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Iron Harvest News

Iron Harvest 30% off Sale Weekend!

. . . just because.

Sale will run until March 23rd 10:00 PT.

Iron Harvest continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength, in large part thanks to our community.

We'll have a huge-new faction DLC releaseing in the near future, so now's a great time to master your mechs.

[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. v

[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.

If Multiplayer is your thing then we've a:
[h3]Rookie 1v1 Tournament[/h3]
Following the recent success of the 3v3 tournament, our competitive players are organizing a 1v1 tournament for anyone unranked or placed 50 or below on the ingame ranked ladder. This is a great opportunity for some fun casual 1v1 games for those want to get in to the MP scene.


[h3]Sign-ups are open until March 26th. To register, click here for the Community Tournament Discord Channel. GLHF![/h3]

[h3]Fan Art and Creations[/h3]
The world of 1920+ is an inspiring place. Here's some cool recent fan-art and creations which are always worth sharing.

Lego Countryside diorama by Jaskierthebard - Click to see more in the 1920+ collab

Lego Countryside diorama by ctr_brick - Click to see more in the 1920+ collab

First Snow Rusviet Scene by RicskoArt - Click here to check out his art

Polanian PZM-7 “Smialy” inspired mech to be used as a Sentinel in a Warhammer 40k Imperial Guard regiment - Click to check out more from wicker_man_miniatures

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 DevBlog 36: Gamepad Teaser and More



This months' DevBlog gives you a sneak-peek at gamepad development and has Backer rewards news, Fan-creations and casual tournaments. Read on!

[h3]News: Gamepad Controls Sneak Peek[/h3]
Currently, we are refining the controller gameplay, not only for consoles, but for PC too!
Check out this little teaser to get an idea of what is to come.
[previewyoutube][/previewyoutube]

[h3]News: Backers Physical Perks[/h3]

As you know, we had originally planned to be able to ship out your Kickstarter Backer Goodies in time for Iron Harvest PC-release. Unfortunately, the Covid-19 crisis continued and many of the numerous small and high-quality companies we partnered with suffered setbacks and delays.

We can now reveal that production is underway and we’ve been sent these awesome photos of the goodies. On the left we have the faction medals and the battle bag on the right



While manufacturing has started, we can’t confirm at this point an exact shipping date. We are hoping, with easing Covid-19 restrictions, that this will be in or before the summer. Of course, we’ll announce more as soon as we know more.

However, we have used the extra time to work with the manufacturers to enhance the quality of the metal-build figurine. Check out these awesome photos sent to us of the manufacturing process, metal molds, bases and packaging. It’s happening!

[h3] For now, and to avoid future disappointment, please click to log in on our website and double check your shipping address is up-to-date [/h3]

[h3]Info: March Highlights[/h3]

This month our bi-weekly updates have centered around players feedback regarding the campaign difficulty curve and providing A.I. options when setting up custom games. You can now customize the A.I. faction and difficulty in Custom Games for you and your mates to go comp stomping.


[h3]Next update:[/h3]
  • Open Slots in Skirmish/Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3, 3v2 and 2v2 on a 3v3 map possible. You can also 1v1 or 2v1 on our 2v2 maps.
    This is not “Free for All” because that requires extensive map reworks & new maps.
  • A.I. improvements based on your feedback.
  • More balance and gameplay improvements.


[h3]Fan Art and Creations[/h3]

We’re constantly impressed by the creativity and talent of our fans as well as how they are inspired by Iron Harvest and the world of 1920+. Here’s a selection of some of the amazing things created this month:

Lego Countryside diorama by Jaskierthebard - Click to see more in the 1920+ collab

Lego Countryside diorama by ctr_brick - Click to see more in the 1920+ collab

First Snow Rusviet Scene by RicskoArt - Click here to check out his art

Polanian PZM-7 “Smialy” inspired mech to be used as a Sentinel in a Warhammer 40k Imperial Guard regiment - Click to check out more from wicker_man_miniatures

[h3]Rookie 1v1 Tournament[/h3]
Following the recent success of the 3v3 tournament, our competitive players are organizing a 1v1 tournament for anyone unranked or placed 50 or below on the ingame ranked ladder. This is a great opportunity for some fun casual 1v1 games for those want to get in to the MP scene.


