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Iron Harvest ChangeLog 09: New Map and Fixes


[h3] Greetings Harvesters,[/h3]

Welcome to this the ninth of our regular post-release updates. We’re please to report that many players approved of the last weeks update and we hope to continue in this vein. Today, we release a new 1v1 map and fix some issues affecting competitive gameplay. Read on!

[h2]New 1v1 Map: Dark Forest [/h2]



Saxony is home to many majestic and wild forests. Despite the ever present encroachment of man, these places are still filled with mystery and myth.

But you’ll find more than folklore here. Deep within this sparsely populated area, the Kaiser’s finest engineers have been working in secret on a cutting-edge hydroelectric dam. This potent alternative to oil would be an incredible asset to the commander who can conquer the woodland's twisted paths and crumbling castles.



We wish you luck navigating the narrow woodland tracks as you flank your enemy. Just don’t get distracted wondering if a mech that explodes in a forest, when no-ones is around to hear it, does it make a sound?



[h2]General Changes[/h2]
  • Fixed a bug that prevented saved games on Polania’s 5th mission, “A Path to Hope”, from loading beyond 97%.
  • Olga now uses Changa’s cool down correctly, preventing Changa from immediately respawning after death.
  • Fixed an issue whereby grenadiers would freeze when trying to throw a grenade outside of their range while also aiming and firing.
  • Following our recent update of the 1v1 Border River map, the community highlighted some collider issues. Thanks to this feedback, these have now been fixed.
  • Barbed wire cost reduced in single player from 15 to 5 iron.
  • Fixed destroyer cannons that weren’t working, incorrect quest messages and misplaced bushes in Stronghold Siege map.


[h2] Balance Changes [/h2]

This week there will be no balance changes while we continue to collect and assess player data. “Measure twice, cut once” is our approach.


[h2]We soldier on. Half the month complete with the month’s best almost here![/h2]

Next week: Group invite, that will allow you to queue for battle with your friends.




[h2]Stay up to date as we continue to progress by joining us on: [/h2]

Our Official Discord Channel!

Facebook Twitter Reddit  Instagram

Devs are also streaming on Twitch!


Iron Harvest Change Log #08 - Barbed Wire cutting, map upgrade and more!

Greetings Harvesters,

This is the eighth of our regular post-release updates. This week we address three issues which the community’s feedback highlighted. Engineers can now deconstruct barbed wire that hindered your advancing infantry and we’ve significantly updated the 1v1 Border River map. On top of all that we’ve also improved cover responsiveness and made some more balance changes based on your player data.

[h2]Cutting Barbedwire [/h2]



In response to player feedback about the awkward use of barbed wire, especially on narrow bridges, we are happy to now add a counter. As a Polanian rifleman once said, “There is nothing an Engineer can’t do!”, well now they can also cut barbwire.

Simply select an Engineer unit, hover your cursor over the offending barbed wire and right click to deconstruct it. You can “shift + click” to queue up orders to cut multiple barbed wire sections. You’re even able to cut your own misplaced barbed wire.



Job done!

[h2]Border River 1v1 Map Update [/h2]


We’re extremely happy with and proud of our community, especially those with a more competitive mind set. Thanks to the feedback from you all, we are now in position to update the Border River map that many disfavored. Here’s what we’ve changed and why:

[h3]Iron Mine moved from the Island to the Ford. [/h3]

Our Pioneers and Geologists have completed their survey of this strategically important battlefield. They confirm that the Iron Vein on the Island between the rivers has been depleted. But not all is not bad news, a replacement vein has been found downriver, directly beneath the ford that is often used to field our biggest mechs!

While the island was always supposed to be a desirable target, it ended up being simply too valuable while also being too easy and cheap to defend. This change should also create a second alternative point of interest to contest, forcing players to make a calculated decision of what to prioritize.

[h3]Added neutral Mortars close to the Island. [/h3]



Enemy engineers have taken to using ungodly amounts of Barbed Wire on both the Island and the connected bridges. Consequently, all commanders have ordered Mortars to be deployed in advance, so a trained crew can quickly clear a path for our soldiers!

Two neutral Mortar systems have been added to the map, one per side. We hope that these will offer not only a viable counter against barbed wire but will also make the island, as well as both riverbanks, a more contested and risky area.

[h3]Made Castle destructible, opened both Ruin Areas to all Mechs. [/h3]



Mech-Commanders familiar with the area often return from battle complaining of unfavorable architecture. Engineers have been dispatched to remove some of the annoying rocks and boulders around both the castles and farms ruins. Unfortunately, their overenthusiastic use of explosives has destabilized the Castle’s once immovable walls to the point where inattentive large mechs could “accidentally” topple them.

We removed the restrictions on the ruin areas north and south of the ford, allowing all Mechs to move inside them and made several previously indestructible elements, like the castle walls, destructible for the first time. This should not only make navigation and Mech positioning easier, but also reduce the advantage that special Units like Lech Zubov used to have.

