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Changelog

Every release's patch notes, newest first: the same notes as What's new in the game.

Season alpha

29 Oct

Frontier opens, the app and the HUD are new, and Blitz changes almost everywhere it meets the map.

All modes

New

A new app
Play, Season, What's new and You across the top, along the bottom on a phone, and Market opens Realms' marketplace. Play leads with your next step, then each mode's games; Season shows each mode's board and your Blitz rating; You holds your card, your finished games and Settings. A finished game opens Results on your score card, and a phone plays either way up.
Sign in your way
Sign in with Discord or a code sent to your email, and choose the name every player sees. Settings lists your devices, up to eight, and removing one signs it out. Link a payout wallet (Ready, Braavos or Controller, or Ready by email if you have none) with an emailed code; it can be paid at once.
One HUD for every mode
Your holdings on the left, one kind per tab, with a star to pin a realm; the selected realm's card and the minimap under them; Next up, the events, the picked tile and chat on the right. Every game opens on the world map. On a phone, Blitz shows Empire, Map, Log, Chat and Details as tabs.
A new look
Every panel and window, from Build to the leaderboard, is redrawn in one style and one readable typeface, with a painted icon for every resource, troop, relic and action. Structure colours are gone.
Next up
The HUD names one thing to do now, alerts first, with a button where the step has one, or what to do where it has none. In a Blitz it is the step that scores most: open a crate beside your army, explore, take a camp, or level up first when an attack would wipe your army out, and after a loss where to raise the next army. In Frontier it is what the day calls for: barracks, a deploy, a guard in reach, a tier, the castle, research, exploring.
Keys
B, P, M and T open Build, Production, Military and Transfer, Space takes Next up's step, and I selects your next army at full stamina. Settings keeps the list of keys behind Show.
The next order
Give a moving army its next order; it leaves as soon as the first one lands.
Map tokens
Every army, realm and site wears a token in its side's colour: its troops' count and tier (a beast guard shows its beast instead), an army's stamina bar, and a dashed ring when nothing guards a structure that can be attacked. Hover or select it and its plate opens in its place: an army's player, home and exact stamina, a realm's guards in the order an attacker meets them, a site's own name and what it holds.
Ownership rings
Select a structure to ring everything its owner holds, yours or another player's.
What a right-click does
With an army selected, hover a tile: it says what a right-click does there, what it costs and what it scores.
One Transfer window
Transfer, Arrivals, Automation and Balances share one window. Send goods to several holdings at once, each total split evenly, or right-click a holding of yours on the map to send there. Each shipment goes on its own and says when it lands; one the game refused stays chosen for Send to try again.
Deploy by troop column
Deploying shows a column per troop with its three tiers in place, +500 and Max, and what it costs. The deploy map shows only the six tiles an army can step out onto.
Events and the Log
Events shows the game's three latest, the important ones first, with Mine and All a switch away. The Log tells each action once, in plain words, and a capture is told to both sides.
The leaderboard
One ranked list of every player, kept current, each column with the points it grants. The top bar's chip shows your rank and points.
Build cards
A card shows the building, how many you have and its actions. Hover it for what it costs against what you hold, what one more gives and what it burns.
The attack forecast
It names both sides, what each loses and who survives, and a certain loss says what to do instead.
Notifications
Choose Off, Important or All. Important tells you when your Frontier day ends in an hour, your Blitz starts, a message reaches you, or you are attacked or a holding of yours is taken; All adds every clear, fight and build, and a rested army.
The game's end
A fractured veil spreads from the spires, and the map, its doorway and Game finished lead to Results, where standings stay final. From Results, See the end map lets anyone scout the map as the game ended.
A redrawn world
Realms grow by level, from Canvas & Thatch to the imperial citadel, with your Order on their banners. Villages, outposts, fallen realms, the T1 Knight and workshops have new models; mist marks the edge of explored land, and shadows hold still.
Block a player
Block a player in direct messages, and nothing they send reaches you; they are never told.

Fixes

Selection holds
An army stays selected after its order lands, a selected structure that moves takes the selection with it, and closing a card keeps your place.
Numbers stay put
Stores and stamina no longer blank out after an action, and an army can take its next order as soon as the last one applies.
One press, one send
A second press no longer sends an action twice, and an action the game has not answered yet says so.
A map that fails says so
If the map cannot be drawn on the way in, the game says so and offers Open realm beside Try again, so your realm stays in reach.
Chat reconnects
Chat comes back by itself after a dropped connection.
Armies on the ground
A marching army keeps its feet on the ground instead of floating and bobbing above the map.
Relics end on time
A timed relic starts when you apply it and ends at its last second.
Show frames both
Show on a crate, a camp or a Hyperstructure frames your army and its target.

