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Wartile News

A soft launch of the upcoming update

Hi everyone

We are back, and excited to announce that the major update that we have been working on for months now is almost done and ready to be released.

With this new update, we have made some significant changes that improve not only the tactical aspect of the game but also affect the overall game experience.

Before announcing the official release of the update, we would like to invite those of you interested, to try out the new build and provide us with your feedback. Your opinion is essential for us in evaluating the design and direction of Wartile.

To provide your feedback, we have created two new pinned threads in the Steam Community Forum named Bug reporting PrePatch 1.1 and a Feedback on PrePatch 1.1

If you prefer not to use the Steam forum you are welcome to mail your feedback to us at [email protected] however this prevent other players to see your feedback and share their experience.

If you want to be an early mover and try out the update and you can gain access to the beta through Wartile - properties Betas.

As we have rewritten the whole story in Wartile, we highly recommend to play the Beta as New Game, but if you want to save your current progress you need to make a backup of your current DefaultSaveSlot manually, you can find a tutorial on how to so so here.

The see the full patch notes and more in-depth instructions on how to access the beta, please visit our news post on our homepage

In your library find right-click wartile and select properties from the drop down menu

In Wartile - Properties select “Betas.” In the window “Select the beta you would like to opt into:” choose “Beta”. Now your Library should start to update to the new build, and once the update has is installed, you should be ready to go.

Please keep in mind that during the next week well will be tweaking the Beta build based on your feedback and our observations with the build; however, we do not expect there to be any significant changes.

PrePatch Highlights
  • The story has been rewritten and is now narrated with voice over.
  • A new encounter system has been implemented throughout all missions changing the way
  • you engage with the enemies.
  • Ability warnings and casting time have been added making it possible to see when enemies use an ability and sometimes it's even possible to interrupt them.
  • New cutscenes are added to support the new storyline
  • Improvements to the UI with the use of ability and action cards


We hope that these improvements are well received as we have putten a lot of effort to enhance the overall player experience in Wartile.

Kind regards
The Wartile dev team

Its Summer Sale

But we are not relaxing at the beach drinking mojitos.

No, we are still working hard to bring more awesome content to Wartile, but good things take time and we have taken our hands full this time. And yes, we’re sorry that it is taking so long. We initially thought we’d be faster, but some reworks took a bit more time than expected.

As some of you might know we are working on three pillars at the same time, reworking the story, developing new content for the upcoming DLC and porting Wartile to PS4 and Xbox. This is a lot for a studio of only a handful developers. The good news is that we’re making good progress right now:

Reworking the Story
The big news is that we are rewriting the story in Wartile to meet some of the critiques from our community which was basically saying that the story was not being truly relevant to the player or the flow of the game. This is something that we wanted to improve for a long time, and now we do it. We’re currently putting the last bits and bytes together here and can already say that the overall flow will be heavily improved with the upcoming changes. Finally, Wartile gets the story it deserves.


In fact, this story rework was taking much more time than we initially planned. Again: We’re sorry that it is taking that long, but we think you’ll like the result of the hard work we’ve put into this.


Adding more enemy types
We have been revisiting some of the Factions in Wartile and trained some of their leaders to prepare them better when accounting your fellowship of Vikings. They now have better fighting ability to match your tactical superiority.

We are working hard to get this major update ready for you as fast as possible.

Before zoning out we just wanted to show a few pictures from the upcoming DLC that we also are very excited about.

The new encounter system

New environmental settings


Best regards

The Wartile Dev

Games From Denmark Sale & our creative process

Hi Everyone

This week Steam runs a Midweek Madness sales with games developed from Denmark, to celebrate the Danish Games Week where developers from Denmark get the chance to meet and share experience, discovering new talents and talk to investors and publishers.

In the spirit of sharing our experience, we have collected some of the highlights of our creative process of making Wartile, and want to share this with all of you who are interested.
We have divided it up into three chapters covering, Environment art, Character art and finally Community and Game Play

Environment Art

In the beginning, we wanted to create a game that embraced the childhood memories of playing or gaming with figurines in miniature environments. Just like when playing games like Dungeons & dragons and Warhammer.

In the early stages, we made a tile-based system testing some of the core battle mechanics as a physical board game. We wanted to emulate the feeling of playing in a miniature world coming to life, where the game was in constant motion, but still with the flavor of turn-based mechanics.

When developing the game within the Unreal 4 Engine, we tried out a few early iterations on the visual side. The Goal was to create a diorama fell while also clearly communicating the strategical options available. With the top left, we tried to work with partly procedural generated tiles and foliage.

Our first gameplay trailer made three years ago under the working title TACTILE.
https://vimeo.com/122986004
We learned that defined tiles as part of the environment on the board significantly enforced the tactical aspects of the game, while also gave the board an appealing visual appearance.

To capture the feeling of playing on a diorama board we froze the water in its motion, creating a strong dynamic feel, with explicit references to handcrafted miniature models.

