- Give player ranged firepower - 15 December 2025
·Add two new player-benefiting cards, Auto-Shot and Auto-Thunder, granting players automated ranged abilities. (I hope players can have more ways to achieve victory, so I am trying to expand player's ability.)·Introducing two new special cards, featuring frequent refresh and bonus refresh, allowing players to refresh more frequently and pick more benefits.·Now, after destroying a monster spawnstone, you can obtain an arrow tower card.·Added attack detection to the bishop, who will now use his pastoral staff to attack approaching enemies (just a regular staff attack, don't expect the bishop to help you fend off waves of monsters) The bishop's wandering range has been adjusted, limiting him to the vicinity of the church (this should prevent him from disturbing players)·Add text feedback for treatment effectiveness·Added some floating objects to the river·Removed the pause after the first…
- Update on December 10th: Squirrels and dragonflies - 10 December 2025
·Added dragonflies, which only appear in summer ·Added squirrels, small creatures that are active in the forest except during winter
- Updated on December 9th: add butterfly - 9 December 2025
·Optimized some AI of the builder to make its actions smoother·Fixed a display bug regarding the spear orc that appeared after yesterday's update·Added a new creature: butterfly, which only appears in spring
- Updated on December 8th: new cardSystem and new enemy flying unit - 8 December 2025
Long time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting. During this time, I gradually came up with some new ideas, so I started preparing this update in November. · Added a card system. After each sunrise, players can choose a card for a buff or some resources. Cards are generally divided into resource-type, unit-type, player-type, and special-type. With card buffs, unit power can be multiplied. · Allied unit adjustments: Villagers’ daily tax gold reduced from 2 to 1. Improved villager pickup logic so that villagers closer to tools prioritize picking them up. Farmers no longer provide 1 gold per day as tax. Hammer price adjusted from 4 gold to 2 gold. Bow price adjusted from 2 gold to 1 gold + 1 wood. Archer AI and arrow traject…
- September Update - 29 September 2025
newly added: ·A green portal has appeared in the right cave ·Refactored the flight logic of arrows, now flying in a parabolic trajectory, and archers will shoot according to different situations ·The resources near monster spawnstones now cannot be collected ·Villagers now provide 2 tax coins income per day ·Farmers now provide one tax coin income per day, and they no longer consume food, and greatly reducing the probability of farmers producing coins through farming (because the expected daily gold coin output was originally one gold coin, but now it has been balanced through taxation) ·After being defeated, the unit will transform into a homeless beggar instead of disappearing directly. This greatly improves players' fault tolerance, no longer losing everything due to a single failed attack ·A tavern building has been added, but its specific functions have not been implemented yet. I…
- Bug fix on September 7 - 7 September 2025
·Fixed the bug of horseknights searching for enemies and the bug of patrolman picking up coins ·A change has been made to the villagers' wander logic: they used to wander within a certain range in the center of your fief, but now the range of wandering varies depending on the size of the fief territory.
- Balance adjustment - 4 September 2025
Balance adjustment: ·The number of coins in the starting chest has increased by 5 ·Improved farmers' gold coin income, now the expected daily gold coin output is 1 Others: ·Completed some text translations ·Fixed a bug that caused the builder's clothing and body to be misaligned There are currently two known bugs: 1. Horseknights sometimes encounter a problem of searching for enemies, and when the enemy enters the attack range, they will not launch a charge. This bug can currently only be resolved by reloading the save. (The primary issue to be addressed at the moment, I will fix it as soon as possible) 2. The patrolman (the guy who picks up coins, I never thought of a suitable title for him) sometimes encounters a picking bug after arriving at the coin location. He cannot pick up coins and walks in place. If the player picks up the coin at this time, the patrolman will switch to the ne…
- Solved a problem about save loading - 29 August 2025
Fixed a bug where your old game save was not fully loaded. If you had started a new game after the last update, you wouldn't have encountered this bug.
