1. Commander Quest
  2. News

Commander Quest News

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

Enjoy the gameplay of various Commanders!

Greeting, Commanders!

To celebrate the official launch of Commander Quest, we’re excited to showcase gameplay from amazing influencers who joined us on this journey. Last time, we featured videos from both veteran and rookie developers. But this time, it’s different! Commanders from Poland, the United States, and China have graciously shared their strategies directly on our Steam store page.

We hope many of you will find inspiration for new strategies and unique ideas by watching how these Commanders take on the challenge of Commander Quest.

Special Thanks to:
- Lutel (https://www.youtube.com/@Lutel)

- Nookrium (https://www.youtube.com/@Nookrium)

- 好胃口的我 (https://space.bilibili.com/925253)

- 独立游戏蜥蜴君 (https://space.bilibili.com/413703)

- 孤独音符 (https://space.bilibili.com/6724070)

Thank you,
Commander Quest Team

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