The clear-cutting of the diorama boards helped us frame the gameplay area while also creating a strong visual identity for Wartile.

All the boards are custom made, each one with a different visual setting and a new type of game challenge. Here you can get an exclusive inside peek of how we create the boards.(Warning - Pretty nerdy)
https://www.youtube.com/watch?v=3IySI8G4Ycg
To further enforce the miniature look and feel, we made use of the Tilt-Shift effect on the camera, adding blur in the for- and background while still having the figurines in perfect focus.

We proudly believe that we have established a unique visual identity for Wartile that fits the type of game we have been trying to create, and are looking forward to pushing the boundaries even further in the future.


Enjoy the raidings

Kind regards

Wartile Dev Team

What's Cooking ?



Hi everyone

Stepping out of Early Access was an awesome experience, and we have been pleased to see Wartile being enjoyed by so many people. During the first few weeks, we were busy fixing bugs and adjusting features that had slipped through our testing. we also implemented achievements with a slight delay.

Wartile is much more than just a game; it’s a system that we intend to keep expanding on to make it bigger, better and richer by adding more content and keep polishing the gaming experience. We aim to both build new content for everyone already part of the universe, but also to improve features and mechanics that we can learn from our community need more attention.

Here are some of the new things we are working on

Ability timing and communication
We feel that that ability used by enemy figurines could communicate better and we are working towards making it clear which abilities are being used and inform you if you can counteract them. An example of this could be showing that a figurine is actively casting an ability, allowing you to stun the figurine to stop the casting. In general, abilities will be the same but with more information, if you can avoid or prevent them.

Battle Encounters
We intend to improve the overall presentation of encounters and their tactical challenges for the player in a relaxed and exploration-friendly environment offering the player more time to plan for each encounter while also enforcing the narrative experience of each board.

New Battle board
Draugr is on the move, and dark clouds of evil will soon cover Midgard.

Work in progress preview

Small adjustments
We are revisiting Alfablot to make sure that players can complete the difficulty tiers instead of dying trying. The same goes for some of the masochist achievements, that might need a second sanity check, together with other reported issues.

The Dark Ages
We have also started working on something bigger for Wartile, and we can reveal that things are looking grim in Midgard, and the realm will soon enough be needing its heroes again.

PAX East
Also: April is around the corner, and PAX East is about to begin. And as you now have already guessed it: We’ll be at PAX this time, for the first time. Showing off something… new for the game which will come to the PC Version as well but which affects the game itself and its future, too. Sounds cryptic? Well, to make it a bit more precise: Soon you’ll have another option to chose how you want to control your Vikings! Meet us in Hall A, Booth 10052 to learn more.

We are keeping our cards close, but want to let you know that we are cooking like crazy from our office in Copenhagen and we are looking forward to sharing more.

Greetings and Happy raiding
The Wartile Dev Team

What's Cooking ?



Hi everyone

Stepping out of Early Access was an awesome experience, and we have been pleased to see Wartile being enjoyed by so many people. During the first few weeks, we were busy fixing bugs and adjusting features that had slipped through our testing. we also implemented achievements with a slight delay.

Wartile is much more than just a game; it’s a system that we intend to keep expanding on to make it bigger, better and richer by adding more content and keep polishing the gaming experience. We aim to both build new content for everyone already part of the universe, but also to improve features and mechanics that we can learn from our community need more attention.

Here are some of the new things we are working on

Ability timing and communication
We feel that that ability used by enemy figurines could communicate better and we are working towards making it clear which abilities are being used and inform you if you can counteract them. An example of this could be showing that a figurine is actively casting an ability, allowing you to stun the figurine to stop the casting. In general, abilities will be the same but with more information, if you can avoid or prevent them.

Battle Encounters
We intend to improve the overall presentation of encounters and their tactical challenges for the player in a relaxed and exploration-friendly environment offering the player more time to plan for each encounter while also enforcing the narrative experience of each board.

New Battle board
Draugr is on the move, and dark clouds of evil will soon cover Midgard.

Work in progress preview

Small adjustments
We are revisiting Alfablot to make sure that players can complete the difficulty tiers instead of dying trying. The same goes for some of the masochist achievements, that might need a second sanity check, together with other reported issues.

The Dark Ages
We have also started working on something bigger for Wartile, and we can reveal that things are looking grim in Midgard, and the realm will soon enough be needing its heroes again.

PAX East
Also: April is around the corner, and PAX East is about to begin. And as you now have already guessed it: We’ll be at PAX this time, for the first time. Showing off something… new for the game which will come to the PC Version as well but which affects the game itself and its future, too. Sounds cryptic? Well, to make it a bit more precise: Soon you’ll have another option to chose how you want to control your Vikings! Meet us in Hall A, Booth 10052 to learn more.

We are keeping our cards close, but want to let you know that we are cooking like crazy from our office in Copenhagen and we are looking forward to sharing more.

Greetings and Happy raiding
The Wartile Dev Team