- Update on August - 25 August 2025
Newly added:· Added Mounted Knights, powerful ally units that can charge through enemy formations during defense, significantly enhancing the player's ability to handle large enemy groups in the late game.(Horses can be purchased at the Stable, similar to buying weapons and tools from the Blacksmith. Villagers will equip them)· Added new Elite Units: the Dwarf and the Paladin. They can be recruited from the Viking Tribe once certain conditions are met. Elite units feature unique additional mechanics.· The Blacksmith in the Viking Tribe can now help you upgrade the attack skill of Swordsman units. This interaction becomes available after meeting some conditions.· Added a new enemy unit: Elite Orc, known for its toughness and aggressiveness.· The beggar Camp can be upgraded now after integrating it into your fief.· Crop yield is reduced during winter. Make sure to prepare accordingly in a…
- Update on August 20 - 20 August 2025
Added many new things This update is for testing purposes, and I will release the specific update content after the testing and optimization
- Update on July 25 - 25 July 2025
Change: ·When the fief range covers Forest people and Viking villages, the trading among merchants is no longer about exchanging resources for coins, but rather coins for resources, with an exchange rate of 2 gold coins for 1 resource. (I found this to be a great direction because I have been thinking about how to utilise the positions of various events in the forest to make an influence on the game. Previously, for players, the closer the events were, the better, because it saved running time and made it easier for players to interact. Now there may be some slight tilts. Afterwards, I will also try to design different stages of effects for each event to make the game more interesting.)
- Update on July 24 - 24 July 2025
newly added:·A girl playing a harp appeared at the forest people settlement (the function is still in production, I downloaded some audio of individual harp strings strung from Freesound, and each time one of them is randomly played, although it does not form a complete melody, it maintains a strong randomness)·Added sharpening sound effects to the blacksmith in the Viking villageBug fix:·Fixed a bug where the rain particles were misaligned: it seemed like I accidentally moved the position of the rain particles while editing, causing the raindrops to disappear before they hit the ground (I only suddenly noticed this while recording the harp gif today, you may find the problem from gif.. 😅)
- Updated on July 23 - 23 July 2025
Newly added: ·The merchant in the Viking village has added the function of exchanging stones for gold coins and added a little bit of text Change: ·Slightly adjusted the position of some text Bug fixes: ·Fixed a bug when loading an save: if the previous version of the archive was too old, an error may occur during loading
- Updated on July 22 - 22 July 2025
Change: · Adjusted the generation logic code of the initial resources to adapt to the newly added events. I plan to expand the existing events so that they can play different roles at different stages.
- Update on July 21 - 21 July 2025
Newly added: ·A Viking village has appeared in the forest (the actual function has not been implemented yet, because I want to stop early today, so I put the completed part in first.) Change: ·Modified the interaction mode of the wandering knight and added more guidance Bug fixes: ·Fixed a bug: When a player loads an save, the potion merchant's price will be reset. The price of the first attack potion was originally 5 gold coins. After purchasing, the price of the second speed potion will increase to 10 gold coins, which will be reset to 5 gold coins after loading the save file. ·Fixed an interaction bug for a wandering knight: even if it did not meet his requirements, players could still trigger interactions when pressing ↓ or S. ·Fixed an interaction bug with a wandering knight: in some cases, it may not trigger a second interaction ·Fixed a bug: When a horse is attacked, the game cra…
- Update on July 20 - 20 July 2025
Newly added: ·A wandering knight appeared in the forest, who looked very experienced and should be able to help the player.
- Update on July19 - 19 July 2025
newly added: ·New sound effect has been added for the beggar, which will be triggered when the player approaches (as one of the most common units, they should emit some sound). ·New sound effect has been added to the church, which will be triggered every time the player enters the area.
- Update on July 18 - 18 July 2025
Newly added: ·Added sound effects when soldiers fall (hopefully you won't keep hearing it) Change: ·I have revised the display position of the text and discovered a new adjustment method this time (as mentioned in the previous update on July 15th, but today I found that the last change was only effective for English and Chinese languages, so I tried to adjust it again today, and now the display position of the text looks more comfortable)
- Update on July 17 - 17 July 2025
Newly added: · Added new sound effects for Forest people, which player triggers every time they enter (I recently realized that there are many such places to add sound effects, and I will continue to enrich the sound effects of the game to optimize the player experience) · Added a prompt sound when the game fails Changes: · Modified the logic of the nuns’ actions, and now they treat only the wounded units within the feif range. (Actually this unit’s treatment was originally made for the coming new units, as some of them would rush out of the walls at night to fight.)
- Updated on July 16th - 16 July 2025
Newly added: ·New sound effect has been added to the store and blacksmith shop, triggering every time the player enters ·Added some small decors to make the building and scene look slightly more natural Change: ·Modified the trigger mechanism for player attacks, now players will not automatically attack monsters when running. Originally, as soon as a monster entered the player's attack range, the player would automatically attack. ·Modified the text display position during gameover, now it looks more polished. Performance optimization: ·Further optimized the performance consumption of the following units and on rainy days: archers, swordsmen, knights, builders