Frontier

New

Frontier opens
A new land every day, and your realm keeps what it earns. Free to play: your realm is founded as you first enter, and no player can attack it.
Days of 8 to 24 hours
Each day lasts 8 to 24 hours, drawn for the whole season. When it ends, the map and every army on it are gone; your realm, its buildings and its research stay.
Your realm
A new realm starts with 1,500 troops, 4,500 wheat and 2,000 labor. Farms make wheat, barracks train troops, workshops make labor and each hut adds 6 population, which every other building takes. Each copy of a building costs more than the last, and pulling one down returns half its price.
The castle
Raise your castle for 4,000, 15,000, then 40,000 labor. Each level opens another ring of plots, 60 in all, fields one more army, from 3 to 6, and deploys more troops at once, from 3,000 to 60,000.
Research
At the castle, each building type climbs from common to legendary for Essence and labor, and a tier lifts every building of the type at once. Farms and workshops make 25% more or store more, barracks train 25% more or deploy for a quarter less wheat, and each hut tier houses a quarter more. A choice is final for the season.
Training buildings
Once your barracks reach rare, raise one War hall, Supply yard, Scouts' lodge and Hearth. Each of their tiers starts every new army a tier higher in Battle, Logistics, Scouting or Homecoming.
Build on a plot
Tap a plot to build there. Each card says what it makes, what locks it and why its price rose, a refused build says why and puts the fix on its button, and every building's panel shows what it makes and holds.
Deploy
Barracks train for free, and each troop costs 2 wheat when it deploys, onto the tile you pick beside your realm; Deploy shows the price and how far the wheat left lets the army march. Two of your armies side by side can merge, keeping the lower stamina.
Frontier's screen
On a desktop, Frontier plays on the HUD Blitz plays: your realm's panel, a ring per store and your LORDS, over a row per army with its exact stamina; Next up, the events and chat on the right; the day's clock in the top bar; Research, Production, Today and Season at the foot. Orders go from the map, by right-click. A phone keeps a strip of stores at the top, a bar of places at the foot and one sheet at a time.
Stamina
An army holds 120 stamina and recovers 1 every 2 minutes. Revealing a tile costs 20, a step over known ground 10, and an attack needs 30.
Refill
Refill an army's stamina for 1 LORDS a missing point.
Wheat on the march
Every step and every reveal costs 0.02 wheat per troop.
Explore for labor and Essence
Each reveal pays Essence or labor by the army's size, more in the depths, and sends it home to your realm. Your realm's six neighbours start each day explored.
Sites to clear
Trolls, rifts, ruins and roaming beasts hold the land's riches, and each shows its guard and its payout before you attack: a Troll pays labor, a rift Essence, a ruin its chest. A site pays once: a cleared one leaves a standard that shows what the clear paid, and armies can walk onto it.
Beasts
Beasts roam the land in two strengths, as likely as each other: a Cyclops, 300 to 350 troops on the surface, or a stronger Wraith, 450 to 550, with more of each deeper down. They are the weakest guards and pay only XP. Trolls stand at every depth. A Dark fey hovers above each rift. Ruins are guarded by an Ammit on the surface, a Basilisk in Ethereal I, a Wyvern in Ethereal II and a Hydra in Ethereal III, with low drifting mist across their floors.
Fights roll dice
Each side rolls a d20 and hits up to 20% harder; the ground never helps either side.
Every fight ends on a result
Victory, Army lost or Guard holds, with both sides' troops before and after and what a clear paid. Frontier asks before you disband an army.
Chests in the wild
Each newly revealed surface tile has a 1 in 10,000 chance of a chest of LORDS, found only while the season's pool can fund it: one common share at today's price, set aside as it is found. Open it with an army beside it before the day ends; the LORDS go to your realm.
Ruins pay LORDS
Clearing a ruin pays its chest in LORDS, priced each day from the season's pool. The Season page shows the pool, today's price and its ceiling.
Armies learn
An army spends its XP on the attribute tiers you choose, up to tier 5: Battle hits up to twice as hard, Logistics carries up to 150 more stamina, each Scouting tier adds 10%, 20%, 30%, then 40% to the Trolls, rifts or beasts you pick for it, so all four on one kind find twice as many. On a desktop, Upgrade on an army's row opens its tiers once its XP buys one.
Homecoming
When a day ends, an army with Homecoming sends 3% to 30% of its survivors home, by its tier.
Ethereal depths
Research opens the Ethereal depths; an army enters one from your realm's spire.
Shrines and wells
A shrine grants XP and a well refills an army's stamina.
Your LORDS
Withdraw the LORDS your realm holds to your payout wallet, until the season's claim window closes.
Realm labor
Realms in your payout wallet give labor once a day: add one by its number, then Claim all.
Today and the season
Today totals your day; Season ranks every realm, and you can visit one.

