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Strategos News

Strategos will Launch in January 2026

[p]Hello,[/p][p]We are excited to announce that Strategos will launch in January 2026. Thanks to a few extra months of development, players will be stepping into a more refined experience: an overhauled UI, gameplay improvements shaped by demo feedback, and a complete, map-based campaign ready to explore from day one. [/p][p][/p]

Small Demo Patch

[p]Hello, thanks everyone for trying out the demo so far over the steam next fest! Here's a quick update on the changes I've pushed this week since the new demo became available:[/p][p][/p]
  • [p]fix to minor bug with AI reaction to player splitting their army when that split of player forces was exactly equal between sides.[/p]
  • [p]some impetuous charge distance fixes to restrained units[/p]
  • [p]tutorial map fog fix[/p]
  • [p]switched to hard shadows, which look better at this distance, are more performant, and don't give that goofy way too large look to projectile shadows[/p]
  • [p]polearms only lose anti-cav bonus if fragmented, instead of if unsteady at all, because as it was polearm units were too weak vs cav if simply dropped one cohesion level[/p]
  • [p]glow to hindrance symbol on banner to emphasize it[/p]
  • [p]zoom speed scalar option, as depending on your mouse settings the zoom may have been way too fast[/p]
  • [p]fix to camera zoom bug that made zooming jerky[/p]
  • [p]stop screen edge movement while map loading so you don't load into having panned across the map or rotating wildly[/p]
  • [p]using an illustration instead of a black screen for the end of load screen visual so people don't think the black screen overlay means the game crashed[/p]
  • [p]removed lots of unnecessary text from tutorials (although they are still quite text heavy, that's wip)[/p]
  • [p]many text updates to various buttons and tooltips to make some terms more consistent[/p]
  • [p]significant update to Russian menu and tooltip texts, and to some unit names in various languages[/p]
    • [p]including better Russian font[/p]
  • [p]added in-game survey on main menu (please use! all the feedback is great)[/p]
  • [p]added more Chinese translations, including the manual[/p]
  • [p]various minor UI fixes to fit translated texts[/p]
  • [p]fix to bug with right click drag placeholders in deployment on maps like tutorial where deployment changes are not permitted[/p]

Progress Update 8

[p]We've been very busy since the last update, especially on the UI, AI and getting the demo ready for the Next Fest (which is now live!).[/p][p][/p][h3]UI[/h3][p]The largest update these past 6 weeks or so has been a complete overhaul of the menu UI, especially for unit selection in the battle simulator (including all new functionality for selecting options from portrait popups and the unit panel), although there have also been minor edits to the in-battle UI. The main menu, settings, and key rebinds pages have also been updated. The manual text is also updated and better formatted, including new POA tables. We've also started adding faction icons, and new unit portraits.We've also added fixes for different resolutions, including 16:10 and ultra-wide, and improved waypoint visuals and top down banners. All fonts and tooltips are updated, the tutorial gif UI is improved, and the improved combat log is searchable by unit number. We also updated the tutorial texts, significantly decreasing their length and improving clarity[/p][p][/p][h3]Localization[/h3][p]We are continuing to improve localization, and we have also added a new and improved Cyrillic font. Strategos will also now include Simplified Chinese in the initial release![/p][p][/p][h3]Maps[/h3][p]Made some fixes to the tutorial map visuals, and various minor edits and fixes to other map visuals and terrain colliders.[/p][p][/p][h3]Optimization[/h3][p]Massively optimized load times, especially for game startup, as well as some minor optimizations to basic soldier movement and velocity calculations.[/p][p][/p][h3]Armies[/h3][p]Added a Kappadokian (Early) list, and did overhauls to the Pyrrhic, Kappadokian, Carthaginian, Antigonid, and Pergamenid lists.[/p][p][/p][h3]AI[/h3][p]There has been an overhaul to many aspects of AI formation moving, making them especially better at dealing with doing minor fights and then realigning before further advancing. Cavalry evasion calculations vs certain enemies have been updated, and they are better at defending obstacles like river banks now. Light horse units are more intelligent and aggressive about when to charge light foot and when to take opportunistic flanks. The AI and deployment of bowmen armies have improved, and the AI's treatment of player bowmen armies has correspondingly gotten better. General evasion and skirmishing AI has improved, and so has the reenactment AI for Bibracte and Raphia. The AI has better control over far flank units when the player deploys at extreme angles, and there are improvements to the aggression and intelligence of AI flanking cavalry, and finally the AI has improved its use and formation movement of reserves.[/p][p][/p][h3]Combats[/h3][p]fixes to many aspects of combat code, improving rotation speed on overlap charge visuals, [/p][p]fix to issues with recoil re-charge[/p][p]fix to goadable charges[/p][p]fixed warband vs elephants POA and some other POA calculations[/p][p]improved overlap charges[/p][p]improved visuals of flank attacks[/p][p]improved intelligence of automatic and manually given flank charges at certain angles to take better unblocked flanks[/p][p][/p][h3]Campaigns[/h3][p]Added Hannibal text-based campaign[/p][p]updated Early Rome campaign texts[/p][p]further progress on map-based campaign[/p][p]updates to many text-based campaign writings and battle balance[/p][p][/p][h3]Balance[/h3][p]more balancing around different unit type run speeds[/p][p]adjustments to pursuit times[/p][p][/p][h3]Visuals[/h3][p]overhaul of animation controller for speed matching animations[/p][p][/p][h3]SFX[/h3][p]fixes to looping march audio[/p][p]added more on-click buttons sounds[/p][p][/p][h3]Miscellaneous[/h3][p]improved splash screen and startup background[/p][p]fixed some edge cases bugs with percent force points calculations[/p][p]fixes to setting visibility for routed units[/p][p]made aiming arc orange if unit selected[/p]

