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Steam News7 July 20261mo ago

Alpha V.0.0.3.0

A big development milestone — the core base-building and battle loop is now playable start to finish against a computer opponent, with a full combat system, unit and building info at your fingertips, and a first pass at

Full notes

Full They're Gonna Get In update

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What changed

1 fix4 additions11 changes0 removals
  • Balance
  • Fixes
  • UI and audio
  • Gameplay
addedBuild & EconomyPlace buildings from a new blueprint panel: drag a building out and drop it onto an open plot to construct it.
changedBuild & EconomyFive resource types (wheat, wood, water, gold, and iron) are now produced by dedicated buildings and tracked on a resource bar.
changedBuild & EconomyResource buildings run dry after producing enough over their lifetime, so a growing economy means building more of them rather than letting one carry you forever.
changedBuild & EconomyWhere you build matters: plots closer to the front lines grant sturdier, higher-output buildings, while plots tucked inside your walls are cheaper to build on.
changedBuild & EconomyTrain soldiers from dedicated buildings, with both a per-building and an army-wide cap on how many you can field at once.
changedBuild & EconomySix unit types are now trainable: Peasant, Bomb Goblin, Mud Golem, Soldier, Archer, and Knight — each with its own cost, stats, and personality.

They're Gonna Get In changes

addedPlace buildings from a new blueprint panel: drag a building out and drop it onto an open plot to construct it.
changedFive resource types (wheat, wood, water, gold, and iron) are now produced by dedicated buildings and tracked on a resource bar.
changedResource buildings run dry after producing enough over their lifetime, so a growing economy means building more of them rather than letting one carry you forever.
changedWhere you build matters: plots closer to the front lines grant sturdier, higher-output buildings, while plots tucked inside your walls are cheaper to build on.
changedTrain soldiers from dedicated buildings, with both a per-building and an army-wide cap on how many you can field at once.

A big development milestone — the core base-building and battle loop is now playable start to finish against a computer opponent, with a full combat system, unit and building info at your fingertips, and a first pass at art and polish across the board.

Build & Economy

  • Place buildings from a new blueprint panel: drag a building out and drop it onto an open plot to construct it.

  • Five resource types (wheat, wood, water, gold, and iron) are now produced by dedicated buildings and tracked on a resource bar.

  • Resource buildings run dry after producing enough over their lifetime, so a growing economy means building more of them rather than letting one carry you forever.

  • Where you build matters: plots closer to the front lines grant sturdier, higher-output buildings, while plots tucked inside your walls are cheaper to build on.

  • Train soldiers from dedicated buildings, with both a per-building and an army-wide cap on how many you can field at once.

  • Six unit types are now trainable: Peasant, Bomb Goblin, Mud Golem, Soldier, Archer, and Knight — each with its own cost, stats, and personality.

Combat

  • Units can now actually take damage, die, and destroy enemy buildings and each other — combat has real stakes for the first time.

  • Archers fire real arrows that arc through the air toward their target instead of just swinging at melee range.

  • Units automatically size up nearby threats, weighing health, firepower, distance, and who's currently under attack, so they engage smarter than just "whoever's closest."

  • Units guarding or defending will jump into a fight the instant an enemy gets close, or the instant they're struck.

  • Siege forces can now strike anywhere along the width of a castle's front wall instead of one fixed point, and reliably reach it without getting stuck on the way.

The Computer Opponent

  • The AI now plays a much more complete game: it grows its economy, trains a balanced army, and mounts sieges once it's actually strong enough to.

  • It reacts to threats in real time — rushing defenders to a building under attack, and abandoning an assault altogether to rush home if its own castle comes under fire.

Interface & Info

  • Hovering over a plot, building, or blueprint now brings up an info card showing what it does, its cost, and its health.

  • Selecting a single unit, or checking out a unit a barracks-type building trains, now shows a dedicated card with that unit's health, damage, and abilities.

  • A new XP bar tracks progress through the game's Age system, with milestone rewards and a small token-toss animation when you hit one.

  • Enemy units are now visually recolored so you can tell the two sides apart at a glance.

  • A first, early look at the "Fate Engine" reward mechanic — a spinning-reel visual effect — has been added as groundwork for a future feature.

Also

  • Numerous smaller fixes across unit movement, targeting, selection, and camera controls to make everything feel more responsive and reliable.

Source

Steam News / 7 July 2026

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