[h3]Sign-ups are open until March 26th. To register, click here for the Community Tournament Discord Channel. GLHF![/h3]

[h3]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 19: Campaign and Options



[h3] Greetings Harvesters,[/h3]

As you may have seen from this month’s roadmap, we’re focusing on players experience during the campaign missions and custom game options for those of you who like to do your own thing. This begins with today’s update and we've also fixed many bugs.

[h3]Campaign Difficulty[/h3]


Following feedback from a range of campaign players, we have investigated and adjusted the difficulty curve of the single player experience. In particular, sudden difficulty spikes experienced in Polania’s 4th (Railroad Robbery), Polania’s 5th (“A Path to Hope”) and 7th (“Showdown”) campaign missions.

Not everyone is a veteran RTS gamer, and so we’re sensitive to Polania campaign feedback because we know for many it’s their first dive into RTS gaming. For example, to smooth out the challenge curve we want players to experience, we’ve added more health packs and weapons, as well as increased the time between enemy attack waves. We also worked on later missions players pointed out to us.

Unfortunately, these changes are significant enough that saved game files on Polania’s 2nd through to 7th campaign missions, Rusviet’s 2nd, 3rd and 7th missions, as well as Saxony’s 1st and 4th missions, have been invalidated.

[h3] Faction A.I. In Custom Games[/h3]


Just as you can in single player Skirmish mode, you can now choose the A.I. faction and difficulty in multiplayer custom matches. If you like surprises, you can now even set the A.I. faction to random in both skirmish and custom game mode. We’re happy to add this as part of our continued efforts to promote game replay-ability via increased game set-up options.

Now it’s easier for you and your mates to enjoy a weekend of comp stomping!

Stay tune, because in 2 weeks we’ll have another major step towards great game customisation.

[h3] General changes: [/h3]
We continue to respond to your feedback with general improvements and bug fixes:
  • U.I. Icon added above allied heroes to highlight when they are unconscious, same as for your own heroes.
  • Units that are interacting now properly retreat when ordered, even if a different unit is already retreating to the same target.
  • Exo-suits now no longer get stuck during retreat because the retreat order ends as soon as one of the unit models reaches it’s target building. Same as with normal infantry.
  • Related to this bug, we fixed various issues that occurred when engineers were ordered to repair exo-suits, one of these was engineers splitting up.
  • Fixed issues that caused units and resource points to not be displayed in the mini-map.
  • Players can now open the ingame menu via the Esc key even if they have toggled the U.I. off (F10).
  • Suppression improvements that now consider where the fired projectile actually hits and influence units along its flight path. Structures and mechs no longer explicitly block suppression in the same way, but suppression now stops at the location where the projectile actually impacts.
  • Fixed a bug whereby mechs sometimes continued to walk in the direction of their previous target.
  • Fixed a cause of fatal simulation errors in Polania’s 7th mission “Showdown”.
  • Fixed old skirmish setting values that got broken if the games language was changed.
  • Fixed a bug to improved how splash damage is allocated.
  • Fixed the U.I. from flickering when collecting achievements.
  • Fixed lobby chat not showing recent fading messages when closed.
  • Adjusted the unit presets that the A.I. can choose for their reserves to make them more effective.
  • Fixed a bug that caused issues when garrisoned squads were healed after cutscenes.
  • Fixed a bug that resulted in units that were garrisoned from being duplicated after the cutscene in the middle of Saxony’s 1st mission “Welcome to the mud”.
  • Fixed missing walls and hedges. This will invalidate saved games on Oil Spill, Urban Paradise, Harbor City, Restless Woods (Multiplayer maps) and Hold The Line (Challenge Map). Rusviet’s 1st, 4th, 5th, 6th and Saxony’s 6th campaign missions, as well as the 3rd Rusviet Revolution mission have also been affected.