Blitz

New

One troop type per realm
Each realm starts with 1,000 T1 troops in its garrison and 1,000 in reserve, all of the one type it was dealt, instead of 3,500 of each type.
10,500 → 2,000
Merge across realms
Your armies from different realms merge when they hold the same troop type and tier.
Themed relic crates
A crate holds one pack of three relics, War, Explore, Produce or Fortress, revealed when you open it. One crate in five holds its pack at level II.
Labor relics
Labor Production relics come in Produce packs: level I adds 20% labor production, level II 40%.
Dormant spires
One reveal in two hundred raises a dormant spire, which pays its finder's realm 1,000 Essence plus an active Exploration relic's bonus.
Paid entry
Blitz entry is paid in LORDS from your linked payout wallet, and free signup is gone. A slot shows how many registered; your entry reads Registered, then Seated, or Not seated and refunded.
Entry closes before the start
Entry closes five minutes before the games start. A game opens on time once its whole roster is seated, in games of up to 24; until then, every action says when play opens.
Build order
On a desktop, a Build order panel under Next up names each realm's next building on a recommended order, with the button that builds it. Levelling the realm up comes first, then a worker hut when population is 3 from full.
The lobby
Registered players write in their slot's lobby chat, and the roster shows each seat's rating.
Where an entry goes
90% of every entry funds the season's reward chests and 10% the treasury; what the chests leave at the season's end joins the season prize. Games no longer pay prizes one by one, and sponsorship is gone.
LORDS in chests
Every player's chest can award one entry's worth of LORDS, or a sword or shield credit; LORDS only while the chest reserve can pay them.
Sword and shield
At entry, a sword doubles your rating gain and a shield halves your rating loss, each for the price of an entry.
Every rated game counts
A rated game moves your MMR however many play.
6 players → any
Your MMR if it ended now
In a paid, rated game the leaderboard shows each player's rating change if the game ended now.
Rewards follow your seat
Results, chests and season prizes go to the wallet your seat was played with, even after you change your payout wallet.

Balance

Wheat on the march
Moving or exploring costs wheat per troop per hex, so a big army needs farms behind it.
0.03 → 0.05
Explore with small armies
A reveal pays a share of the army's strength (troops times tier: 1, 3 or 9), up to 3,000. At the cap it finds 150, 300 or 600 Essence, as before.
Labor from exploring
At the cap a reveal finds 300 or 600 labor.
500 / 1,000 → 300 / 600
Donkeys from exploring
At the cap a reveal finds 300 donkeys.
500 → 300
Guards
Camp and Essence Rift guards hold 999 to 1,499 troops of a random type; hyperstructure guards 1,499 to 1,999.
800–1,600 → 999–1,499
No labor production
Labor no longer pays for production: resources and troops come from their resource recipes only.

Fixes

Captured hyperstructures pay at once
A hyperstructure you take pays you from the moment you take it, and its shares follow it on every capture.

Eternum

Fixes

Trade opens
Opening Trade no longer stops the game, and every resource and relic in the market shows its painting.

Combat v3

5 Jun

Crossbowmen fire from range, Knights take walls, and timed relics last three days.

Blitz

Balance

Crossbow range
Crossbowmen attack from 2 hexes away; Knights and Paladins stay adjacent.
Ranged pokes
A range-2 attack deals 70% damage to field armies and 30% to structure guards, with no biome modifier, no counter-damage and no refunds. Structures still need adjacency to claim.
Ranged stamina
A range-2 attack costs the attacker 50 stamina and the defender 20; range 1 stays 50 and 40.
Knights take walls
Knights deal 15% more assaulting structure guards from an adjacent hex, and Knight guards take 15% less damage.
Tier strength
T2 troops are 3 times as strong as T1, and T3 9 times.
Stamina recovery
Stamina recovers 30 a phase, 180 an Eternum day.
Relic timers
Every timed relic lasts 3 Eternum days (18 minutes).
Troop production relics
Level I adds 15% troop production, level II 30%.

Eternum

Balance

Crossbow range
Crossbowmen attack from 2 hexes away; Knights and Paladins stay adjacent.
Knights take walls
Knights deal 15% more assaulting structure guards from an adjacent hex, and Knight guards take 15% less damage.
Tier strength
T2 troops are 3 times as strong as T1, and T3 9 times.

