- 16-Faction Tournament Available in Demo! - 4 September 2026
Greetings, knights and knightesses!I'm back with the biggest update in the entire development history. The game now features nearly 300 different warriors distributed across 16 factions! The demo currently includes two — the Kingdom and the Church: your former human faction split in two and significantly expanded with new units.But the most important thing in this patch is not the number of units — it's that the tournament has been completely rebuilt. It now consists of two stages: a group stage where you fight three battles against different factions (one loss is allowed), and the playoffs — quarterfinals, semifinals, final, just like at a real world championship. That's six battles total — the run has become noticeably more dynamic.The Church is not available right away — it is earned as a reward for completing the Kingdom tournament. After clearing the tournament with both factions,…
- New Traits for All Squads - 7 August 2026
Hello, knights and knightesses!I'm working on the next big update, but here's a small but useful part of it: new passive traits for all squads.Now each squad has its own profile: it can be armored or not, infantry or giant. And many squads have received damage bonuses against specific enemy types - for example, some are particularly good against armored infantry. Don't worry if this sounds like extra math: in practice it's simple - look at the enemy in front of you and pick squads with suitable bonuses. You can always check the exact bonus numbers in the squad's description on hover.In the next update, you'll be able to see in advance who you'll be fighting - and then these traits will truly shine.In addition - 10 new items that interact with the new traits. In total, there are now 29 artifacts in the game - almost a third more than before. I won't describe each one: I'll just say that…
- Bug Fixes - 31 July 2026
Greetings, knights and knightesses!Thank you all so much for your feedback! I realize the game needs further improvement in the tutorial, so I'll be focusing on that next week. As always, a major patch is followed by a smaller one that fixes accumulated issues. Fixes:Added the ability to pin the squad stats panel and compare it with another. This is done by right-clicking. Right-clicking on an empty space dismisses the stats panel. +1 and -1 buttons now hide during squad replacement. They didn't work at that moment anyway, since you couldn't buy a squad. This reduces confusion.In the tutorial, the "Skip" button has been changed to "Skip Tutorial" for clarity.All UI elements should now fit within the screen regardless of localization.Added visual effects for placing Traps and Sharp Barricades. Fixed errors in the Russian translation.Arrows when selecting a squad now disappear only after…
- Skills & Perks for Squads - 25 July 2026
Hello, knights and ladies!Another one of your long-standing wishes is partially fulfilled with this update. The game now features skills for all squads of the first faction. Many effects and sounds are not final, but I couldn't wait any longer. I want to hear your impressions right now and adjust the abilities accordingly.I'd appreciate your feedback: what you liked about the new skills, what could be improved, and what is simply unclear. It's especially important for me to understand: is it easy to keep track of what each squad does with different clicks? Is it overwhelming? This is a key question for me — I'd be grateful for your honesty.My only wish: don't be afraid to experiment and try all the possibilities. Remember that you have four click options: on the squad itself, on an enemy, on an ally, or on the map. Click all the buttons and see what happens. Each squad of the first two…
- Feedback Fixes - 20 June 2026
Hey, knights! I took a bit of a rest so that this week I could come back to you with a bunch of changes based on your feedback. Huge thanks to everyone who wrote, streamed, and recorded videos! This is enormous support for such a small project as mine. You're the best! Now, on to the changes:Gameplay:Key change — the ten-victory format has been brought back. As before, after each return to the shop two new squads await your choice, while items are only offered if you've achieved a victory. The number of item slots itself has been increased to 10, with a second ring and a cloak added. I also added 3 new items to cover the artifact needs for the new slots. The shop interface has also been redesigned for the new dynamics. The hero's number of lives has been reduced from 5 to 3. I noticed that 5 lives was generally enough for 13 victories even with fairly lazy play. So I decided to reduce t…
- Anti-Cheat Protection - 3 June 2026
Hey, knights!Anti-cheat protection has been added. Verification of gold, leadership and squads now takes place both on the client and on the server. No more thousands of warriors on the opponent's side after the fifth victory. Fixed the behavior of some items that, when held by both players, would only trigger for the opponent but not for the player. Be sure to try the updated demo, and if you enjoyed it, leave a review and add the game to your wishlist!