Demo Live!

[p]The Steam demo of Strategos has been re-activated for the upcoming Next Fest![/p][p][/p][p]There have been many updates since the last demo, and since the last progress post here, but suffice it to say that the overhauls to the UI, AI, gameplay and more have been comprehensive. This demo, like the last one, is limited to the battle simulator on default size with four factions and three maps (although one of the maps is different and the army lists have been edited, including the addition of elephants!).[/p][p][/p][p]Have fun and let us know what you think in the community discussions![/p]

Progress Update 7

[p]We've been hard at work since the last update nearly two months ago, and have a lot of progress to show for it. [/p][p][/p][h3]Inputs/Camera[/h3]
  • [p]added alt+mouse formation movement with mouse drag and rotation with scroll wheel for much easier movement of large number of troops[/p]
  • [p]add rotate in place and zoom to location and rotate in place camera modes[/p]
  • [p]fixed and smoothed camera zooming[/p]
  • [p]improved smoothness of camera panning and rotating around pivot[/p]
[p][/p][h3]AI[/h3]
  • [p]many improvements and tweaks to AI formation movement and intelligence and coordination with reserves[/p]
  • [p]improved AI flank behaviors[/p]
  • [p]added fallback checks for recoils and line shifting so as not to overlap combats or permit bad recoils[/p]
  • [p]improvements to evading cavalry evasion tests near polearm units[/p]
  • [p]improved horse archer army AI[/p]
  • [p]improved AI deployment and movement of support generals[/p]
[p][/p][h3]Campaigns[/h3]
  • [p]added Diadochi campaign[/p]
  • [p]added Peloponnesian War campaign[/p]
  • [p]added Early Rome campaign[/p]
  • [p]many edits to texts, army lists and maps for Alexander campaign[/p]
  • [p]started on Hannibal campaign[/p]
  • [p]added more custom battle and deployment settings for campaign battles, especially for hoplite battles[/p]
  • [p]updated generals' ratings and other balance, added allies, etc...on many campaign battles[/p]
  • [p]overhauled Granicus river battle, including totally new map, deployment and unit selection[/p]
  • [p]added tooltip hover info for mandatory units on campaign battles[/p]
  • [p]added campaign sub titles and fixed backing[/p]
[p][/p][h3]Gameplay[/h3]
  • [p]changed ammo from full -> half to instead full -> half -> out of ammo, with accompanying UI information and AI changes (ie units out of ammo become more melee aggressive)[/p]
  • [p]greatly improved formation movement, rotation, jankiness of moving in and out of evade/pursuit, unit slow down/speed up and general formed movement[/p]
  • [p]added ultra deep units for campaign battles like Leuktra[/p]
  • [p]improved sparabara melee passive shooting[/p]
  • [p]improvement to flanking on overlap or charge front of enemy flanker[/p]
  • [p]improved elephant facing on charges[/p]
  • [p]updated elephant vs non elephant combat appearance[/p]
  • [p]updates to rallyable calculations (higher chance near general not in combat)[/p]
  • [p]improved combat alignments[/p][p][/p]
[h3]Reenactments[/h3]
  • [p]added battle of Zama[/p]
    • [p]including custom victory conditions and Carthaginian three battle line deployment[/p]