Series 0

28 Mar

The first Blitz series: shorter games, richer starts, faster production and new victory points.

All modes

New

MMR leaderboard
A podium, badges and Find me; the board fills during the game, not only at the end.
Post-game review
A game's review screens, its awards and a recap card to share.
Realtime chat
Chat in mainnet Blitz games, with grouped messages, direct-message toasts and emoji.

Blitz

Balance

Game length
A Blitz lasts 60 minutes (10 Eternum days).
90 → 60
Starting labor
Each realm starts with 1,500 labor.
1,200 → 1,500
Starting materials
Wood 360, coal 240, copper 120, donkeys 500, and 5,000 T1 troops.
Camp stockpiles
Camps start with 500 wheat, 5,000 labor and 1,000 donkeys.
Start as a City
Every realm starts at City level; the Settlement upgrade is gone.
Production
Resources, Essence and labor are produced at 2 a second.
1 → 2
Donkeys
Donkey production is 5 a second.
3 → 5
T2 and T3 buildings
Their Essence cost is halved: 300 for T2 and the T3 resource buildings, 600 for T3 military.
Exploration rewards
Reveals find 150, 300 or 600 Essence, 500 or 1,000 labor, or 500 donkeys; T1 troops are no longer found.
Essence Rifts
One reveal in 40 finds a rift, and a rift produces 20 Essence a second.
10 → 20
Stamina
Armies deploy with 30 stamina and gain 30 a phase, 180 an Eternum day.
20 → 30
Victory points
Explore a tile 5, claim a world structure 250, open a relic crate 250, claim a hyperstructure 1,000; holding a hyperstructure stays 1 to 6 a second.

Blitz MMR

31 Jan

Blitz games now count toward a rating, and Paladins go further.

Blitz

New

MMR
Rated Blitz games move your MMR; you commit and claim the update from the client.

Balance

Paladin stamina
A Paladin holds up to 120 stamina.
Mercenaries
Mercenary guards hold 800 to 1,600 troops.

Eternum

Balance

Quests paused
Quests are disabled for now.

Starting labor

8 Dec 2025

More labor to start, richer camps and fewer points for exploring.

Blitz

Balance

Starting labor
Each realm starts with 1,200 labor.
Camp stockpiles
Camps start with 500 wheat, 2,500 labor and 200 donkeys.
Exploring
Exploring a tile is worth 10 victory points.
25 → 10
Recipes
Resource recipes, troop upgrade inputs, donkey output and T2 and T3 building costs changed.

Farms and rifts

14 Nov 2025

Cheaper marches, rarer and richer rifts, more wheat and fewer points for exploring.

Blitz

Balance

Wheat on the march
Moving or exploring costs 0.03 wheat per troop.
Essence Rifts
One reveal in 50 finds a rift, and a rift produces 10 Essence a second.
5 → 10
Population
The Keep and Worker's Huts each add 6 population.
5 → 6
Farms
A farm makes 6 wheat a second.
5 → 6
Troop wheat
Producing T2 troops costs 3 wheat a second (was 4), T3 troops 4 (was 7).
Labor Production relics
Removed from Blitz.
Scorched ground
Crossbowmen fight better there and Paladins worse; Knights are unaffected.
Scorched realms
Realms on scorched ground start with Crossbowmen.
Snow
Knights and Crossbowmen no longer pay extra stamina on snow.
Exploring
Exploring a tile is worth 25 victory points.
50 → 25

Smaller armies

7 Nov 2025

Smaller armies, cheaper realm upgrades and relic crates worth points.

Blitz

Balance

Army size
An army holds at most 30,000 troops.
100,000 → 30,000
Realm upgrades
Upgrades need less labor, resources and Essence.
Relic crates
Opening a relic crate is worth 1,000 victory points.
Exploration bundles
Troops found while exploring come in bundles of 1,000.
2,500 → 1,000
Rifts and camps
One reveal in 30 finds an Essence Rift or a camp.
1/20 → 1/30
Tier strength
T2 troops are 3 times as strong as T1, and T3 9 times.
Resource and labor modes
The two ways to build and produce are named resource and labor.

Phases and brackets

3 Sept 2025

Days split into phases, battles gain a timer, and Blitz drops storage.

All modes

New

Phases
An Eternum day is six phases: a minute each in Blitz, 12 minutes in Eternum.
Battle timer
Damage now sets a battle timer, with refunds; moving troops affects it.

Blitz

New

Gladiator bracket
A Blitz bracket with a 250 LORDS entry.

Balance

No storage
Storage and storehouses are gone from Blitz.
Hyperstructures
The victory points a second for holding a hyperstructure changed.