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Commander Quest News

Developer’s Letter #1 with the 0408 Patch Notes

Hello, Commanders!

Since launch, we’ve been both thrilled by the number of commanders who joined us—far beyond our expectations—and we’ve continued to make improvements based on the feedback you’ve provided.

Since March 20, 2024, our Open Development initiative—aiming to create a game together with our users—has remained the core philosophy of our team.

With that in mind, we'd like to share the updates we've made recently and what we plan to address next.



[h3]Fixes Applied Over the Weekend[/h3]

Reflecting on feedback regarding the difficulty of the battle [The End of Infinity], we’ve implemented the following changes:

Greatly expanded the area where units can be freely deployed.

Added two summon tiles to the middle of the assault lane.

Changed the instant-death mechanic of [The All-Seeing Eyes] so that structures are no longer affected.

Adjusted the additional passive in Phase 2:
  • Before: All cards require 1 additional resource.
  • After: Lose 1 Mana at the start of each turn.


Changed the damage of “Divine Wrath” to start at 5 and increase by 5 each time.

Fixed an issue where the relic [Cog Wheel] would activate every turn.

Fixed an issue where faction-specific commissions were not appearing properly.

In the battle [Heartbreak Ridge], players can now freely deploy units on enemy hills.

In the battle [Torch Ceremony], when 3 torches are lit, the effect now grants “Unyielding” instead of “Invincible.”



[h3]Additional Fixes in This Update[/h3]

Fixed issues where the "Indiana" and "Complete Extinguishment" achievements were not completing properly.

Resolved a delay when returning to the lobby from the commander selection screen.

Fixed an issue where experience was not displaying correctly in the commander selection phase.

Fixed discrepancies between visual indicators and actual ranges for some commander skills.

Fixed an issue where the “Return to Lobby” button would result in a black screen.

Improved the speed at which battle rewards are claimed.

Fixed an issue where penalties from some relics were not being applied correctly when continuing.

Fixed a bug where the “Unit reduced to 1” mutation effect would persist and block other effects from increasing unit count.

Adjusted the auto end-turn feature so that it doesn’t activate when commander skills can still be used.

Fixed an issue where the card [Mother Eagle] was not interacting properly with the relic [Leaf Decoration].



[h3]Currently Being Fixed[/h3]

Some achievements not unlocking properly.

A crash issue caused by exceeding the maximum iron storage cap.

Intermittent abnormal behavior of the [Overtime Pay] card.



[h3]Notice Regarding Performance Issues[/h3]

While preparing more detailed graphics settings for the official launch, we’ve configured most default settings to the highest quality to make the game look as stunning as possible.

However, we found that setting “Framerate Limit” to unlimited caused excessive use of hardware resources, so we’ve changed the default to 60 FPS.

If you downloaded the game before this update, the default setting may still be set to unlimited. If you are experiencing performance issues, we recommend applying the 60 FPS limit.

Lastly, we’d like to talk briefly about the battle that received the most feedback since launch: [The End of Infinity].


(Spoiler Warning!)




We gathered feedback from the Steam forums and Discord threads and concluded that the main issue was: “The pattern feels unfair, and player actions feel meaningless.” The boss steals your units, instantly kills your strongest one, and the units you summon barely manage to hit the boss. This understandably feels frustrating and unfair.

To address this, we decided to make it easier for units to effectively attack the boss.

As a result, we applied the changes from last weekend, which include “greatly expanded free deployment zones” and “additional summon tiles placed closer to the front.” The additional tiles were also added to generally reduce the difficulty.

With these patches, our goal is to solve the problem of limited strategies during the final boss fight, and to ensure that “the strong deck you’ve built still feels strong all the way to the end.” We truly hope this intention resonates with you.

(Since the final boss battle is meant to be the climactic highlight of the game, we will continue to actively incorporate feedback and improve it further.)

To close out this developer note, we once again thank all commanders for your support and love. We’ll return with the next round of improvements as soon as they're ready.



Thank you,
Commander Quest Team

Hotfix Notice – April 6

In the battle "Torch Ceremony", when three torches are lit, Invincibility has been replaced with Indomitable.

Hotfix Notice – April 6

To reflect feedback on the difficulty of The End of Infinity, the following adjustments have been applied as a priority:

  • The area where units can be freely deployed has been significantly expanded.
  • Two summon tiles have been added to the middle of the advance path.
  • The All-Seeing Eyes no longer instantly destroys structures.
  • The additional passive in Phase 2 has been changed.
    • Before: The resource cost of all cards is increased by 1.
    • After: Lose 1 mana at the start of each turn.
  • Changed the damage of Divine Punishment to start at 5 and increase by 5 each time.


  • Fixed Cog Wheel to function as described in its text.
  • Fixed an issue where faction-specific quests were not appearing correctly.
  • Changed the Heartbreak Ridge battle to allow free deployment on the enemy hill.


We will continue monitoring your feedback on The End of Infinity battle and plan to make further adjustments. Please share your thoughts on the new, lowered difficulty.

Developer's Play: Stay with Devs!

Hello, Commanders!

It’s been 7 hours since Commander Quest officially launched!
To help those of you still deciding whether to join the fight this weekend, the dev team has prepared two helpful options:

The demo is still available to play for free!
While it doesn’t showcase all the new content and artwork from the full release, it’s a great way to experience the core gameplay and get a feel for what Commander Quest is all about.

