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Iron Harvest Changelog 20: Open Player Slots



[h3] Greetings Harvesters,[/h3]

With the precision of Anna’s shot, let’s get straight into it with all the improvements and greater game options this update brings.

[h3] Open Player Slots[/h3]


Player slots are now open in Skirmish/Custom matches!

So, weather you’re playing against the A.I. or other players, this means that you can set-up players into two teams on any map however you like.

So on our 4 player maps you can play:
  • 1 vs. 1
  • 2 vs. 1
  • 1 vs. 2
  • And of course still 2 vs. 2
While on our 6 player maps you can play:
  • 1 vs. 1
  • 2 vs. 1
  • 1 vs. 2
  • 1 vs. 3
  • 3 vs. 1
  • 2 vs. 3
  • 3 vs. 2
  • And of course still 3 vs. 3
Go crazy experimenting with different team set ups, we’re sure you’ll have fun with this!

Just a note, because of the way the maps are designed, the maximum team size for that map cannot be changed, i.e., no 4 vs. 2. Also this is not Free for All because that requires extensive map reworks and/or new maps. We’re investigating this feature, however, right now we have other priorities and it would be a large undertaking. But, never say never.

[h3]AI Improvements[/h3]


Recently, we pooled together all the feedback we could find from you about our A.I. because we see many of you love a good comp stomp with your friends. We thank you for telling us about odd little A.I. behaviors and quirks. We’ve rigorously investigated these. This led us down a complex rabbit hole that requires improvements to fundamental game systems.

Unfortunately, we’ve not completed as many A.I. improvements in this week’s update as we intended We would rather not disappoint and take the time to polish and make adjustments to our proposed fixes with the aim to implementing them in a near-future. Once we are satisfied with their quality you’ll be hearing more about this. Thanks for your understanding.

Fortunately, we were able to fix:
  • Occasions whereby all the A.I. selects the same reserves have been prevented.
  • Skirmish A.I. can no longer build all infantry unit types regardless of faction. i.e. If the A.I. is Polanian, they can no longer build flamers.

[h3]General changes [/h3]
This updates has many fixes and improvements which directly relate to your feedback:
  • All players have to signal they are ready and then, to begin a multiplayer match or coop mode, the host must confirm the game’s start. 
  • An exclamation mark (!) now appears on a unit’s portrait and unit’s overhead U.I. to indicate when it has been suppressed. 
  • Anna’s piercing shot now fires more consistently and is a priority for her over all other actions/animations. 
  • Wojtek now heals allied infantry while Anna is in cover. 
  • Gunter von Duisburg “Iron Fist” ability no longer causes him to wait 3 or 4 seconds before responding to new commands after landing the hit. 
  • Unit abilities no longer trigger on mouse up click if not hovering over the button. 

  • Keyboard shortcuts for Abilities (and everything in the skill grid), group assignment, group selection and direct structure selection are now triggered on down-press events instead of up-press events. This will improve perceived response times. 
  • The cavalry commander Michal Sikorski can no longer pick up weapon and victory point crates.
  • Numerous balance and unit adjustments to keep the 2nd challenge mission “Stronghold Siege” difficult, but now much more achievable.  
  • The secondary objectives and challenges on the 2nd challenge mission “Stronghold Siege” has been reworked to also make them easier to achieve. 
  • Minor adjustments to the rock placement and destroyer cannons on the 2nd challenge mission “Stronghold Siege”, as well as fixed dialogue and Artillery shoutout bugs. 
  • Crewing the destroyer cannons no longer counts against "Build no fortification” achievement on Rusviet’s 4th campaign mission “Infiltrating Saxony”. 
  • Olga now retreats to saxony medic tents when built on Saxony’s 5th and 6th Campaign missions. 
  • Fixed the U.I. of Polania’s barracks that displayed two rows for T1 infantry. Now it displays one row and is consistent with other faction barracks U.I. 
  • Unit portraits no longer selectable by mouse drag box. 
  • Stiefmutter Gyro wheels no longer freeze in place if the target becomes neutral. 
  • If a player leaves (concedes) a campaign mission, challenge map or AI skirmish they now see a defeat screen and are awarded achievements and season progression they have unlocked during that game. 
  • Fixed occasions when an upgraded resource point would appear as an empty circle icon on the minimap. 
  • Fixed flashing cutscene transitions during the Rusviet Revolution campaign missions. 
  • Mines are no longer activate when in range of fallen enemy mech heroes. 
  • Fixed wrong hours being displayed in the ranked screen for played time. 
  • Players who are not a host during coop sessions no longer get sent to the campaign overview screen after finishing the coop mission. 
  • Player colors now correctly reflect the players in lobby when positions are changed. 
  • Barracks U.I. no longer has the same hotkey for two different units. 
  • Zubov’s Bloodlust ability now only replenishes HP for melee attacks. 
  • Ranked matchmaking now remembers player's search preferences. 
  • Fixed achievements not refreshing when switching the game language. 
  • Issuing, usually accidentally, directional commands via the minimap has been disabled.  