[h3]Balance changes: [/h3]
As always we continue to assess game data and talk with the community to gather feedback to inform changes. Our next updated in 2 weeks will implement adjustments we conclude necessary.

[h3]Now you can comp stomp, further A.I. improvements and game options are on the horizon![/h3]
In 2 weeks:
  • Open Slots in Skirmish/Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3, 3v2 and 2v2 on a 3v3 map possible. You can also 1v1 or 2v1 on our 2v2 maps.
    This is not “Free for All” because that requires extensive map reworks & new maps.
  • A.I. improvements based on your feedback.
  • More balance and 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 March Roadmap!

[h3]Hey everyone, here's this month's Roadmap![/h3]
This month we focus on giving you greater game-set up customisation and AI improvements.
Starting next week:
[h3]Week 2:[/h3]
  • Adjustments to smooth out the AI difficulty on Campaign maps.
  • A.I. factions will be selectable in custom games.

[h3]Week 4:[/h3]
  • Open Slots in Custom matches, making 1v2, 2v1, 1v3, 3v1, 2v3 and 3v2 possible.
  • This is not Free for All because that requires extensive map reworks & new maps, but we're still investigating this.
  • A.I. improvements based on your feedback.
  • More balance and gameplay improvements.


Let us know in the comments which feature your most looking forward to this month.

Have a great gaming weekend and we're looking forward to tomorrows 3v3 tournament!
Join the Iron Harvest community tournaments Discord for more info here: https://discord.gg/mqj2h78JrS

Iron Harvest DevBlog 35: Improved Gameplay II



[h2]News: Heroes’ FOW and Revival![/h2]


These are another two key community suggestions that we are happy to now implement.

You can now use infantry and foot Heroes to revive Heroes from allied teams who have valiantly fallen unconscious in battle.

Furthermore, the Fog of War revealed by unconscious heroes has now been reduced to prevent them from being used to spy on enemies while still allowing you to easily find them on screen and the mini-map.

[h2] Reserves Rework![/h2]


Thanks to all your recent feedback we are ready to rework the Reserve System. This update aims to increase the variety of viable loadouts and encourage players to opt for having units in both Reserve I and II. From the data it is clear that Reserves have a huge impact on the game and are often the deciding factor. We want to reduce this on the games while maintaining the wow factor once it hits. Here’s how:
  • The cost of a Reserve ingame now depends on which specific units it contains. This cost is still cheaper than building them normally through the barracks or workshop.
  • Reserve Slots have been reduced from 3 to 2 per tier.
  • Reserve Coins have been reduced from 6 to 5 in total.
  • Exo-suits, Straznik, Grimbart and Ognivos can now only be picked for Reserve II.
  • Instead of at least one advanced building and a basic building, deploying Reserve II now requires one advanced building, or two basic buildings.
  • Deploying an empty Reserve costs 100 iron. It will still grant the player plus 25% maximum population capacity.


[h2]News: February’s Highlights[/h2]

[h3]Improved Response Times [/h3]

We recent improved response times between you issuing orders and the units undertaking them and it’s been encouraging to hear that many players can notice the difference. Responses time has been roughly halved, resulting in slicker gameplay.

[h3] Casual Community 3v3 Tournament[/h3]

This should be a lot of fun and good chance to bring together players of all skill levels. Yours truely (The Iron Doctor) has already signed up and I'm sure I'll be able to drag some more Dev into the fray.

Sign-ups are already open. Click here for the Community Tournament Discord Channel. GLHF!

[h3]More Accolades[/h3]
After our runaway success at the German Game Awards, Iron Harvest was also nominated by the French “Académie des Arts et Techniques du Jeu Vidéo” for Best International Game alongside other top games. Looking forward to the result with fingers crossed.

