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Steam News27 January 20265mo ago

3,800 Mercenaries join the journey in 24 hours!

We are absolutely floored. 3,800 wishlists in just 24 hours! As a small indie team, this level of support means the world to us.

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Full Tattered Banners update

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What changed

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  • Maps
  • Gameplay
changedFirstly, we’re flattered. Shiro Games did extraordinary work, and if you haven't played Wartales , you absolutely should. But we’d like to clarify that while the two games share a visual aesthetic and certain similarities in roaming the world map, they are substantially different in a number of ways. To name a few:
changedWorld Exploration Flow Tattered Banners isn't built around "completing" a region and moving on. Instead, your mercenary company roams a persistent world. You might leave a city today and return weeks later to find it completely transformed by the simulation (see point 2). Every area remains relevant throughout the entire game. If you’re familiar with Battle Brothers , the movement from one city to the next functions similarly to that.
changedSystemic Changing World Locations in Tattered Banners aren't static points on a map. They can be upgraded, ransacked, extorted, or burnt to the ground. Not just a few locations, but every location has a variety of such possibilities. Because the world is a simulation, these changes ripple: burning a farm doesn't just look cool; it triggers food shortages, which cause famine, which result in refugees, who then become bandits. You aren't just visiting the world; you are breaking and fixing it.
changedBroad Agency We want to give you a massive "toolbox" for how you interact with the world. You can bribe officials, steal supplies, assassinate targets, lay sieges, or spy to your own benefit. Each interaction is used in different situations and creates different emergent outcomes in the simulation.

Tattered Banners changes

changedFirstly, we’re flattered. Shiro Games did extraordinary work, and if you haven't played Wartales , you absolutely should. But we’d like to clarify that while the two games share a visual aesthetic and certain similarities in roaming the world map, they are substantially different in a number of ways. To name a few:
changedWorld Exploration Flow Tattered Banners isn't built around "completing" a region and moving on. Instead, your mercenary company roams a persistent world. You might leave a city today and return weeks later to find it completely transformed by the simulation (see point 2). Every area remains relevant throughout the entire game. If you’re familiar with Battle Brothers , the movement from one city to the next functions similarly to that.
changedSystemic Changing World Locations in Tattered Banners aren't static points on a map. They can be upgraded, ransacked, extorted, or burnt to the ground. Not just a few locations, but every location has a variety of such possibilities. Because the world is a simulation, these changes ripple: burning a farm doesn't just look cool; it triggers food shortages, which cause famine, which result in refugees, who then become bandits. You aren't just visiting the world; you are breaking and fixing it.
changedBroad Agency We want to give you a massive "toolbox" for how you interact with the world. You can bribe officials, steal supplies, assassinate targets, lay sieges, or spy to your own benefit. Each interaction is used in different situations and creates different emergent outcomes in the simulation.

We are absolutely floored. 3,800 wishlists in just 24 hours!

As a small indie team, this level of support means the world to us. It’s exactly what will allow us to make Tattered Banners the deep, systemic world we've always dreamed of. We’ve been reading every single comment on Steam and Reddit - know that we’re listening. We’ll be sharing a detailed roadmap and a deep-dive into our simulation systems very soon.

The "Wartales" Question: We’ve paid close attention to your feedback over the last 24 hours. And as we read between the lines and pick up on some very subtle cues - we have begun to suspect some of you might think the game is similar to Wartales.

Firstly, we’re flattered. Shiro Games did extraordinary work, and if you haven't played Wartales, you absolutely should. But we’d like to clarify that while the two games share a visual aesthetic and certain similarities in roaming the world map, they are substantially different in a number of ways. To name a few:

  1. World Exploration Flow Tattered Banners isn't built around "completing" a region and moving on. Instead, your mercenary company roams a persistent world. You might leave a city today and return weeks later to find it completely transformed by the simulation (see point 2). Every area remains relevant throughout the entire game. If you’re familiar with Battle Brothers, the movement from one city to the next functions similarly to that.

  2. Systemic Changing World Locations in Tattered Banners aren't static points on a map. They can be upgraded, ransacked, extorted, or burnt to the ground. Not just a few locations, but every location has a variety of such possibilities. Because the world is a simulation, these changes ripple: burning a farm doesn't just look cool; it triggers food shortages, which cause famine, which result in refugees, who then become bandits. You aren't just visiting the world; you are breaking and fixing it.

  3. Broad Agency We want to give you a massive "toolbox" for how you interact with the world. You can bribe officials, steal supplies, assassinate targets, lay sieges, or spy to your own benefit. Each interaction is used in different situations and creates different emergent outcomes in the simulation.

  4. The Theme While Wartales is gritty medieval with a hint of magic, Tattered Banners leans closer to "Low-Magic Fantasy" medieval. Think The Witcher. There is more magic, a darker, more supernatural undertone, and an evil fog that acts as a mechanic, and more that we hope to be showing soon.

We hope this helps clarify the vision! We’ll be doing our best to better showcase these differences in our upcoming videos.

Onward to the next milestone!

Source

Steam News / 27 January 2026

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