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Steam News3 May 20261mo ago

Devlog #4

Hey everyone ! Combat just got a massive overhaul. Last few weeks turned night assaults from a chore into something tense. Per-citizen stances No more global combat mode.

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Hey everyone ! Combat just got a massive overhaul. Last few weeks turned night assaults from a chore into something tense. Per-citizen stances No more global combat mode. Each citizen has their own stance, set from a new Selection Action Bar : - Peace: civilian, only fights back if cornered. - Defensive: holds position, engages within weapon range. - Aggressive: pursues threats, then comes home after the kill. Steam post image Mix stances inside a single squad. Spearmen on defense, archers aggressive behind them, civilians fleeing past. Coordinated hordes Waves used to be identical zombies in a bag. Now : - Leaders rally the pack, buff allies' damage and lock everyone onto the same target. Solo zombies caught in the aura get permanently recruited. - Tier progression: new zombie types unlock as waves escalate. Wave 1 is Ghouls. Wave 10 brings the gold-runed Revenant. - Door assault: hordes route through your doors and stop to bash them down. Up to 3 zombies hit one door at once, tougher tiers wreck them faster. - Breach rush: the second a door falls, every nearby zombie pours through. Steam post image Combat feel - Dismemberment: zombies lose a limb on death. Decapitations are rare and very satisfying. - Blood: splashes, ground decals, trails for the wounded, washed faster by rain. - Stagger and knockback: heavy hits freeze both fighters briefly. Spear hits actually slide the zombie back. - Per-weapon sounds: sword, club, spear, bow, fists all sound different. Hitting plate armor sounds metallic, hitting cloth sounds like flesh. - Smart targeting: if a fight goes 5s without a hit, both sides re-evaluate. No more eternal chases. - Soft separation: units gently push each other apart, no more pile-stacking on a single tile. Steam post image Citizens with a voice 46 gibberish voice samples across 8 emotions (selection, orders, pain, idle chatter, kills). Each citizen has a unique pitch from their name. Idle chatter is intimate, you only hear it zoomed in. Steam post image They also wander slowly when idle. The village finally feels alive. Polish - New cinematic intro sweep on new games. - Tree foliage no longer stutters when you cross chunks. - Trailer capture mode (F6), used for the next teaser. That's it for devlog #4 ! Next step ? Keep improving the combat system ! If you're interested in following development more closely : Discord: https://discord.gg/MEBzGzRz5Q Trailer: https://www.youtube.com/watch?v=rBPSXqBWwaU Steam: https://store.steampowered.com/app/4586360/Iskarn/ Iskarn And if you haven't already, wishlist Iskarn on Steam, it really helps !

What changed

0 fixes1 addition0 changes0 removals
  • UI and audio
addedHey everyone ! Combat just got a massive overhaul. Last few weeks turned night assaults from a chore into something tense. Per-citizen stances No more global combat mode. Each citizen has their own stance, set from a new Selection Action Bar : - Peace : civilian, only fights back if cornered. - Defensive : holds position, engages within weapon range. - Aggressive : pursues threats, then comes home after the kill. Steam post image Mix stances inside a single squad. Spearmen on defense, archers aggressive behind them, civilians fleeing past. Coordinated hordes Waves used to be identical zombies in a bag. Now : - Leaders rally the pack, buff allies' damage and lock everyone onto the same target. Solo zombies caught in the aura get permanently recruited. - Tier progression : new zombie types unlock as waves escalate. Wave 1 is Ghouls. Wave 10 brings the gold-runed Revenant. - Door assault : hordes route through your doors and stop to bash them down. Up to 3 zombies hit one door at once, tougher tiers wreck them faster. - Breach rush : the second a door falls, every nearby zombie pours through. Steam post image Combat feel - Dismemberment : zombies lose a limb on death. Decapitations are rare and very satisfying. - Blood : splashes, ground decals, trails for the wounded, washed faster by rain. - Stagger and knockback : heavy hits freeze both fighters briefly. Spear hits actually slide the zombie back. - Per-weapon sounds : sword, club, spear, bow, fists all sound different. Hitting plate armor sounds metallic, hitting cloth sounds like flesh. - Smart targeting : if a fight goes 5s without a hit, both sides re-evaluate. No more eternal chases. - Soft separation : units gently push each other apart, no more pile-stacking on a single tile. Steam post image Citizens with a voice 46 gibberish voice samples across 8 emotions (selection, orders, pain, idle chatter, kills). Each citizen has a unique pitch from their name. Idle chatter is intimate, you only hear it zoomed in. Steam post image They also wander slowly when idle. The village finally feels alive. Polish - New cinematic intro sweep on new games. - Tree foliage no longer stutters when you cross chunks. - Trailer capture mode (F6), used for the next teaser. That's it for devlog #4 ! Next step ? Keep improving the combat system ! If you're interested in following development more closely : Discord : https://discord.gg/MEBzGzRz5Q Trailer : https://www.youtube.com/watch?v=rBPSXqBWwaU Steam : https://store.steampowered.com/app/4586360/Iskarn/ Iskarn And if you haven't already, wishlist Iskarn on Steam, it really helps !

Source

Steam News / 3 May 2026

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