1. Dungeons and Warbands
  2. News

Dungeons and Warbands News

Update: Difficulty Tiers & Loot Overhaul

[h2]Version 0.25: Difficulty Tiers & Loot Overhaul[/h2]
  • [p]Loot System Overhaul: Loot drops have been significantly improved. Enemies now drop more items, and human opponents will drop the specific gear they are carrying.[/p]
  • [p]Dynamic Warband Logistics: Warbands now resupply upon returning to their bases, which also enables the base to spawn additional warbands. If a warband is intercepted and fails to return, the base will spawn fewer units and provide them with fewer supplies. This system is new, still needs more tests, please feel free to share with me any feedback to balance it better.[/p]
  • [p]New Difficulty Settings: [/p]
    • [p]Easy: Player has 5x Health, companions gain +20% Health, and you start with more Attribute and Skill points. Enemies have -20% Health.[/p]
    • [p]Normal: Player has 2.5x Health.[/p]
    • [p]Hard: The original challenging state of the game.[/p]
  • [p]Companion Experience: Player characters now receive a fraction of the XP earned from companion kills. Soon, new Skill Tree perks will allow "commander" builds to increase this fraction further.[/p]
  • [p]Save System Fixes: Resolved the autosave bug occurring when transitioning from the World Map to Dungeons.[/p]
  • [p]Action Bar Improvements: Potions now correctly save to the Action Bar in Dungeon scenes. Item duplication bugs have also been cleared.[/p]
  • [p]Skill Persistence: Fixed an issue where skills were not saving on the World Map. Special thanks to @Krankus Wrexus for the report.[/p]
  • [p]Economic Fixes: Fixed a bug where transferring items to invalid slots still deducted coins. Thanks again to @Krankus Wrexus for spotting this.[/p]
  • [p]UI & Stability: Fixed wrongly placed buttons in several settlements and improved overall loading stability.[/p]
[h3]🕹️ A Note from the Developer[/h3][p]Thank you to everyone who has tried the demo and shared your thoughts. Whether your feedback was positive or negative, it has been incredibly helpful in shaping the next steps for the game.[/p][p]I have noticed that some players have very high expectations for the game's quality, sometimes comparing it to the work of a AAA studio. While the game is still in a pre-release state and preparing for Early Access, these high expectations make me proud. They suggest that the ambition and quality of the project are coming through, even as a solo developer managing every single aspect of development alone.[/p][p]This is a passion project, and I am doing my best to meet those high expectations with real results over time. I am 'greedy' when it comes to adding features and my passion for this world only continues to grow. Now that there are fewer bugs to address, you can expect more frequent content updates to arrive soon.[/p][p]Thank you for being part of this journey![/p]

Patch v.0.24

[p][/p][p]Bug Fixes:[/p]
  • [p]Tooltips are added to Attributes (thanks for the feedback @redwitch)[/p]
  • [p]Wide Screen Support (thank you @-=GUARDIAN=-)[/p]
  • [p]Loading:[/p]
    • [p]Sorting Saves by A-Z and Date are added.[/p]
    • [p]Scrolling is fixed in Loading Panel of Main Menu[/p]
    • [p]Glitch of loading player position in World Map is fixed. Earlier, positions of Player Warband were not properly loaded at each 2nd time (due to introducing a new feature), was resulting in Player's appearing in wrong poitions. [/p]
  • [p]Fog of War: Was not covering neighboring realms.[/p]
  • [p]World Map Warbands now waits & pursues properly[/p]
  • [p]Continue Button now works in Main Menu[/p]
[p]

Content:[/p]
  • [p]Added a Bowyer to Applebrook Crossing: he sells minor health potions too. (Reminder: You can shoot with bows by simply clicking on enemies in range.)[/p]

