an eye on, along with the directions we’re considering for future improvements.

You can find more details below.



[h3]Bug Fixes[/h3]

Fixed an issue in the battle [The End of Infinity] where converted units were not being targeted properly.

Fixed a problem where text would overflow outside the UI in certain languages.

Fixed an issue where pressing the “Retry” button on the result screen would occasionally prevent progression.

Fixed a bug where the effect of [Drakkar] was not functioning.

Fixed a bug where the attack range of [Drakkar] was applied shorter than what was visually indicated.

Fixed an issue where, after range modifications, the card display did not match the actual attack range.

Fixed a soft lock issue that could occur during the event to remove curse cards.

Fixed an issue where [Ghost Archer] was also being treated as [Ghost] (it should only be treated as [Ethereal Body]).

Fixed a bug where [Trench] would leave behind summon tiles after being destroyed by the curse card [Sadism].

Fixed an issue where certain units were always treated as being attacked from behind.

In the [Retreat Order] battle, fixed an issue where the gate was being targeted by [Preaching Vice].



[h3]Other Improvements[/h3]

Improved the background of the final chapter world map.

In [The End of Infinity] battle, units with “Ignore Assault Lane” can now properly attack the boss.

We're currently preparing additional improvements.



[h3]Balance[/h3]

The design philosophy of Commander Quest has always been: "Fun before balance."

While the ideal would be a perfectly balanced deckbuilding roguelike that still allows for extremely powerful synergies—the true joy of the genre—we prioritized ensuring that players still feel the thrill of overpowered combos, even if that comes at the cost of strict balance. We believe that in this regard, we’ve succeeded in delivering the fun of “breaking” the game by offering powerful cards and relics that allow decks to scale infinitely.

However, designing battles with these possibilities in mind naturally led to increased combat difficulty overall.

Since launch, we’ve received conflicting feedback: some say that enemy specs and gimmicks make the game too difficult, while others say the cards and relics offered to players are so powerful that the game is too easy.

We believe this reflects the extremes of player experience resulting from our design choices. We're now contemplating whether this situation needs to be improved and, if so, what direction that should take. If we do proceed with adjustments, the likely approach will be to lower battle difficulty while also slightly nerfing some of the more overwhelmingly powerful relics and cards.

We plan to open a thread soon where we can gather your feedback on balance adjustments. We’d really appreciate your input!



[h3]Agony System Rework[/h3]

As time has passed since the game’s launch, more players are beginning to take on higher levels of the Agony system. Based on the experiences many of you have shared, we’ve identified some penalties in certain Agony tiers that negatively impact gameplay in ways we didn’t intend.

For example, one penalty grants "Protection 1" to enemies summoned on the first turn. This creates problems in battles like “Rockfall Alert,” where our intention was for a swarm of goblins to be crushed by rocks as a form of intuitive gimmick introduction—but now they survive due to the protection!

As such, we’ve begun reviewing and reworking penalties that cause simply negative experiences or interfere with carefully designed battle mechanics. This will take some time, but once we’re ready, we’ll share the changes and look forward to your feedback.



[h3]Final Boss Access Method (Spoiler Warning!)[/h3]

To encounter the final boss, players currently must deliver a letter to the tower and uncover the truth of the world. However, this structure forces you to visit specific nodes, which goes against the spirit of exploring a randomly generated world map.

To be honest, we spent so much time creating the final chapter that we didn’t have the bandwidth to develop multiple entry paths... But now we’re working on a system that will allow access to the final chapter without requiring visits to specific nodes.

Since this ties into what little story the game has, we’ll handle it with care. If you have any fun or creative ideas, please share them with us!

04/11 Patch Notes and Developer’s Letter #2

Hello, Commanders!

Since the recent patch a few days ago, quite a few additional updates have been made. To ensure smoother gameplay, we are now applying a second patch. Also, based on the accumulated play data and community feedback, we’ve completed our first round of balance adjustments.

Please refer to the details below.



[h3]Enemy Balance Adjustments[/h3]

Some enemy units in Chapter 3 have been adjusted.
  • Orc
    • Before: ATK 4 / HP 20
    • After: ATK 3 / HP 18
  • Shield Carrier
    • Before: ATK 6 / HP 20
    • After: ATK 5 / HP 18
  • Bow Shooter
    • Before: ATK 5 / HP 8
    • After: ATK 5 / HP 6
  • Boss ‘Somewhat Smarter One’
    • Before: ATK 10 / HP 150
    • After: ATK 10 / HP 130

The health cost of the curse card ‘Germination’ has been adjusted from 3 to 2.

The number of ‘Assassin’ units summoned in the ‘Assassination Attempt’ battle has been reduced by 1.

The number of ‘Warg Rider’ units summoned in the ‘The Circuit Breaker’ battle has been reduced by 1.

