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Iron Harvest News

Iron Harvest Lunar Sale!

[h3]Happy Chinese New Year![/h3]
[h3]In celebration Iron Harvest is now 30% off as part of Steam's Lunar Sale[/h3]

The year of the Ox represents people who are reliable, strong, fair, patient, kind, methodical, calm, and trustworthy. All good traits for a military commander and their mechs.
Let us know in the comments below, which Iron Harvest Mech or character is most like an Ox.

Since Iron Harvest's release, the game continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength.

[h3]Here are some key features of the game:[/h3]
  • A unique world of alternative history base don the art of Jakub Rozalski.
  • Award winning game and sound design
  • Expansive, interconnected and engaging single player campaign that crosses 3 factions with over 21 hours of game play.
  • Campaigns can be played in Coop mode with upto 3 players.

[previewyoutube][/previewyoutube]
  • Single player challange maps.
  • Single player and coop skirmish maps.
  • Replayablity with medals, season trees, objectives and achievements.
  • Tons of cosmetic rewards to be earned through playing not paying.
  • A lively casual and competetive multiplayer scene.
  • A mini (Rusviet Revolution) DLC already released as well as a new faction with it's own campaign DLC on the way.


This is large part thanks to our awesome community who share our vision for a great RTS game. Their constructive and valuable feedback reguarly makes it into the game. We're very proud to be a part of the RTS revival and there are many exciting things planned for later this year.

[h3] If you want be apart of the community, and have your voice heard, then stay up to date as we continue to progress by joining us on: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Iron Harvest Changelog 17: Improved Gameplay I



Greetings Harvesters,
today we’re happy to implement many improvements that respond directly to the community’s feedback. This month we’re focusing on gameplay with today’s update largely focusing on infantry and the early game and general improvements regarding responsiveness and gameplay feel.

[h3]Improved Response Time[/h3]



One of the key piece of feedback we received from you is that you wanted faster response times between you issuing orders and the units undertaking them. Thanks, and now we have done just that. Responses time has been roughly halved, so your orders should feel slicker.

[h2]Game Core Changes [/h2]

This involved hundreds of behind the scenes fixes and improvements. All the interesting and relevant changes are listed in “General Changes”.

Importantly, with all of today’s changes it is inevitable that your previous in-mission saved game files will be invalidated. However, your general game progress will be unaffected.

[h2]General changes: [/h2]
  • Infantry can now fire at targets that were initially blocked by resource and production buildings, aid stations and bunkers. This should improve combat close to buildings and in bases considerably.
  • Smaller mechs can now crash through smaller gate structures.
  • Mech with indirect weapons (that ignore line of sight) can no longer fire at targets when they disappear into the Fog of War.
  • Resolved an issue that could lead to online connection issues after an hour of continuous gameplay.
  • Fixed an issue that prevented Wilhelm from aborting his “Lay Waste” ability correctly.
  • Improved the animation for Zubov’s “Death from Above” ability.
  • “Jagged Peaks” 2v2 minimap updated to correct inaccuracies.
  • Fixed an issue whereby weapon systems would not abort their retreat if all paths to base were blocked.
  • “Isegrim” cannons no longer twitch and behave oddly while the mech is idle.
  • Fixed an issue that prevent the Rusviet Revolution bonus campaign missions from loading properly.
  • Fixed an issue preventing mouse scrolling unless cursor placed directly over menu window.
  • General volumetric effects improved.
  • Prevented the strategic positions indicator from appearing at the start of Dominance mode games.
  • Prevented Anna, when playing on easy difficulty, in the 1st Polanian Mission “Anna’s Shot” from being able to target and attack the first boy she encounters after he’s been defeated. Who’s the bully now huh?!
  • The boys in the 1st Polanian Mission “Anna’s Shot” now correctly become invisible when running into the Fog of War.


[h2]Balance changes: [/h2]

We’ve completed our assessment of the games balance based on your feedback and the recent tournaments. This week largely focuses on the infantry gameplay experience. We’ll then monitor things over the next two weeks and make adjustments and more mech focused changes in the next update.

Headquarter units: The meta of building your Rifleman, Stormtrooper, or Vanguards until a player reach pop cap has stolen much of the attention that other infantry units deserve. Removing them from the HQ puts them in line with the other infantry to choose from when the barracks are built. Therefore:
  • Removed Rifleman, Stormtrooper, and Vanguards from being built at the HQ.


Starting squads: To accommodate for the loss and to speed up the very similar first minutes of gameplayer we added another squad to the starting units. Therefore:
  • Added one extra Riflemen/Vanguard/Stormtrooper squad to all skirmish and multiplayer maps.