[h2]Improving infantry responsiveness[/h2]

How easily/quickly units react to players orders is an area of improvement the community has highlighted. As part of our ongoing investigation into how to best achieve this we have improved the way all infantry (except flamers) units respond to a players order to dive into cover. 

This improvement applies to infantry that are already firing at an enemy. Now, when ordered to cover, instead of sitting down first and then popping up over the wall to fire, they go immediately into their cover firing positions.

The following units are affected:
  • Engineers
  • Rifleman / Vanguards / Stormtroopers
  • Grenadiers
  • Medics
  • Anti-Armor Gunners
  • Anna Kos
  • Olga Morozova
  • Gunter von Duisburg

This is an ongoing process and we are very welcome to any suggestions and examples of how best to aid this.

[h2]General changes:[/h2]
  • Updated the mini-map and icons on 1v1 Border River.
  • Fixed some collision issues that impeded navigation on Stronghold Siege challenge map.
  • Fixed a bug whereby Grenadiers would get frozen while trying to throw a grenade outside of their attack range.


[h2]Balance changes: [/h2]

Barbed Wire: Based on the changes made to Barbed Wire as mentioned earlier in the log, we are making it a little less easy to mass produce Barbed Wire to match the effort of dismantling it.
  • Increased Barbed Wire Iron cost from 5 to 15.




Łowca (Polanian mech hunter): Despite a few past buffs, we have observed that players still experience some difficulty utilizing the Łowca’s high damage output. With these changes, this mech hunter will arrive earlier on the field and last longer in combat.
  • HP increased from 1050 to 1200.
  • Decreased Iron cost from 575 to 525 Iron and 165 to 150 Oil.


Zółw (Polanian troops transport): The Zółw is a versatile mech that we’ve had our eye on for the past few weeks. This change will help prepared players inflict more meaningful damage to this troop carrier.
  • HP decreased from 1000 to 900.


[h2]Dieselpunk engines engaged, there’s a lot to look forward to this month![/h2]

Next week: new 1v1 multiplayer map.



[h3]Stay up to date as we continue to progress by joining us on: [/h3]

Our Official Discord Channel! Facebook Twitter Reddit  Instagram
Devs are also streaming on Twitch!


DevBlog #31 - New Maps, Updates and Halloween Shenanigans!

[previewyoutube][/previewyoutube]

News: New Challenge Map "Stronghold Siege"




Following the positive response to the 3v3 “The Great Wastes” Multiplayer map, we now return again to the dirt and horror of the trenches. The Saxonians have built an imposing stronghold over the western border of Polania. From here the Saxon front lines are supported and supplied. You must command the Polanian forces, devise a new plans and force Saxony to cede the territory they gained.

Unfortunately, due to the new Corona related restriction, we were unable to complete all voice acting recordings and text translations for this map. These will be added at a later date.

Ready to wreck? Iron Harvest is available now from Steam and GoG . Game edition comes with perks and check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here

News: Halloween Harvest


As if those lumbering ferrous mechanized monstrosities weren’t terrifying enough, Iron Harvest has some spooky "serprises" this week.

Take a trip, if you dare, down to the Graveyard behind the Church on our 1v1 Oil Spill map.

Make your player profile become all that is unholy with Iron Harvest’s 5th Season tree episode. It’s just unlocked with cosmetics for you to earn. They’re available  from now until the end of Monday November 16th.


Info: Fan Lego Diorama

[previewyoutube][/previewyoutube]

Hi Benjamin,

First of all, awesome video, thanks for making it and sending it to us. It put a big smile on the faces on many of the people working on Iron Harvest. Let’s find out more about you and your creations:

The Iron Doctor: Please tell us more about yourself, how long have you been building Lego dioramas? Benjamin:Hi! I live in West Virginia. I have been playing and building with Lego since I was super young. I love creating dioramas and scenes from my favorite games and movies. Recently, I have started building scenes from famous World War 2 Battles with a Star Wars theme.

The Iron Doctor: Why did you focus your diorama on the train tracks, is Deserted Tracks your favorite Map in Iron Harvest? Benjamin: I have always loved trains, and while playing and watching trailers (I love Iron Harvest ones) I have observed that this map is one of the most popular. Also, there are so many buildings to send a Serp plowing through!

The Iron Doctor: What do you think of our single player Campaign story? Is there, any moment from it that really stood out to you? Benjamin: I’m currently playing the Polanian level "Showdown", but I liked bringing “Hope to Kolno” with the train. . . before Lech’s madness of course.

The Iron Doctor: Why do you think Lego and Iron Harvest work so well together? Benjamin: The amazing thing about Lego is that you can create literally anything you can think of with time and the right parts. You can be as creative as you want to be. Iron Harvest is a new world that no one has thought of before filled with possibilities. The two work well together! I can’t wait to create more and more creative and detailed Iron Harvest world scenes with Lego.

