HomeGamesUpdatesPricingMethodology
Steam News6 August 20266d ago

V. 0.0.6.0

v0.0.6.0 A new hub town between the title screen and your castle, a livelier title screen with music and a working Credits screen, audio and display settings polish, and a more patient computer opponent.

In this update6

Full notes

Full They're Gonna Get In update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions8 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
addedv0.0.6.0A new hub town between the title screen and your castle, a livelier title screen with music and a working Credits screen, audio and display settings polish, and a more patient computer opponent.
changedNew: The Hub TownWhichever one you're looking at brightens up while everything else in town — including the background — dims down slightly, so it's easy to tell what you're about to interact with.
addedThe Title Screen Has Come AliveThe title screen now has music playing in the background.
changedThe Title Screen Has Come AliveThe Credits button now actually opens a Credits screen, listing out the team behind the game.
changedSettings, Audio & DisplayThe Music volume slider now actually changes the music's volume in real time, and the whole range feels more natural to adjust — quiet settings sound quiet instead of everything being crammed into the first few notches of the slider.
changedSettings, Audio & DisplayMaster volume dropped its separate mute checkbox — just pull the slider down to silence everything.

They're Gonna Get In changes

addedA new hub town between the title screen and your castle, a livelier title screen with music and a working Credits screen, audio and display settings polish, and a more patient computer opponent.
changedWhichever one you're looking at brightens up while everything else in town — including the background — dims down slightly, so it's easy to tell what you're about to interact with.
addedThe title screen now has music playing in the background.
changedThe Credits button now actually opens a Credits screen, listing out the team behind the game.
changedThe Music volume slider now actually changes the music's volume in real time, and the whole range feels more natural to adjust — quiet settings sound quiet instead of everything being crammed into the first few notches of the slider.

v0.0.6.0

A new hub town between the title screen and your castle, a livelier title screen with music and a working Credits screen, audio and display settings polish, and a more patient computer opponent.

New: The Hub Town

  • Hitting Play on the title screen now drops you into a hub town instead of straight into a match. Head over to the castle to march off to battle — there's also a beggar hanging around town who you can look at for now, with more to come there later.

  • Whichever one you're looking at brightens up while everything else in town — including the background — dims down slightly, so it's easy to tell what you're about to interact with.

The Title Screen Has Come Alive

  • The title screen now has music playing in the background.

  • The menu options get a subtle rippling shimmer the moment you hover over them.

  • The Credits button now actually opens a Credits screen, listing out the team behind the game.

Settings, Audio & Display

  • The Music volume slider now actually changes the music's volume in real time, and the whole range feels more natural to adjust — quiet settings sound quiet instead of everything being crammed into the first few notches of the slider.

  • Master volume dropped its separate mute checkbox — just pull the slider down to silence everything.

  • Borderless Fullscreen now uses a proper, more reliable borderless mode under the hood instead of an approximation.

  • The hover-delay sliders (how long you have to linger over the blueprint tray or world objects before their info pops up) now go up to 5 seconds instead of 2, and snap to clean half-second steps as you drag them.

The Computer Opponent

  • During the earliest age, the computer opponent now focuses its defenses on protecting its resource production first, rather than spreading itself thin across every building it owns.

  • If the computer opponent ever finds itself with no units out on the field while under attack, it will recall units from its garrison and start training reinforcements to respond — and it now keeps a small reserve of gold on hand specifically for this.

  • Once the computer opponent's army is full, it will start sending its extra units to attack your other buildings once it's confident it can afford to rebuild what it commits, instead of just sitting idle.

  • The computer opponent now earns blueprints as it gains experience, the same way a player would from the Fate Engine.

  • The computer opponent now takes noticeably longer to commit to new construction and unit training, giving you a bit more breathing room to get established. Its reflexes when it comes to actually defending itself are untouched — it's just as quick to react to an attack as before.

Also

  • Early groundwork is going in behind the scenes for in-game conversation scenes — nothing to see yet, but keep an eye out.

  • Numerous smaller fixes and interface polish.

Source

Steam News / 6 August 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.