General infantry cost rebalanced: due to their dying so quickly to advanced mechs, infantry can be a sunken cost during the mid and late game. We also want to give players more reason to upgrade their barracks and better reflect the units relative power levels.
Therefore in the basic barracks:
  • Riflemen/Stormtrooper/Vanguard cost increased from 200 to 225 Iron.
  • Grenadiers (all factions) cost increased from 5 to 10 Oil.
  • Saxony medic cost decreased from 150 to 100 Iron.
  • Rusviet flamethrowers cost decreased from 275 to 225 Iron.
  • Polanian machine gunners cost decreased from 300 to 275 Iron.

Therefore, all tier 1 infantry units become cheaper to build in the Advanced Barracks:
  • Engineers cost decreased from 150 to 100 Iron.
  • Riflemen/Stormtrooper/Vanguard cost reduced from 225 to 125 Iron.
  • Grenadiers (all factions) cost reduced from 250 to 150 Iron and 10 to 5 Oil.
  • Saxony medic cost decreased from 100 to 75 Iron.
  • Rusviet flamethrowers cost decreased from 225 to 150 Iron.
  • Gunner cost decreased from 275 to 175 Iron and 20 to 15 Oil.




Anna and Wojtek: Anna’s damage against armoured targets felt too high and Wojtek just wouldn’t die even after Anna was defeated. Therefore:
  • Anna’s damage against light armored targets reduced from 30 to 20.
  • Wojtek’s HP Reduced HP from 500 to 400.


Lech Kos: with the new abilities, Lech Kos has become a power house that now deservers the reserve cost of 2 coins.
  • Riflemen suppression: Rifleman were able to suppress more effective than other quick firing weapons. Reducing this effect should feel more intuitive now:
  • Reduced suppression per bullet from 6 to 3.


PZM-9 "Strażnik" (spider mech): the use of this mech was far too flexible for its reserve cost when compared to its Saxony counterpart. Therefore:
  • Increase reserve cost from 2 to 3 coins.


PZM-16 "Żółw" (troop transport): Walking and firing is great, but it is still very hard for players come up with counterplay even when prepared. Therefore:
  • Reduced HP from 900 to 800.


PZM-24 "Tur" (mega mech): One part of making infantry more viable for the whole match is to reduce the Tur’s ability to wipe them out in one shot. Therefore the Tur’s splash damage against unarmoured & splash radius has been reduced:
  • Damage decreased from 80 to 45.
  • Splash Radius reduced from 7 to 5.5.




Zubov: Jump time adjusted to better fit the animation:
  • Air time increased from 3.19 to 3.6 seconds.


[h2]Season 3 Begins[/h2]



We hope you had fun unlocking all the collectables in Season Two. It ends Thursday at 16:00 CET. Congrats to NOAH, our season 2 winner, and all those who made our competitive scene more lively and interesting this season with tournaments etc. It’s great to see our mech vets helping out newer players in our Discord and subReddit communities.

All ranked players will receive an in-game title reflecting your achievement.

Everyone who ranked gold or higher has now just unlocked the “Wrought Iron” skin for the Rusviet Nagan (Revolver) mech. You should receive it in the next 48 hours. Nagan lie, it looks even sexier in black. Congrats all.



A new season begins with more rewards for you to unlock. Unlock everything and you’ll receive the Fire Truck “Tur” skin seen here on the right.

The ranked race to the top has also begun. Today’s changes means new metas are waiting to be established and so there is everything to play for.

[h3]With early gameplay now improved, the mechs are getting ready for a tune up![/h3]

In 2 weeks: Revive allied Heroes, reduced Heroes Fog of war reveal and more Gameplay improvements.

[h3] If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on: [/h3]
Our Official Discord Channel! Facebook Twitter Reddit  Instagram

Iron Harvest's February Update Roadmap

[h3]Greetings Harvesters,[/h3]

We're really ploughing into 2021 (how is it Febuary already?) and here's a look ahead at what you can expect from our updates this month.



[h3]Next week:[/h3]
  • Improved responsiveness.
  • Game core bug fixes (will invalidate past saved game files)
  • Part 1 of balancing and gameplay improvements.


[h3]Week 4:[/h3]
  • Revive allied heroes.
  • FoW reduced for unconscious Heroes.
  • Part 2 of balancing and gameplay improvements.

Many of these were suggested by our great community and so we're happy to respond and implement these changes.

[h3] If you want be apart of the community and have your voice heard then 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!