The Iron Doctor: Do you enjoy the limitation of building with the Lego parts you have, or do you just wish you had more realistic parts? :D Is realism important? Benjamin: I really wish Lego had more world war weapons and armor. Finding them was very difficult, and I like to make my scenes as realistic as possible, though I do go a little crazy sometimes :-)

The Iron Doctor: Going into battle, you can only choose one mech to pilot and one Hero to cover you back. Which would you choose and why? Benjamin: That depends on the map. In a city assault I would choose a Łowca (Polania’s mech killer) and Brunhilde, to blow apart buildings and level any enemy foolish enough to get in my way. While in a forest I would choose Anna and Wojtek and a SmiaŁy (the one with the bayonet) because of their good sneaking skills, speed, range, and seriously good shooting on Anna’s part.

The Iron Doctor: What would you like to see in the future of Iron Harvest and how would that inspire your future Lego builds? Benjamin: Hmm. Probably more maps, units, and perhaps even a new faction or two! Ones with all new heroes, backstories, campaign, and epic (plus inevitably brutal) new mech styles as downloadable content. This would result in even more creative options for me to try and replicate. It could also mean the rise of 4-6 player maps and vicious monstrous confrontations with new Mechs, characters, infantry, and rules.

Great answers, and good luck with your future builds. When fans reach out to us about how they have also been inspired by our game, it really is the most rewarding part of working in the games industry. I expect to see our Dev’s desks even more cluttered with Lego after this. Those in the office (including myself) who don’t like to wear shoes best be careful ;)

Video made, and interview conducted, with the support and encouragement of Benjamin's parents.

Info: Change Log #07

We also updated the game with various changes and improvements:

General Changes:
  • Numerous fixes to UI elements in various menu and result screens to aid clarity and function.
  • Fixed coins count not updated after claiming a season tree node.
  • Moved map ping button in tactical map a bit down to prevent overlapping with the map graphic.
  • Fixed issue with Halloween conditions for skirmish player 2.


Balance Changes:

Thank you once more for the data and feedback you’ve supplied that help us to make informed balance changes. This week there are no balance changes as we evaluate how best to implement your suggestions and the technical requirements this may entail. We have some units on our watchlist.

Info: October’s Highlights


[h3]New 3v3 Map “City Outskirts”[/h3]
[previewyoutube][/previewyoutube]

The factions deploy in the hopes of conquering the city outskirts. This area is an ideal staging ground for a major offensive, if it’s resources can be secured.

[h3]Pings![/h3]


Gaming 101: communication will always be over-powered. Map pings were a much-requested community feature. We listened and added 5 types of Pings: Attack, Defend, Retreat, On My Way and General.

November's Roadmap

We’ve been collecting your feedback and we’re happy that several additions and improvements that are player priorities are in Novembers Roadmap of weekly updates.
Here’s what you can look forward to:

[h3]Week 1: Engineers will deconstruct barbed wire and Border River 1v1 map will be updated.
Week 2: A new 1v1 map.
Week 3: "Group invite" feature for you to play with friends more easily.
Week 4: New Game Mode and Season Tree![/h3]

[h2]Stay up to date as we continue to progress by joining us on: [/h2]

Our Official Discord Channel! Facebook Twitter 
Reddit  Instagram

Devs are also streaming on Twitch!


Iron Harvest DevStream with GeforceNOW and Game Giveaways!



[h3]Iron Harvest is now available on GeforceNow! So no need for a fancy gaming rig to enjoy mech smashing goodness.

To celebrate, Dev Sir Tobi and the Iron Doctor will be showcasing the game and all that's new since our release on September 1st.

We've also got 5 game keys to giveaway!

We'll begin in 2.5 hours from now, the time of this posting :)

Click Here to Join us on Twitch [/h3]

Iron Harvest Change Log 06 - Map Pings, Multiplayer-XP and Balance Changes

[h3] Greetings Harvesters,[/h3]

This is the sixth of our regular post-release updates. This week sees the implementation of two features much requested by the community. Thanks everyone for your feedback, it’s great to improve this game in concert with you. Now you have these, enjoy, and let us know you get on.

[h2] New Ping System [/h2]



Gaming 101: communication will always be over-powered. Now, regardless of whether you’re in voice chat, you can alert your brother in arms to whatever’s unfolding on the battlefield. There are 5 types of Pings:
  • Attack
  • Defend 
  • Retreat
  • On My Way
  • General


Pings can be deployed directly on the map, the mini-map and the tactical map.
Use hotkey “X” and then hold down the left mouse button to reveal a radial menu from which you can select the type of Ping you’d like to deploy.

If your ally deploys a Ping, you’ll see it on the maps and can press spacebar to jump the camera immediately to it.

Please Ping responsibly, there is a cool down and you can only have 4 pings on the map simultaneously. We’ll assess, based on your feedback, if the cool down needs to be increased due to spamming. Should you need to, the option to disable Pings is available in the settings menu.



[h2]New Multiplayer XP [/h2]

Players will now earn XP while playing “Quick Matches” and “Ranked Matches”, but not for custom matches. XP will be accumulated based on match time, wins and even more if you’re on a winning streak.



The current limit on player level and faction level will not be increased because, out of the tens of thousands of active players, only 300 players have reached this limit. We will review this again at the start of the next season and may increase it at that time.