The spawn frequency of ‘Warg Rider’ units has been reduced in the ‘The Good Shepherd’ battle.

In the normal pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 6.

In the empowered pattern of the ‘The Wilderness’ battle, the number of summoned ‘Faceless One’ units has been increased by 4.



[h3]Card and Relic Balance Adjustments[/h3]

The card ‘Owlbear’ has been adjusted.
  • Unupgraded
    • Before: ATK 1 / HP 100
    • After: ATK 1 / HP 80
  • Upgraded
    • Before: ATK 2 / HP 100
    • After: ATK 1 / HP 100

The relic ‘Steelbeard’ has been adjusted.
  • Before: Grants +1/+1 to allied units for every 20 Steel owned.
  • After: Grants +1 HP to allied units for every 20 Steel owned.



[h3]Bug Fixes[/h3]

Fixed an issue where using the card ‘Overtime Pay’ multiple times granted Steel abnormally.

Fixed an issue where the encyclopedia sorting did not work correctly.

Fixed an issue where the unit ‘Self-Ringing Drum’ was not destroyed by ‘Preaching Vice’.

Fixed an issue where the card ‘Let Loose!’ disappeared when the unit ‘Steel Catapult’ was killed.

Fixed an issue where the relic ‘Rusty Nail’ was not applying properly.

Fixed an issue where flying units exited the ‘Trench’.

Improved some missing textures and materials.

Fixed an issue where icons appeared abnormally large on the game result screen.

Fixed an issue where the card ‘Raging Tide Militia’ with the "Reduce unit count to 1" upgrade did not increase in unit count with subsequent effects.

Fixed an issue where entering the ‘Wacky Works Lab’ without any summon cards prevented game progression.

Fixed an issue where the unit ‘Holy Knights’ did not receive certain relic effects.

Fixed an issue where commander skill and starting relic buttons behaved abnormally during commander selection.

Fixed overlapping of the ‘Settings’ and ‘Exit’ buttons in some languages.

Fixed an issue where Free Deployment behaved incorrectly in the ‘Retreat Order’ battle.



[h3]Other Improvements and Adjustments[/h3]

Improved visuals for the first area theme of Chapter 3.

Expanded the width of the late advance route in the final boss battle.

Adjusted the spawn frequency of Heroic and Legendary relics.

The penalty of the event An Unavoidable Trap has been reduced.

Improved font size for some UI elements.



[h3]Currently Being Fixed[/h3]

We are working on fixing an issue where obtaining both the relics ‘Almagest’ and ‘Blue Rosary’ prevents game progression.
(‘Blue Rosary’ is planned to be reworked.)



Lastly, we’d like to share some thoughts on the balance adjustments included in this update.




The chart above shows the players’ win rates for each battle across the chapters (gray represents regular battles, red for elite battles, and purple for boss battles). As you can see, win rates tend to decrease as players progress through the chapters. Naturally, elite and boss battles show lower rates.

However, we found that, contrary to our intentions, the difficulty level in the latter part of the game wasn’t consistent. To address this, we implemented quick difficulty adjustments for certain battles, which include stat changes and unit count reductions as explained earlier.

That said, since these adjustments were focused on lowering difficulty, they don’t fully resolve the “unpleasant and unfair combat experiences” that many of you have pointed out. We plan to take more time to revisit and revise the underlying gimmicks. Thank you for your patience.

While making the battles easier, we also addressed content that was considered overly powerful by many players during a short period. Specifically, we adjusted Owlbear, one of the strongest units in the game, and Steelbeard, the powerful starting relic of Dwarf Richard. We aimed for a stable fix instead of a radical overhaul to quickly balance the game, but we will keep monitoring and consider further adjustments. If there are any other cards or relics you’d like us to look into, feel free to leave a comment!

Post-Launch Reflections and What Lies Ahead

Hello, Commanders!

First of all, we would like to express our heartfelt gratitude for the incredible response and interest you've shown since the launch.

From the earliest planning stages, Commander Quest was designed with the goal of delivering a complete experience across three stages. We believed that transparently sharing this intention at launch was the most sincere form of communication, which is why we addressed it in our initial announcement.

Right after launch, we received a far greater volume of feedback than we had anticipated. We seriously considered how we could best repay this outpouring of interest. As a result, we’ve decided to proceed with a content update as a way to thank all the Commanders who have shown love for the game. While the details are still being finalized and we can't share specifics just yet, we promise to reveal them as soon as we're confident in the results. (What we can tell you for sure is that a new historical hero will be joining your battlefield.)

Of course, alongside the planning and development of new content, we’ll continue to fix bugs and adjust the game balance—just as we mentioned in our previous developer notes. (Please refer to the hotfixes we rolled out shortly after launch.)

Thank you for playing and supporting our game.
We would appreciate Commanders' continued interest and support.

Commander Quest Team