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Full Petty Warfare update
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What changed
- Gameplay
- Balance
- Maps
- Events
Petty Warfare changes
Today we are announcing Petty Warfare a narrative-driven indie RPG about a young knight sent to a strange war. Lead the Knight’s vanguard, manage the rear camp, command volatile companions in real-time combat, and shape the future of the New South.
Game overview
You arrive in the New South as a knight of the Empire, born to enforce God’s miracles upon the world. Knight is your duty. Knight is your name. Knight is all you know.
In search of the Saint of the Frontier, you will lead a vanguard of eight companions. Each with their own interests, reasons, and obligations. They will not follow you out of fellowship. They aren't your puppets, and they despise each other. They will interfere and spy on you. Yet some may become the names you never truly leave behind.
As commander of the rear division, you will bring God's judgment upon the living. Resolve conflicts between settlers, stop disobedience, pass sentences on traitors, and find the fragile balance between the army, the aristocracy, and the colonists — or break it completely. Your judgments will dictate the outcome of the campaign’s decisive battle.
Exploring the frontier means pushing the borders of the Holy Valley outward. Your mission will take you deep behind enemy lines, across the lands of the Forgotten People, through villages consumed by religious hysteria, and into places the Church and State won't even acknowledge exist. How far and how hard you push will determine how far the Empire's borders reach.
And of course, you will fight: enemy forces, hostile predators, people who have made this land their own, and creatures older than the faith that gave this war its justification. Out here, their numbers make it hard to pretend the frontier was uninhabited before.
As a knight of the Empire, many eyes are on you. Much is expected of you. You are meant to follow duty, serve the common good, and uphold the virtue of your title. But the Frontier keeps its own testaments.
The First Saint has already been born — and he will force you to choose.
Steam post image Key Features
Dynamic real-time combat with personal responsibility: In combat, you will read your enemies, wait for openings to strike, and unleash divine miracles upon them. The farther you advance, the sharper your skills will become, and more of your miracles will manifest. You will not fight alone. Members of the Vanguard bring unique talents to the battle, carrying out your orders or violating them.
Eight companions with their own will: Your relationships depend on various parameters including personal sympathy, the choices you make, and your authority in their eyes. Each one has a history, personal interests, and quests to complete. And yes, there are romance options among them. Steam post image
A morality system that actually works: Your choices mean nothing if you aren't willing to answer for them. Tired of evil playthroughs that just cut content and only exist for YouTube creators? So are we. Every choice in Petty Warfare has pragmatic weight and real value. Which value you prioritize is up to you.
Decided to train orphans to fight back? Good. You did what the common good demanded. A few weeks later, a band of raiders will appear in the area. Refused to kneel before bandits? Good. You didn't compromise the honor of your title. But your brother lost his arm in the fight. Sentenced a deserter for fleeing the battlefield? Good. The code demands it. By morning, his father has cut off the army's supply line.
Dialogue built around pressure: Branching conversations that shape your leadership style. Interrupt people mid-sentence and delegate lines to companions without knowing what they're going to say.
Rear camp management: Handle correspondence, guard rotations, and the kitchen. Manage your soldiers and pass judgment on deserters. Every decision matters. Like really. Choices made in the demo will land in the short term and follow you into the full game.
A frontier of horror and politics: Over 50 original characters created to show you different faces of the New South. Some of the plot will reach you through events. Some through symbolic dreams. Some only on a second playthrough. The frontier is set in a world with a thousand years of history behind it. Politically and institutionally grounded, but full of weird creatures, strange cultures and fantasy images.
The New South teems with life: You were trained for war against Ariolanian forces and armies of the Confederation. But the frontier is home to more than that: apex predators, native species of anti-humans once thought extinct, and colossal remnants of the ancient Despots. They can sense your miracles. They hate every manifestation of them. And they remember what the frontier was before you crossed their border. Steam post image
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