- Hotfix - 2 June 2026
Hey, knights!Coming back to you with some small fixes for yesterday's hefty update, namely:The game no longer freezes if the AI can't reach your squad on the same turn.The AI makes better use of buffs and area abilities. Squad name translations now display correctly in the battle log. Leadership calculation has been changed for all squads. It is now individual for each squad. This will make progression more balanced and squads more varied. The squad split function has been restored. It now works correctly, both by dragging and by pressing the button. Added missing translations for the battle log and end-of-battle buttons in all languages.Fixed the display of the victory count on the total defeat screen. Thank you so much for playing the demo and actively adding the game to your wishlists! Keep it up. It means a lot to me. Also don't forget to tell your friends about the game and leave r…
- My Stream - 30 May 2026
My Stream
- Another Hotfix - 30 May 2026
Hey, knights! I'm back with new balance and bug fixes:Reduced damage of rank 4 and 5 creatures, as well as the Nun, Priest, and Bishop.New items no longer drop in the same category as the item that appeared at the start of the game.Effect display above creatures no longer freezes.The AOE effect preview of the Archangel's Grace now works correctly.Minor fixes to item effect descriptions.
- Balance fixes and minor bug fixes - 30 May 2026
Hey, knights!Today we have a few small fixes based on your feedback:Reduced attack of the Nun, Priest, and Bishop.Added attack animation for the Nun, Priest, and Bishop.Added Tempering sound for the Blacksmith.Fixed the description of some items.
- Hero Items and New Visual Style - 28 May 2026
Greetings, knights!This update took especially long due to its scale and preparations for the Strategems festival. Inside you'll find an updated visual style, hero items, a reworked match pacing, abilities for high-rank creatures, a battle log, a tutorial update, and countless small fixes too numerous to remember. Updated InterfaceAll menus and buttons in the game have been redesigned to better match the spirit of the game and to feel more cohesive. The interface has become both more compact and more informative. You'll notice the hero panel has changed and now appears in battle. This allows players to evaluate their knight's equipment and that of their opponent. More on that below. All stats have been removed from the hero panel except those already used in the game. I decided that in the current game format they would be unnecessary, and chose to focus on item variety rather than +1 t…
- Battle Scaling and Vignette - 17 April 2026
Hello, folks!Less than a week has passed, and I'm back with an update!This one is small but extremely important. You've often asked us to make the battlefield stand out better. Also, many of you complained that the scale in the game is too small and you'd like the units to be larger. This demo patch addresses both of these issues! First, a vignette has appeared around the battlefield. Second, now in the settings menu you can zoom in or out the battlefield, changing the scale from 1.0 to 1.3. I haven't changed the interface scale yet, since it would make the information harder to read. However, this may change in the future. As always, I'm very interested in your opinion. Share it in the comments and in the community. Please don't forget to add the game to your wishlist and tell your friends about it if you enjoyed it.
- New Dynamic Combat System - 14 April 2026
Greetings, Knights! It has been over a month, but I am back with the most significant update in the game's development history. My goal is to make the game as fast and accessible as possible, so your feedback about the game being slow hits me straight in the heart. I have worked hard to fix this, and now I present to you the revamped combat system. It introduces several changes, detailed below.New Ranged Combat SystemAfter moving, a 25% damage penalty now applies to shooting. Archers now deal more damage at close range and less at long range—Mages are the opposite, while Monks strike within a short radius but are always effective. This is currently reflected in the UI, and detailed explanations within unit traits will be added later. Engagement System instead of Zone of ControlFrom now on, units can move past one another without fear of being struck. However, if one unit attacks another…
- Tutorial and Interface Improvements - 23 February 2026
Hello, knights! While work is ongoing on the new combat system, I've prepared an update based on your feedback. It focuses on tutorials and user interface convenience (UX).Changelog:Saves: Fixed the save system. Now they work stably, including the web version on itch.io.Recruitment Interface: In the Reserve (formerly Shop) now displays the price for one unit as well as for the entire squad (in gold and leadership).World Context: Added a block about opponents to the tutorial. Now it specifies that you are fighting against armies of similar player-knights, not abstract enemies.Squad Management: Tutorial supplemented with instructions on moving, splitting, and disbanding squads.Characteristics: Tooltips returned when hovering over characteristics. The window can be pinned on the screen for detailed study of descriptions.Unit Replacement: Now when selecting a new fighter, the interface clea…
- Unit Draft! - 12 February 2026
Hello Knights!Tests have shown that the archetype system restricts players too much. I decided to replace it with a draft system. Now, after every battle, regardless of the outcome, the player chooses a new unit and uses it to replace one of the characters in the shop pool.Since there are more opportunities to rotate the available roster, the number of options offered during the draft has been reduced from three to two. In addition, some old units have been replaced with new ones to better fit the medieval army theme.Other changes: Color coding for conflict sides has been introduced. Player units are now colored blue, and enemy units are red.