  • [p]added battle of Carrhae[/p]
    • [p]including custom ammo and AI behaviors[/p]
  • [p]added battle of Bibracte[/p]
  • [p]added battle of Adamclisi[/p]
  • [p]added battle of Magnesia[/p]
  • [p]added descriptions to reenactment battle selections[/p]
  • [p]added Ptolemaic elephants to Raphia[/p][p][/p]
[h3]UI[/h3]
  • [p]made aiming arc of selected ranged unit orange, in addition to the overlay[/p]
  • [p]added display of enemy adjacency, increased adjacency support distance, added bonus roll on CT checks for polearm units in full adjacency[/p]
  • [p]improved flag visibility in terrain[/p]
  • [p]began work on completing unit portraits[/p]
  • [p]updated manual text translations[/p]
  • [p]added raw and below average battle banner indicators[/p][p][/p]
[h3]Maps[/h3]
  • [p]Carrhae, Bibracti, Zama, Magnesia and Adamclisi maps[/p]
  • [p]update to terrain colliders, skyboxes, deployments and borders on many maps[/p][p][/p]
[h3]Settings[/h3]
  • [p]add combat resolution time scalar option (with accompanying AI changes)[/p][p][/p]
[h3]Armies and Units[/h3]
  • [p]added new visuals for African (Carthaginian), African (Ptolemaic), Indian (armored) and Indian (unarmored) elephants, and added elephants to appropriate lists (Ptolemaic, Pyrrhic, etc..)[/p]
    • [p]including new elephant SFX[/p]
  • [p]added new visuals for light javelinmen[/p]
  • [p]added Sarmatian Cataphract and put on various appropriate lists (and at Bibracte)[/p]
  • [p]Added Overseas Mercenaries Greek army list[/p]
  • [p]Added Black Sea Greeks army list[/p]
  • [p]Added Cypriot Phoenician army list[/p]
  • [p]Added steppe infantry and bowmen to more lists, added Agrianians to early Macedonian, updated pontic lists with Hellenistic cataphracts, added Phoenician foot to early Achaemenid, added Thracian swords and early Greek allies to Lydians, added Ptolemaic allies to Kyrene an Greeks[/p]
  • [p]updated appearance of Etruscan 2nd and 3rd class spears, and of Libyan average and veteran spears[/p]
[p][/p][h3]Balance[/h3]
  • [p]more emphasis on strong strengths and weak weaknesses of unit types (eg pikes and spears stronger in adjacency but weaker if flanked)[/p]
  • [p]elite triaryl half-sized now[/p]
  • [p]reduced Sparabara armor and made 50% shooters, less OP now[/p]
  • [p]increased Roman armored bowmen armor[/p]
[p][/p][h3]Bugs[/h3]
  • [p]fixed issue with false evade from start new combat from flank[/p]
  • [p]fixed some bugs with idle animation start and shoot while moving animation[/p]
  • [p]fixed bugs with unit card arrangements[/p]
  • [p]removed bugs with drag sounds not stopping[/p]
  • [p]fixed overlap start combat while already in combat bugs[/p]
  • [p]fixed many minor input bugs with hover, drag, select, deselect, move, clear etc...[/p]
  • [p]fixed bugs with campaign battle progression[/p]
  • [p]fixed nav-mesh issues around evading into obstacles/cliffs[/p]
  • [p]fixed some bugs with post-rout dispersal points[/p][p][/p]
[h3]Extra[/h3][p]Here is a peek at some UI mockups we're considering for the UI overhaul:[/p][p][/p][p]There's no update on a specific release date for now, but we are anticipating either very late 2025 or very early 2026.[/p][p][/p][p]Thanks for tuning in![/p]