In this update2
Full notes
Full Battle Charge update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- UI and audio
- Balance
Battle Charge changes
Steam post image
The Year in Review
The "Push" is Real: We moved beyond basic combat to a physics-based Shieldwall System. You can now brace for impact and physically shove enemy lines back, making the "tug-of-war" of battle feel visceral.
Brainy AI: No not talking about chat GPT (which helped me write this:) ) AI pathfinding was overhauled specifically for village and bottleneck environments. Your troops now navigate narrow paths and defend archer perimeters without getting stuck on a stray horse cart.
Bigger, Better, Bloodier: The "Bigger Army" update optimized performance so you can lead 50 vs 50 skirmishes at high frame rates, all while enjoying upgraded lighting and beter textures.
The Archer: Projectile physics and environmental traps (like pit traps and fire triggers) were polished, turning every village defense into a cinematic "Last Stand. (this last part was AI humor :) )
Foundation for Friends: Technical groundwork for Co-op mode and the Companion System was integrated, setting the stage for you and a buddy to lead the charge together.
UI overhaul: We are making UI make sense. it is not the best or the pretties right now but you can now navigate to the playable parts of the game and actually start and end a level.
There are a TON of other updates and upgrades we did that I don't remember rn. but believe me we have been on it like a chainmail on a burnt flesh (auch)
Yeah while I don't forget. We are making a cinematic intro for the game and boy it took longer and harder than expected. Noone tells you that Cinematic trailer is a pain in the armor.
Here is a TLDS that AI generated. not agree with it fully, but it is close enough
| Feature | 2025 Technical Achievement |
| Army Scale | Optimized to handle 100+ units with high-fidelity graphics. |
| Tactics | Implemented physical "Push/Pull" mechanics for Shieldwalls. |
| AI | Enhanced formation pathfinding in complex village environments. |
| Visuals | Major overhaul of lighting and material shaders for a grittier look. |
| Interactivity | Integrated environment traps and projectile-based triggers. |
Source
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