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Steam News14 November 20257mo ago

Update on Tutorials & Getting Started, Hotfix for November Patch v2.2.5

Hey Commanders, This is Sasori speaking from the ruins: we’ve heard you loud and clear about the frustrations with the tutorial experience in Ferrous and this patch seeks to address those reported issues.

Full notes

Full Ferrous: Digital Edition update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey Commanders, This is Sasori speaking from the ruins: we’ve heard you loud and clear about the frustrations with the tutorial experience in Ferrous and this patch seeks to address those reported issues.

What changed

1 fix8 additions3 changes0 removals
  • Gameplay
  • Compatibility
  • UI and audio
  • Performance
  • Maps
  • Events
added🛠 What’s the problemSome systems introduced later in the tutorial were behind a progression system, this confused many players who voiced a desire to pick and choose.
changed🛠 What’s the problemThere are complaints that the tutorial dialogue doesn’t clearly show the big picture of why you’re doing what you’re doing (not just how ). As well as issues with graphics inconsistently loading or even maps.
added🛠 What’s the problemBecause of all this, the barrier to joining the videogame-boardgame mix of Ferrous is higher than we want. And that’s on us.
changed✅ What we’re doing right nowTutorial menu overhaul The tutorial has been broken into modular missions that each end with a clear “mission complete” indicator , and summary of what you just learned and how it fits into the full game. Players can play any mission as they wish and no longer have to "progress" through them. We also playtested and fixed levels that were demonstrating the previously mentioned issues (UI Text, Map Graphics, Units/Maps loading correctly) The extra resources in the tutorial area, Ruleset v3, v4 and Lewis R. K. Intro Video have had their links updated to newer versions of all game materials. We’re adding tooltips and reminders of what you just learned when you reach a similar situation in your first live match. Tooltips will be formally implemented in another hotfix this month and be toggleable from the Options menu. Allowing players to highlight objects ingame and instantly get a run down. All matches start with a “fast track” tutorial for experienced players who just want a refresher and jump into a match. For now it details controls but will include links to rulesets and rulebooks
changed✅ What we’re doing right nowBetter pacing & context Instead of dumping all controls at you, the tutorial will space them naturally as you play, tied to real examples (first summon, first mech race/crash, first board-phase decision). We’ll explicitly show how the board game side and the digital side overlap: e.g., “Here’s how summoning on the board influences your digital unit roster.”
added✅ What we’re doing right nowFeedback loop & tracking We’ll include an option in the menu to restart the tutorial at any time. We'll add analytics to track where players are dropping out of the tutorial, so we can prioritize where the friction is worst. We may implement this in other parts of the game to better track pain points.

🛠 What’s the problem

  • Players tell us the tutorial is confusing, or incomplete, especially when it comes to the core mechanics (e.g., summoning, unit types, cover) and how they tie into the larger strategy.

  • Some systems introduced later in the tutorial were behind a progression system, this confused many players who voiced a desire to pick and choose.

  • There are complaints that the tutorial dialogue doesn’t clearly show the big picture of why you’re doing what you’re doing (not just how). As well as issues with graphics inconsistently loading or even maps.

  • Because of all this, the barrier to joining the videogame-boardgame mix of Ferrous is higher than we want. And that’s on us.

✅ What we’re doing right now

  1. Tutorial menu overhaul

    • The tutorial has been broken into modular missions that each end with a clear “mission complete” indicator, and summary of what you just learned and how it fits into the full game. Players can play any mission as they wish and no longer have to "progress" through them. We also playtested and fixed levels that were demonstrating the previously mentioned issues (UI Text, Map Graphics, Units/Maps loading correctly)

    • The extra resources in the tutorial area, Ruleset v3, v4 and Lewis R. K. Intro Video have had their links updated to newer versions of all game materials.

    • We’re adding tooltips and reminders of what you just learned when you reach a similar situation in your first live match. Tooltips will be formally implemented in another hotfix this month and be toggleable from the Options menu. Allowing players to highlight objects ingame and instantly get a run down.