- Music in the Game - 14 January 2026
Hello, Knights!I’m here today with a small but important update. Music has finally arrived in the game: 5 tracks have been added for the shop and 4 for combat. Give them a listen!In addition, the bug causing button-click sounds to disappear has been fixed, and credits have been added. Let the world know its heroes.Your feedback is more important than ever. Your reviews will determine how the game's music and sound effects evolve in the future. Please don't hesitate to share your thoughts in the comments and add the game to your wishlists!
- Combat Training - 31 December 2025
This update is focused on improving the gaming experience for new players in battle and refining visual cues in combat. Battle Basics TrainingNew training stages: Detailed explanations of key mechanics have been added to the game: basic actions (movement, attack, defense), ranged attack, counterattack, control zone, and opportunity attacks. Interactive start: All the above-mentioned tips trigger contextually and are displayed exactly when needed. Visual context: A special training container has been implemented directly in battle mode so that tips do not obstruct the battle view. Gameplay and InterfaceImproved control zone indication: Fixed a bug where hovering the cursor over a cell next to an enemy did not display a warning sign for entering the control zone. Now positioning will be more predictable.First battle: Balancing and setup of the first battle have been carried out to create…
- Tutorial and Saves! - 10 December 2025
Hello, Knights!This update is dedicated to making the entry threshold into Knight's Errand as comfortable as possible for new players; primarily, a tutorial and progress saving within the tournament have been added. A tutorial on the basics of the game now awaits you upon first launch. This should help newcomers get into the tournament. Added a save system. The game now allows you to return to the tournament even after exiting the game.Unit information at any time: You can now view the full stats of any creature (both yours and the enemy's) at any moment of battle, not just during the active unit's action selection.Changed the shop screen to better match future mechanic changes. Added tooltips for additional interface elements in the shop: wins, gold, leadership, hero attempts. Unified stat viewing, it now works with the right mouse button. When selecting your squad, buttons now appear…
- More Tooltips! - 13 November 2025
Greetings, Knights!This patch was entirely dedicated to your feedback and the main issue - "I don't understand what's happening!". The foundation has been laid that will make the game much clearer and more beginner-friendly, and several nasty bugs have also been fixed and balance adjustments made.🌟 Key FeaturesTooltip System: Basic tooltip mechanics have been implemented. In the future, this will allow detailed descriptions to be added to any UI element.Stat Tooltips Prepared: All key unit stats (Attack, Defense, Speed, etc.) now have text descriptions. Now you know what they mean!Action Points (AP) Display: Action Points display has been added to the combat interface. Now you'll always know how many actions your unit can perform. A warning has also been added to the interface for when your action will end the unit's turn. This should help eliminate confusion with moving to border tile…
- Total Combat System Overhaul - 22 October 2025
Hello everyone!You asked for it, you waited for it, and it happened! No more archers shooting across the entire map. The firing range of every ranged unit is now limited. No more dominance of a single strategy led by archers. No more camping in the corner of the map until the very end.Optimal DistanceThanks to the Optimal Distance system, both the player and the AI are forced to constantly reposition their ranged units. As of this patch, ranged units deal maximum damage at their maximum range. As the distance decreases, the damage decreases proportionally. However, as before, it cannot fall below 50%, which happens when a ranged unit attacks in melee.Zone of Control and Attack of OpportunityYou might have already guessed, but yes, another of your wishes has been fulfilled: you can now shoot after moving! Doesn't this make ranged units too strong again? No, because in addition to the Opt…