Full notes
Full They're Gonna Get In update
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What changed
- Balance
- Fixes
- UI and audio
- Gameplay
They're Gonna Get In changes
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
Changelog.gg summarizes and formats this update. How we read updates.
