- New Update! - 25 June 2026
Hello everyone, I've finally uploaded the new update but unfortunately there was a very annoying reason it took so long and potentially could still be an issue. Visual representation of the current status of the game UPDATE WOES Due to some weird issue with multiplayer, I reluctantly had to update the version of the engine from Unity 2022 to Unity 6. This broke EVERYTHING. There were so many issues, bugs, and broken things that resulted from this that I've had to spend an annoyingly long time testing and fixing this game. Even though it took forever, I'm not 100% confident that I've found and fixed every bug, so if you encounter any issues, post in the bug reports in the forums and I'll take a look at it ASAP. NOTE: If you leave a game and have trouble reconnecting to another game (like nothing happens when you try to join a friend), you might have to restart the game. I'll fix it event…
- Minor updates - 19 March 2026
-Fixed some UI scaling issues on different resolutions -Fixed quest log resetting when starting new game (quests should be saved to character not the world) -Fixed quest log resetting when joining game and auto completing existing quests on load -Reduced memory usage and disk size -Some optimizations Also, Apple Silicon Macs (Macs with the M chips) are supported now. I've tested it a bit and seems to work without issue but if there are any issues with the Mac version, please let me know.
- Multiplayer hotfix #1 - 18 March 2026
First hotfix of the new update, with more to come -Updated the trade route syncing so that it shows up correctly for other players -Changed building option visibility for other players (hopefully the building options don't have to be individually unlocked for non hosts) -Potentially fixed resource syncing issues (needs more testing) -Updated pathfinding, should be way more performant but if there are issues please let me know There are a few more things I need to take a look at and try to fix (like the quest system syncing), but they'll take a bit longer. While I can test basic multiplayer stuff by myself in a smaller simulated setup, I can't really test the main game fully with multiplayer because I only have one computer. :( I should be able to get someone to help me test things tomorrow so hopefully I'll be able to resolve some of the other issues then. And also thanks for all the he…
- St Paddys Update - 17 March 2026
New update out now!Note: game has been reworked a bit so it is advised that you start a new campaign (perhaps even a new character).You can have multiple saved campaigns and characters now so you don't necessarily have to back up your old savesUpdate includes:-metric ton of bug fixes -new resources and buildings added-army system changed to allow custom units-balance changes for everything (item costs, unit stats, general difficulty, etc)-player and campaign selection mode-replaced old tutorial with a more stripped down quest system-added various QOL featuresNot all features that were planned are finished, so more will come later! There's gonna be quite a few bugs at the start (especially for multiplayer), but I'll make sure to stamp em out as fast as a I can!If you encounter any bugs or have any thoughts/feedback, come by the steam discussion forums or in the discord!Happy St Paddy's d…
- Beta Test builds available - 4 February 2026
You can now try the new update in an opt-in testing branch.If you're interested, right click the game in your library and go to Properties->Game Version&BetasThen select the beta test builds version and update your game.If you have any thoughts, post them in the steam forums OR join the discord!Just a heads up though, while I'm going to try to make future updates compatible with saves in this beta, any saves done on this beta branch will not be compatible with the pre-beta version (version prior to feb 2 2026). In other words, if you play this beta (and your campaign is saved over) and decide later you want to go back to the non beta version, you're going to encounter problems.The beta is also not fully balanced and might have some bugs or things I forgot to address. Let me know if you encounter any issues or have any thoughts!However, considering that future updates will be built on th…
- Trade Hotfix - 22 December 2025
-Fixed trade bug where resources weren't being imported/exported-Added saving player town assignments for multiplayer, so when a friend joins it will automatically reassign them the town they had previously (needs testing) -Pressing shift/ctrl will now allow recruitment in larger increments, instead of having to click one by one
- Patch Notes for December Update - 21 December 2025
-Fixed Dunderlof mine issue -Sorta changed the entire resource system and reworked UI So this update actually has a lot of changes, but most of it is behind the scenes (for now). Basically, the old resource system has been completely ripped out and replaced with a new system. This is because some of the new planned features were limited by the old 3 resource system. As mentioned before, most of the changes are not visible yet, as I've tried to basically recreate the old system with the new in order to not break the current gameplay and old saves. You SHOULD be able to continue with old save files without any conflicts (hopefully) and there aren't any gameplay changes apart from a small change disabling selling resources on the market (this will be replaced with something else later down the line) While there aren't any gameplay changes yet, you'll notice that the UI is a bit different,…
- Weekend Update - 1 December 2025
-Fixed issue where certain buildings in certain towns would respawn on load -FIxed issue where some guard towers had grey blocks below -Crafting achievements not being unlocked should work now (should be unlocked when getting the item now regardless of how it's attained) -Fixed freezing when deconstructing or upgrading weapon in crafting menus -Viking general store bug no longer freezes game -Lewiston mine should properly work now, but for loaded games, it might not appear anymore, so you can now build the iron mine building in those towns manually. Once again, thanks for all the bug reports everyone they are a big help
- Hotfix - 25 November 2025
-fixed issue with dark tower causing game crash on death -fixed frost king and dark tower save state load so that both regions are properly cleared and dead even in loaded game
- Some quick fixes - 24 November 2025
A few fixes: - Fixed chapel crafting, soulstones can be purified now as well as holy equipment being craftable - Fixed wizard tower addon not being placeable - Fixed bandit fort in the south east canyons respawning on game loading (Note: if you had already destroyed the fire wizard tower, you might have to do it again) - Some UI changes and fixes - Added deconstructing rare items to wallheim smithy. However, you'll only get back the rare ingredients, not the mithril equipment itself nor the gold spentThanks everyone for your bug reports/feedback and suggestions. They are much appreciatedːsteamhappyː
- Hotfix For crashing - 20 November 2025
-Fixed issue where archers and other ranged units would cause a crash when there are too many units -Made enemy units prioritize non-players
- Minor update - 18 November 2025
-Modified some invisible barriers to prevent flying -Fixed potential problem with fishing docks not respawning on fishing village (also is rebuildable now) -Fixed fidgeting units when standing still -Fixed potential bug when recruiting too much into one company
- Hotfix 2 - 15 November 2025
-fixed bug where some building icons weren't clickable -added undead armies that invade border towns if controlled by players
- Changes to attacking armies and how they interact with your towns - 15 November 2025
Just one minor change to the game When armies attack your towns, the game will now fully simulate both the enemy troops as well as any nearby friendly units, so the defenses and units you place will have a more direct impact on how well a town stays defended even if you stay away. (it should now play out pretty much the same as if you were there doing nothing)
- Early Access Available Now! - 14 November 2025
Knights of Conquest Feudal Shenanigans Galore is now available on Early Access! Huzzah! Speaking of early access, the singleplayer component should be pretty playable but there's bound to be some bugs/balance issues here and there. I wasn't able to test multiplayer as much as I'd like (on account of being unable to test it alone), but hopefully it's not too rough. In any case, I'm expecting to have lots of stuff to do in the coming days as far as bug fixes and polishing is concerned.But what about actual content? The game has mostly completed all the features that I've planned for the game; HOWEVER, as it often happens I would get ideas for potential new features or additions that I could add to the game. I've added some of this stuff and laid a lot of the groundwork for it so while a lot of it isn't necessarily playable yet, you can be sure I'm not just gonna let that work go to waste…