Check out our new developer gameplay video on the store page!
One seasoned dev and one fresh recruit each show off their own approach to the battlefield.
If you think your commander can lead a stronger legion—don’t hesitate. Jump in and prove it!

We hope Commander Quest adds a little more fun to your first weekend of April.

Thank you,
The Commander Quest Team

Commander Quest Official Release! & Patch Notes

Hello, Commanders!

The official release is finally here!

We've prepared one last update to enhance the fun, using the valuable feedback and data from our playtests.

Please see the full details below.



[h3]New Content: Additional Requests[/h3]



Appears randomly after winning dangerous or boss battles.

There are a total of 34 types of requests, each with unique conditions and rewards.

Only one request can be active at a time, but you can accept another after completing the current one.



[h3]New Relics[/h3]

Alembic
  • All cards consume HP as their resource.

Almagest
  • All cards cost 1 Mana and gain the “Exhaust” effect.

Mappa Mundi
  • You can ignore up to 3 routes.

Ancestral Slab
  • Every 10 enemy units defeated grants 1 additional card draw next turn.

Tavern Rules
  • “Drunkenness” can be applied to the Commander as well.

Golden Bell
  • Every 4 alcohol cards used grants a random alcohol card.

Beast Claw
  • Each time a Beast unit attacks, all Beast units on the battlefield gain +1/+1.

The Priest’s Breastplate
  • Summoning cards that summon only one unit have their Mana cost reduced by 1.

Blue Rosary
  • Each time you gain Mana, you receive a Mana Crystal instead.

Cog Wheel
  • Draw one card each time a card is played. Take damage at the start of battle equal to the number of cards in your deck.

Light Catcher Archive
  • Exhaust cards are used twice.

Five-Colored Fine Comb
  • All battle reward cards are upgraded. Card reward choices are reduced by 1.

Gecko Brooch
  • All Rest Events are replaced by Bizarre Engineering Lab Events.

Compound Interest Calculator
  • Each time you skip a card reward, your gold increases by 5%.

Paper Airplane
  • At the end of each turn, deal damage to the enemy Commander equal to the number of cards in your hand.

Warehouse Key
  • Goblin Shop items never sell out.

Bloody Cloak
  • Doubles the Attack of allied units with 1 HP on the battlefield.

Chef’s Toque
  • All cooking effects activate twice.




[h3]New Cards[/h3]

Noblesse Oblige
  • Grants a designated allied unit the ability to take all damage meant for allies this turn.

Doomsday
  • At the start of each turn, gain 1 Mana and randomly deactivate a summon tile.

Final Banquet
  • Draw X cards and set their Mana cost to 0 this turn. You cannot gain Mana next turn.




[h3]Commander Rework by Race[/h3]

When playing as Dwarf Richard, the relic Three Lions Flag is replaced with Steelbeard.

For every 20 Steel held, allied units gain +1/+1.

When playing as Dwarf Saladin, the skill Touch of the Dead is replaced with Cheers!

All units on the battlefield gain “Drunkenness”.

When playing as Dwarf Saladin, the relic Green Arrow is replaced with The Cask of Eternity.

Every 11 alcohol cards used grants random alcohol cards until your hand is full.

When playing as Dwarf Zhuge Liang, the relic Fire Attack Strategies is replaced with The Book of Forging Secrets.

Forging effects no longer consume Steel.

When playing as Human Joan of Arc, the skill Holy Knights is reworked.

For each Base card used in this battle, gain +2/+10.

When playing as Human Joan of Arc, the relic Saint Catherine’s Sword is replaced with The Radiant Relic.

At the start of each turn, gain 1 random Base card.



[h3]New Graft Options[/h3]

The following have been added to positive choices:
  • Grant Ignore Defense
  • Grant Ignition
  • Remove Volatile

The following has been added to negative choices:
  • Always at the bottom of the draw pile




[h3]Balancing[/h3]

Evil Hand relic has been reworked:
  • Before: Gain 66 gold each time you obtain a Curse card.
  • Now: Ignore up to 3 Curse cards added to your deck.

Gamble of Four relic has been reworked:
  • Before: At the start of each turn, if the total Mana cost of drawn cards is 4, gain 100 gold. Otherwise, lose 10 gold.
  • Now: If total Mana cost is 4, gain 77 gold. Otherwise, lose 13 gold.

Minecart relic has been reworked:
  • Before: Gain 10 Steel at the end of each turn.
  • Now: Gain 10 Steel at the start of each turn.

Tribal Migrant card has been reworked:
  • Before: Deploy: Create 1 Tribal Migrant and send it to the discard pile.
  • Now: Can only be summoned on previously used tiles. Returns the summoning card from that tile to your hand.




[h3]New Achievements[/h3]

We’ve added 60 achievements, ranging from light challenges to difficult ones requiring multiple attempts. Give them a try!

Achievements are only available in the official release version.



[h3]UI Overhaul[/h3]



We’ve overhauled the UI resources throughout the game.

Enjoy the beautiful new interface, which brings us even closer to our vision!



[h3]Artwork Improvements[/h3]

Some relic and card illustrations have been improved.

When facing the boss Snow-Melter Zol'Gruk in the final act, a snowy theme will appear.



[h3]Settings Upgrade[/h3]



You can now access more detailed graphics settings and various other options.



[h3]Miscellaneous[/h3]

Only units summoned via free placement can now trigger back attacks.

Some relic rarities have been adjusted.

Special rewards will be granted to those who cleared Penance Level 12 during October 2024 Next Fest.