- 0.72b NOG NIGHT: ZWEI - 27 October 2025
10/22/2025----->0.72a NOG NIGHT ZWEI-Increased map sizes from (2000 x 1200) to (2000 x 2000) for far more space for building, fighting, and GLORY!-Reworked Event system, Events now have art, can contain options with varying rewards, as well as consequences-Your actions may now trigger responses from Nogs-New Overworld art and background-Improved map generation to make more consistent forests -Reworked Levels 1-3 visually to fit the new map size-Improved Help button functionality and readability, also made it spin because I could -Increased text size for Overworld GUI-Removed custom names from Overworld-Removed old placeholder assets that negatively affected performance-Continue Button follows screen now-Doubled Guild Temple max resources, increased upkeep from 100 FOOD to 150 FOOD-Changed Economic Research 1 from upgrading Bars to reducing Gambling Hall upkeep-Changed Level Node sprites…
- 0.71a ACCESSIBLE AGONY CHANGELOG - 21 August 2025
This update has been in the works for a while! Has a fleet of changes meant to streamline the game, make playing it easier and less janky, it also has loads of new artwork! Read on for the fine details. 8/22/2025----->0.71a ACCESSIBLE AGONY-Redesigned multiple character portraits including KOLT, PANA THE DRAGON ELDER, VOID(as well as adding new sub portraits)-Reworked Main Menu with proper mouse support-Removed the Build Button(It only had Tier 0 buildings, half of which were inferior to later buildings, and it was buggy)-Now there is a new Advancer building (Forward operating Base) at the HQ which grants acess to the Tier 0 buildings-Redesigned Light Infantry sprites -Tweaked camera scroll settings to be less obtrusive-Reworked JOBS to be less infuriating, JOBS no longer are required for buildings and instead grant TAX bonuses every day-Added button to home camera on the HQ (Q button c…
- 0.69a NOGNIGHT PART I - 28 October 2024
NOGNIGHT, THE ACCURSED TIME OF PROFANE ABOMINATIONS AND ACCURSED TRANSFORMATIONS IS UPON US! 10/27/24------>0.69a NOGNIGHT, PART I -Complete rework for the Meeting system, massively streamlined the process, added affection meter, bio, and description for buffs -Running out of FOOD will now begin a special event, a vengeful NPC will spawn and begin a Gol ritual to consume the map in Corruption(Which has a random effect table if units walk over it) -added new hidden (Synergy) effects for multiple buildings, try and find 'em ;) -increased JOB gain for Prefab and Luxury Prefab(from 50-65 and from 150-215 respectively) -lots of tweaks to building costs and JOB costs in particular -added upkeep to Lutor Barracks -fixed a glitch where you'd gain a positive decimal level of resources instead of whole number Expect Part II soon, which will add in the fabled Ghoul squads, the psuedo-immortal mili…
- 0.68b PATCH - 29 September 2024
I forgot to upload this news lol 9/14/24-0.68b -Added "Charge for Protection" which allows you to temporily gain (100-250) CASH for every living enemy, purchasable from the Zodiac Guild -Updated all 3 of Kolt's sprites, now Kolt has maximum S H O U L D E R ! -added in a "Continue" button in addition to the preexisting "Skip" button, to allow for more clear story progression -added in portrait for the Skelly unit -tweaks to improve pixel scaling -increased text box size to stop text from floating outside of the text box -Gambling Halls now award all level resources on high rolls(Rolls over 7) -removed bug that spawned Prefabs under the base -moved level 1's end dialogue into a seperate room to fix a game crashing bug -moved some level 2 dialogue into the conclusion to improve pacing INTO THE BREACH!