    • All matches start with a “fast track” tutorial for experienced players who just want a refresher and jump into a match. For now it details controls but will include links to rulesets and rulebooks

  2. Better pacing & context

    • Instead of dumping all controls at you, the tutorial will space them naturally as you play, tied to real examples (first summon, first mech race/crash, first board-phase decision).

    • We’ll explicitly show how the board game side and the digital side overlap: e.g., “Here’s how summoning on the board influences your digital unit roster.”

  3. Feedback loop & tracking

    • We’ll include an option in the menu to restart the tutorial at any time.

    • We'll add analytics to track where players are dropping out of the tutorial, so we can prioritize where the friction is worst. We may implement this in other parts of the game to better track pain points.

  4. Short-term fixes

    • While overhaul is under way, we’re deploying minor fixes: clarify ambiguous wording in existing tutorial missions, fix UI indicators that weren’t obvious, and ensure no tutorial breaks/blockers.

    • Release a “Getting Started” cheatsheet PDF, Lewis has a narration here on Steam and on our Discord so folks can choose low-friction entry:

    • We fixed a bug where Mechalomania did not appear in the main menu that has been remedied

    • Adding some more Biped units that we have alluded to like the Qilin, Malista, Tohka, and Shellbreaker.

🔭 Why this matters

Because Ferrous isn’t just another digital wargame — it’s a hybrid board/digital/mixed-reality strategy experience. If players can’t grasp the core logic and flow of your game, the whole vibe doesn’t hit. We want you in the game, not fighting the tutorial to even get there.

Also: first impressions matter. If newcomers hit a confusing tutorial, they may close the game before they see the depth you built. We’re investing in smoother entry so that when the chaos, betrayal and gear-trading begin, we’re ready.

🗺 Roadmap & timeline

  • Next patch (v2.2.6)Add new unit types including Infantry, Vehicles(Air + Land), Drones, and Emplacements, targeted in ~3 weeks. we also want to expand upon the current map selection to show off all the new obstacles and gameplay possibilities
  • Playable Scenarios (v2.3.0): Add support for all Game-Types from custom game menu as well as some "Historical Battle" scenarios that players can play through 1v1. We also intend to implement modular rulesets and, ideally, the first looks at Online Multiplayer alongside a corresponding event.

  • Faction Traits, Pilots, and AddonsWe are planning to experiment with Faction Abilities, add Pilots formally for players to create and customize; not just purchase in the marketplace. Bipedal mechs will also get more possibilities for modifying their frames with items like additional Backpack types, and new addons like Levitators, Generators, and FCS.
  • Meanwhile

    we’ll post tutorial feedback threads on Steam Community and Discord.

    We want your input

    where did you get stuck? What didn’t make sense? What did you skip because it felt irrelevant? What would you like to see?

  • Post-launch: we’ll keep iterating the tutorial based on real player data and feedback; this will be a living system, not a one-and-done. Long term support is also planned into well after release next year.

📣 What we need from you

  • If you hit a confusing or blocking spot in the tutorial, please drop a comment in the thread or DM us on Discord. Send a screenshot if that helps.

  • If you skipped the tutorial and still felt lost, tell us what you had to guess, or what mechanics you didn’t understand until later in the game.

  • If you are a veteran board game / wargame player (hello from the 900-year-old man), try the new “fast track” state when it drops and tell us whether it’s the right pace.

  • If you haven’t tried the tutorial in a while; give it another spin once the next patch hits, and tell us if things feel smoother. Our discord is the best place to let us know somethings off or to report bugs and very soon we will be adding a bug report button from where you currently are in the game. Here's your invitation to our: Discord

🎯 Closing reflections

I know you, you thrive in the ruins, trading gears for glory, trusting no one. We built Ferrous for people like you, and we built the tutorial badly. But this is fixable. Together we’ll make sure the first step into the mecha world is as ruthless and engaging as the battles you'll fight. Thank You for Playing! Team Ferrous

Source

Steam News / 14 November 2025

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