More info at: https://store.steampowered.com/curator/39776893/sale/pegases


[h2]Info: ChangeLog 16[/h2]

[h3]General Changes[/h3]
  • The A.I. now spends the same amount of coins as those available to the player.
  • The Rusviet’s Nagan and Polania’s Tur mechs chrome skins have returned to the cosmetics screen as intended.
  • Prevented Destroyer Cannons from firing at targets that have disappeared into the Fog of War.
  • Fixed a few instances where larger mechs would fall through the terrain. We’ll be keep an eye out for more of these.
  • Enemy buildings within the campaign are correctly described in their tool tip.
  • Fixed an issue that caused game freezes to occur in both single player skirmishes and multiplayer matches at around 10 minutes.
  • Fixed an issue that would cause checksum errors on older machines.
  • Fixed an issue that prevented resource display from correctly updating when bulding a HQ in campaign missions


[h3]Balance Changes[/h3]
Since the last update we’ve observed that the infantry changes had a lot of impact on the games progression. Mechs are closer to the state we want them to be and so we’ve decided to refrain from modifying them all and tuned back the infantry buff.


Gunners: have now been moved from the Barracks to the Advanced Barracks in order to make the counter of early mechs more difficult.

Advanced Barracks unit cost reduction has been readjusted: Engineers, riflemen, stormtroopers, vanguards, grenadiers, medics, and flamethrowers are cheaper when built through Advanced Barracks comareped to the normal Barracks.
  • Engineers cost increased from 100 to 125 Iron.
  • Riflemen/Stormtrooper/Vanguard cost increased from 125 to 175 Iron.
  • Grenadier cost increased from 150 to 200 Iron.
  • Flamethrower cost increased from 150 to 200 Iron.


Mortar systems: Compared to Polania's and Saxony’s artilleries, the mortar weapon system couldn't hold their ground or find a role to fill. By comparison, their inferior range is now compensated for by more damage potential, especially against larger groups of enemies.
  • Damage against unarmored increased from 50 to 65.
  • Damage against Light armor increased from 93 to 100.
  • Damage against Medium armor increased from 80 to 100.
  • Damage against Heavy armor increased from 67 to 100.
  • Mortar system’s explosion radius increased from 1.5 to 4.
  • Mortar system’s outer explosion radius increased from 4 to 6.
  • Mortar system’s outer explosion radius damage modifier increased from 0.2 to 0.4.


The Serp (Sickle mech): Against high skilled players, this monstrosity would not effectively reach their targets. Increased HP should help it survive long enough to inflict damage.
  • HP increased from 1150 to 1400.




Prince Wilhelm: His Lay Waste ability now has a good portion of its former glory restored (#Bringbackthebrr), while still using an appropriate fire rate. To make him more worthy of the Kaiser and better able to survive long enough to menace other mechs we have increased his resilience. Also, don't be mistaken by the flat damage values below, the increased Area of Effect of each bullet also contributes to more damage output.
  • HP increased from 650 to 700.
  • Armor class adjusted from Medium to Heavy.
  • “Lay Waste” ability Splash radius increased from 1.5 to 2.5.
  • Damage vs. unarmored increased from 40 to 50.
  • Damage vs. light armor increased from 20 to 30.
  • Damage vs. medium armor increased from 15 to 30.
  • Damage vs. heavy armor increased from 10 to 20.
  • Damage vs. structure increased from 7 to 15.


The Grimbart (Gatling Mech): This chonky boy now suppresses targets and is more effective against groups of enemies.
  • Suppression added to its main weapon.
  • Its “Sweep” ability suppression value and area has been increased.


Mechs and exo-suit Reserve coin costs have been adjusted as well: Saxony
  • The Grimbart and Eisenhans now cost 1 coin each.
  • The Isegrim and Erlkönig now cost 2 coins each.
  • The Wotan and Stiefmutter now cost 3 coins each.


Polania
  • The Łowca and Żółw cost 3 coins.
  • Śmiały and Mocny cost 2 coins.
  • Straznik and Exosuits cost 1 coin.


Rusviet
  • Nagan and Serp cost 3 coins.
  • Kolokol and Nakovalnya cost 2 coins.
  • Groza and Ognivo cost 1 coin.


[h3]The Battlefield Is Refreshed and Waiting For The Newest Strategies From A Versatile Commander [/h3]
Stay tuned for the release of March’s Roadmap soon.


[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