The Demo is Here! Exploring a Living World

[p]The Public Demo is officially here! We are now exactly one month away from the full release on March 11, 2026.[/p][p]Creating this game has been a long process of following my own "greedy" instincts as a player. I wanted a dungeon crawler that offered more freedom and realism, so I built a feature-rich world that I would enjoy playing myself. This resulted in an interesting twist on the Dungeon-Crawler genre. My mission now is to ensure it becomes just as content-rich over time.[/p][p]Now, with just one month to go, Check out the demo today and experience that vision for yourself. [/p][p][/p][h3]🗺️ A More Immersive World Map[/h3][p]I have spent a lot of time replacing placeholder art with final handcrafted designs since the previous update, to show you exactly how I want this world to look and feel.[/p]
  • [p]Visual Overhaul: Each location on the World Map has received a significant visual (& textual, lore-based) update. You’ll now see handcrafted, final visuals that replace the older placeholders, providing a much richer atmosphere as you travel.[/p]
  • [p]New Area System: Battles now feel like they belong to the world. If you encounter bandits or goblins in a forest or on the plains on the World Map, the combat scene will now open a relevant map reflecting that environment. This is just a starter. [/p]
  • [p]Fog of War: The world now hides its secrets until you venture into the unknown.[/p]
  • [p]Populated Hubs: You can now visit and interact with several key settlements and castles, including Flowing Wheel, and Applebrook Crossing. If you take your first quest there, you will find a very interesting encounter waiting for you.[/p]
  • [p]And many more minor features to enrich your adventure: Location Discovery system, Quest influence on Faction Dynamics and Relations, Injury Report logs, and just this morning I added Potions to Skill bar too (still it needs a little more work, but today I intend to publish the demo). [/p]
[h3]🤝 Diplomatic Conquest & Recruitment[/h3][p]In this world, if there are enemies, there should be ways you can make friends with them:[/p]
  • [p]The Goblin King: You don't always have to be a butcher. If you defeat the Goblin King, you can accept his surrender and make his entire tribe your ally.[/p]
  • [p]Expanding Stories: While Minotaurs are now active in the Northwest and fighting for dominance against Goblin tribes, their specific recruitment story is still in development. This is just the beginning. Recruitment stories for Minotaurs and other non-human companions are on the way.[/p]
[h3]🛡️⚔️ Tactical Freedom: The Squad System[/h3][p]Based on your feedback, I have made the Squad System optional.[/p]
  • [p]Your Choice: You can now enable or disable this feature in the game options.[/p]
  • [p]Experimental Status: It is still an experimental system designed to keep massive battles (up to 600+ units) fast and fluid without sacrificing individual character stats. If you disable it, be prepared for reinforcements to enter the fray more like in Mount & Blade series.[/p]
[h3]🕹️ A Note from the Developer[/h3][p]I’ve put in many "sleepless nights" to make these mechanics work in harmony. Still there are a lot of aspects that need attention, yet I am a single person trying to deal with this ambitious project in the end. Before a developer, I am a gamer, so I truly understand all expectations and my mission is to make a game that I personally enjoy playing too. Now that the core systems are mostly solid, my focus is shifting to filling this vast world with the meaningful content we all want to see: many quests, more things to interact with, and the ability to shape the world with your actions. I am also looking forward to adding new features like sieges and horses. Lastly, as a fellow gamer, I know how important your time is, so I will do my best to ensure your demo saves continue in the release version so your progress is preserved.[/p][p][/p][p]One month starts now. Get a head start by downloading the demo today and prepare your warband for March 11. And I will do my best to make your saves continue in the release version. [/p]

The Warpath Update: Your Party Just Got Bigger!

[p]I’ll be honest: the game has evolved into a state I didn’t originally plan for, but it’s exactly the kind of game I’ve always wanted to play. I kept asking myself: "Would a sane person really raid a dangerous dungeon alone?" The answer is no. You would gather as many friends as possible, maybe a warband. [/p][p]I wanted that sense of realism, so I refused to limit the party size. Whether you are underground or on the surface, your entire warband can fight by your side. But, these surface skirmishes naturally led me to think more about larger battles soon. I love playing Battle Brothers, but managing too many 'bros' in a single skirmish can become exhausting, especially when there are too many enemies, encounters stretch to 30 or 60 minutes. I wanted that same epic scale, but with a much more fluid and fast-paced flow.[/p][p]Here is the result:[/p][previewyoutube][/previewyoutube][p]I’ve been working many days and nights on this new squad system, because it required me to rework on many game mechanics to support this system. But now, it allows you to face down an army of goblins, or intimidating giants with a swarm of companions at your side. This is the first step toward a true, high-replayability sandbox. [/p][p]As a developer, I always prioritize solid mechanics first, with visual polish and content following close behind. I am just too excited about how this is playing, so couldn't wait any longer to show you. [/p][p][/p]
What's Next?
[p]Building this warband foundation has unlocked even more potential for the future of the game. If you can lead a warband into a dungeon or an open field, why stop there? I am already looking toward a siege & conquest system where you can take and hold castles and towns![/p][p]I am building this game for the long term. I want to create a world where your choices in diplomacy, armor, positioning, and recruitment create stories you will want to play over and over. [/p][p]Thank you for supporting this vision. Whether you are diving deep into a lethal dungeon or leading a charge on the surface, I am working to ensure this is an adventure worth your time. [/p][p]The dungeon crawl continues, and the warpath has just begun.[/p][p]Omer[/p]