[h3]FYI: Building on our recent successes, we're expanding![/h3]
Come work on Iron Harvest and future projects. We're looking for
  • Game/Level Designers
  • Artists
  • Animators
  • and many more. . .
All levels and home office considered.
[h3]All info can be found by clicking here[/h3]


Iron Harvest DevBlog 34: New 2 v 2 Map



[h2]New 2 vs 2 Map “Jagged Peaks”![/h2]


On the Saxony border lies a mountain range that has been steadily, and over the course of centuries, been carved away for raw materials. The region has become heavily contested by other factions seeking to feed their own, ravenous, war machine.



https://store.steampowered.com/app/826630/Iron_Harvest/

[h2] Our Big Mechs Won Big!
[/h2]
[previewyoutube][/previewyoutube]

Last week we took home 4 out of 6 German Game Awards.
We’re happy and humbled because Deutscher Entwicklerpreis is like the Oscars for us.


We won:
  • Best German Game
  • Best Studio
  • Best Game Design
  • Best Sound

Thank you to all our collaborators, fans and supporters who have joined us on this journey to revitalize RTS gaming. The recognition and feedback you guys have provided really keeps our mechs going.

Also a massive mech sized congratulations to the other games that won and were nominated such as Desperados 3, SpellForce 3 and so many other great German games. We're extremely proud to be a part of this growing industry and community.

[h2] News: January’s Highlights[/h2]

[h3] New Abilities [/h3]
We’ve released new abilities for two of our iconic heroes. If you haven’t already, check them out and see how you can use them to turn the tide of battle.


[h3]Community Tournaments [/h3]
Our glorious community remains active and are now established a tournament series that will see a tournament played once a month. As well as a prize pool, you will win league points that culminate in an invite only special tournament in September.

[h3]Sign-ups for February’s tournament are already open as well as a new 2v2 tournament. So head on over to the Discord channel for some friendly competition here.[/h3]

The first tournament took place last weekend and was a lot of fun to watch with some meta busting strats on display. Congrats to our winners and a massive thanks to everyone who organised and took part.


[h3]Community Art Contest [/h3]

Our community members aren’t just lethal mech commanders, they also have creative talent. Seemann Oome, The_Von and The Iron Doctor have come together to judge a fun little art contest. Here are the details:

The winning submission of the last art contest by Dark maximus.

[h3]Behind-The-Scenes With Our Devs[/h3]

Marilena (Assistant Producer) and Justin (Game Designer) spoke to the fine folks over at DevCom about working on Iron Harvest and all thing KING Art Games.

[h3]Watch here for some interesting behind-the-scenes insights. IH chat starts at 1h:34m[/h3]

[h2]Info: ChangeLog 16[/h2]

[h3]General Changes[/h3]
We've also updated the game with various changes and improvements:
  • Reduced collision height values for Barbed Wire and Flag Poles to minimize line-of-sight issues for infantry.
  • Ensured that Lech Kos and the Polanian scout (Śmiały) mech’s charge ability would no longer allow them to bypass terrain.
  • Fixed issues to prevent the custom lobby from freezing and/or crashing the game when the host changes game settings while other players click “Ready”.

[h3]Balance Changes[/h3]
We are nearing completion of our balancing assessment and are now in the process of testing some of those changes. As discussed in previous DevBlogs, we concluded that constant tweaking of numbers and the endless spiral of buffs and nerfs is not desirable, nor does it fit with our long term goals. Future balancing improvements should come from systematic changes, rather than a game of number tweaks. We’re also mindful of the fact that, eventually, a 4th faction will enter the mix and so balancing will need to be reassessed again. Therefore, you can expect some changes with the next update in 2 weeks.

[h3]January is already done! Time is flying as we progress onwards. [/h3]
Stay tuned for February’s Roadmap.

[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!


Iron Harvest's Celebrates: Demo Extended

[previewyoutube][/previewyoutube]
Hey everyone, we're in an amazing mood :)

[h3]Last night Iron Harvest and it's developer KINGArt Games took home 4 out of 6 German Game Awards.[/h3]
Deutscher Entwicklerpreis is like the Oscars for us.


Old gif but still gold.

[h3]We won:
  • Best German Game
  • Best Studio
  • Best Game Design
  • Best Sound

[/h3]
[h3]In celebration, we've spontaneously decided to extend our free Demo until Jan 28th.[/h3]

Thank you to all our fans and supporter who have joined us on this journey to revitalize RTS gaming. The recognition and feedback you guys have provided really keeps our mechs going.
Also a massive mech sized congratulations to the other games that won and were nominated such as Desperados3, SpellForce3 and so many other great German games. We're extremely proud to be apart of this industry and community.

Stay tuned we've still got updates every two weeks planned for this year, a big add-on (with a new faction and campaign) as well as our console release.

While we're here, quick FYI: We've deployed a hotfix today that will prevent crazy Lech Kos from using his new Vicious Tackle ability to charge through map terrain and go places he really shouldn't be :P

[h3]An unexpectedly awesome start to 2021 as we trampling onto battlefields anew[/h3]
January’s end: a new 2v2 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!