[h3]Balance changes[/h3]

Suppression: Is now more intuitive and clearer. A lot of units that are not primary sources of suppression have had their values reduced, whereas the Heavy Machine Guns, for example, has received higher suppression values. The list is too long to write here, but you’ll notice many units received a tweak.

Also, for clarity, a suppression icon (!) is now displayed on units' overhead U.I. and on their unit portrait.


Mechs and Infantry: We were still seeing that light/T1 mechs are often skipped out on and also buried under a flood of infantry. To address this, we’ve decrease workshop costs and increase barracks upgrade costs as well as given buffs to light/T1 mechs to help players transition better into the later stages of the game.
  • Polania Advanced Barracks cost increased from 180 to 340 iron and 85 to 100 oil.
  • Saxony and Rusviet Advanced Barracks cost increased from 180 to 380 iron and 85 to 120 oil.
  • Polania Workshop cost decreased from 400 to 250 iron and 120 to 100 oil.
  • Saxony Workshop cost decreased from 450 to 250 iron and 150 to 130 oil.
  • Rusviet Workshop cost decreased from 500 to 300 iron and 165 to 140 oil.


Mortar Weapon System: Received a clearer definition of its purpose in being a high threat to infantry.
  • Damage vs. unarmored increased from 65 to 70.
  • Damage vs. light armor decreased from 100 to 50.
  • Damage vs. medium and heavy armor decreased from 100 to 40.




Lech Kos (Rebel Leader): The damage per second increase he received from his passive ability made him hard to properly respond to. We’ve adjusted the thresholds at which this ability kicks in so that now it requires more thought on how best to deploy him. His ability to harm structure was also too high and so has been reduced.
  • Reduced damage to structures from 80 to 60.
  • Changed the HP thresholds at which his passive ability activates: State 1, from 90% to 60% HP and State 2 from 50% to 20% HP.


Strażnik (Spider Mech):
  • Increased HP 550 to 600.


Śmiały (Scout Mech):
  • Increased HP from 750 to 850.
  • Increased damage vs. medium armor from 60 to 70.
  • Increased damage vs. heavy armor from 35 to 50.
  • Increased damage vs. structures from 30 to 35.
  • Oil cost decreased from 120 to 110.




Grimbart (Gatling Mech):
  • HP increased from 1000 to 1100.
  • Cost decreased from 90 to 80 oil.


Isegrim (Tank Mech):
  • HP Increased from 800 to 950.
  • Cost decreased from 120 to 110 oil.


Wotan (8 Legged Mech): Now that light/T1 mechs have received an upgrade, its HP should compensate.
  • HP increased HP 600 to 700.




Victor Popov: His high Area of Effect damage caused him to gain veterancy very quickly. It is now slower and with slightly lesser impact so that he is more easily countered at higher veterancy levels. Overall, his auto attack damage was too high, so it has been reduced to make him more reliant on his abilities for dealing damage.
  • Veterancy bonuses decreased.
  • Veterancy thresholds increased.
  • Hitbox slightly increased.
  • Damage vs. unarmored, light, medium and heavy armor decreased from 40 to 30.
  • Damage vs. structures decreased from 25 to 20.


Ognivo (Flamer Mech):
  • HP increased from 700 to 750.


Kolokol (Bomber Mech):
  • HP increased from 800 to 900.
  • Damage increased vs. medium armor from 55 to 65.
  • Damage increased vs. heavy armor from 35 to 50.


Groza (Rocket Exosuits): We felt that they were left behind and their resource costs would be too high compared to the other T1 mechs.
  • Oil cost reduced cost from 100 to 80.


Nakovalnya (Rocket Artillery): It’s Sentry Mode has always been very strong and it is not always easy to see where it will strike. Therefore, we’ve reduced the punishment opponents get when not immediately realizing that they’ve strayed into its attack range.
  • Damage vs. light, medium and heavy armor reduced from 80 to 60.
  • Damage vs. structures from 50 to 40.


Nagan (Revolver Mech): Overall, it was too strong and a bit prevailed in too many matchups.
  • Damage vs. light armor decreased from 65 to 60.
  • Damage vs. medium and heavy armor decreased from 45 to 40.


[h3]With March complete, Spring isn’t the only thing in the air as more changes are coming to Iron Harvest.[/h3]


[h3]For the latest Backer Rewards and Console News, Click here![/h3]

[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 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