- UPDATE: 0.68a CIVIL CAREERS - 19 August 2024
0.68a CIVIL CAREERS Large changes: -New resource to replace the obsolete POPULATION resource: JOBS! Buildings consume JOBS upon being built, (Prefabs produces JOBS), costs scale with tier(5/10/15/20/25) -the GUI has been updated to have yellow modifiers, so you know how much resources you are producing at a given time -reimplemented Civvies, reworked their pathfinding and spawn conditions Bugfixes and Tweaks: -Updated tutorial for Jobs, minor edits to improve it's flow -added fix for Mine nodes spawning underneath Dragon Huts -Trees and rocks should no longer spawn on the Dragon Huts or on luxury resources -tweaked Sandbags so their buff cooldown counts down instead of up, to improve readability -added proper UI modifer for the Luxury Prefab -removed bug that caused the Cafe to cause game crashes -disabled the IDLE WORKER button notification -scaled down Arms Factory UI text size -Mines…
- 0.67a ROMANCE, RESEARCH, AND RAILCANNONS - 7 July 2024
Heya, ol' Agartha here, just got out of the fresh content mines, with some fresh content! Romance options now give a permanent buff in the RTS mode! Observing two meetings will grant a special bonus! See the in game help screencap for specifics: The real meat of this update comes from the new Research system. The Lab now creates a research tree upon interaction, and has three seperate trees: Economic, Infrastructure, and Military. See the image below for how to access Research: Economic focuses on generating CASH and reducing upkeep for buildings. Very good for people more interested in refining resource management than sending out the tanks. That said, could certainly use this tree to finance your tanks. Final research: Speculative Markets The Monument Military is how units are promoted, for example: you can upgrade all your Light Infantryman into Light Commandos. It offers very little…
- 0.66a PRRRRRRROMOTIONS AND PIXELS - 14 June 2024
Welcome
- 0.64a GUIDANCE AND GHOULS - 27 May 2024
0.64a Guidance and Ghouls -added tactical zoom, use the mouse wheel to zoom in or out now to better examine the map for resources, enemies, and whatever else may lurk -added small, default, and BIG options for UI text into settings menu. I wanted this for a better Steam Deck experience, as well as simply easier reading. -moved RTS UI elements into the top half of the screen for better readability and easier building access. Now the building Button is the sole button on the bottom. -added the first Ghoul-type enemy, the Manus. An elite unit capable of sustained damage that will attempt to heal itself on low health, be wary! Will often take naps. This unit is still in testing, so expect changes with it. Any and all feedback is welcome! -fixed game crashing bug that occurred on left clicking (in dialogue sections) -minor tweaks to the HUD background art Thanks for reading, hope you enjoy!…
- 0.63aaa build patch notes - 13 May 2024
-only a single unit's stats get drawn to the HUD now(unit closest to the mouse) -changed selection circle colors to stand out more from grassy backgrounds, units get custom circle sizes, Workers now have blue selection circles to stand out -rolledback version to 0.63a to fix the bug where everything got selected -fixed minor bug that upgraded the base sprite too quickly -fixed every building being selected on left mouse clicks -tweaked Worker code to no longer get selected when on the other side of the map, bug can still occur if very close to Worker -removed mouse being spawned on menu opening, now it only spawns when adjusting audio levels(I didn't want to confuse players) -fixed a bug with the HQ not spawning/despawning buttons -broke level 3's prelude into two parts for better presentation Workers can still be weird, and path finding still could use some work. Working on both. Into…
- Planetary Development Log #1: Steam Deck, Nextfest, and Playtest/Demo - 5 April 2024
Glorious morning, Magistrates of the Kaiser! Let me open this first of (ideally) many logs by saying thanks for reading! First up, what stage of development is Ghoul Fort at? As it stands right now, Ghoul Fort is fairly feature complete, with all (demo) character dialogue written, and all (demo) level dialogue written. What does that really mean? I want flexibility to add more features in the future. However, I feel that right now Ghoul Fort is in stage where people can play it and get a feel for what I'm making. I uploaded the first proper build and I was curious to see how Ghoul Fort felt on the Steam Deck. To my surprise, it played pretty well. Only two flaws significant flaws, firstly that some GUI text was far too small, and secondly, the screen scrolling felt too fast. Two issues that can be somewhat easily resolved. Overall, Ghoul Fort played far better than I figured it would. S…
- Mobilization Order #1 - 21 February 2024
GREETINGS, EXTEEMED TROOPERS OF THE 1414TH MIDNIGHT MARINERS //Current assignment is: OCCUPATION of the planet in the distant of the great . Upon successful occupation of an area, FOOD PRODUCTION is the highest priority. Our military force has been given experimental tech, the . Other Vernichtung forces have been given the same objective with other planets, distance is too great for them to reliably reinforce. Orders written by Magistrate E, approved by CO Kolt, 1414th, Year approved, 745 KC.