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Steam News25 February 20264mo ago

Performance Update - February 25th 2026

Performance Update The entire rendering pipeline has been overhauled, significantly increasing FPS on older devices, and removing stuttering or FPS drops on others.

In this update5

Full notes

Full CastleOn update

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What changed

3 fixes3 additions3 changes5 removals
  • Performance
  • Maps
  • Gameplay
  • Fixes
  • UI and audio
removedPerformance UpdateThe entire rendering pipeline has been overhauled, significantly increasing FPS on older devices, and removing stuttering or FPS drops on others. Textures were packed into atlases to reduce number of draw calls, resulting in a 60-90 times lower strain on GPU. Game should now be able to run on a potato.
changedPerformance UpdateI was also able to bypass LibGDX framework limitations regarding mouse locking to the screen, which means that locking mouse to screen finally works without delaying mouse movement by a few frames.
changedCompletely new mapsCastleOn is a complex game and it's difficult to make Demo missions to properly convey all the mechanics while not also overwhelming players. I completely remade missions with something that will reduce the pain points of user experience. All the maps are beatable on both lowest and highest difficulty.
addedQuality of Life changesBuildings can now be drag-built. This is super important for walls as you can now precisely create walls where you need them, while also reducing the accidental building placement
changedQuality of Life changesResources which cannot be used in different maps are now grayed out to not confuse players
fixedBugfixesMouse not scrolling camera down and right was fixed on Bazzite OS

CastleOn changes

removedThe entire rendering pipeline has been overhauled, significantly increasing FPS on older devices, and removing stuttering or FPS drops on others. Textures were packed into atlases to reduce number of draw calls, resulting in a 60-90 times lower strain on GPU. Game should now be able to run on a potato.
changedI was also able to bypass LibGDX framework limitations regarding mouse locking to the screen, which means that locking mouse to screen finally works without delaying mouse movement by a few frames.
changedCastleOn is a complex game and it's difficult to make Demo missions to properly convey all the mechanics while not also overwhelming players. I completely remade missions with something that will reduce the pain points of user experience. All the maps are beatable on both lowest and highest difficulty.
addedBuildings can now be drag-built. This is super important for walls as you can now precisely create walls where you need them, while also reducing the accidental building placement
changedResources which cannot be used in different maps are now grayed out to not confuse players

Performance Update

The entire rendering pipeline has been overhauled, significantly increasing FPS on older devices, and removing stuttering or FPS drops on others. Textures were packed into atlases to reduce number of draw calls, resulting in a 60-90 times lower strain on GPU. Game should now be able to run on a potato.

I was also able to bypass LibGDX framework limitations regarding mouse locking to the screen, which means that locking mouse to screen finally works without delaying mouse movement by a few frames.

Completely new maps

CastleOn is a complex game and it's difficult to make Demo missions to properly convey all the mechanics while not also overwhelming players. I completely remade missions with something that will reduce the pain points of user experience. All the maps are beatable on both lowest and highest difficulty.

Quality of Life changes

  • Buildings can now be drag-built. This is super important for walls as you can now precisely create walls where you need them, while also reducing the accidental building placement

  • Implemented a visual indicator for trying to move units outside of keep vision distance. Players should now understand why they can't move units sometimes

  • Embassy now always grants 5 honor, regardless of how many allies you have

  • Waste has been refactored. Now instead of constantly losing resources, player will actually harvest less when they reach 300+ resources, so you won't see as much negative resources everywhere

  • Resources which cannot be used in different maps are now grayed out to not confuse players

Bugfixes

  • Mouse not scrolling camera down and right was fixed on Bazzite OS

  • Round tower is no longer destroyed if trebuchet on top was hit by enemy catapult

  • A rare bug of not being able to move units while having 1 morale was fixed

  • Fixed memory leak that caused FPS drop while having thousands of enemies on screen for a longer period of time

  • Resources will no longer randomly drop to 1 when they happen to reach between X.95 and X.99

  • Players can no longer change difficulty level in Load Game window

Other changes

  • Structure of save files has been changed to accommodate a whole bunch of new backend things, so old save files are no longer usable. When you select an old save file for the first time, game will try to load and purge anything which cannot be opened. This will only happen once, and will no longer happen in any future version.

  • Removed Reddit and Discord buttons from the main screen

  • Added a button for my new game on the main screen

Source

Steam News / 25 February 2026

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