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Steam News29 May 20261mo ago

Demo Version Notice

The update log will be appended to the very bottom. Thank you for trying the demo.

In this update14

Full notes

Full Total Blade: Mythology update

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

What changed

25 fixes29 additions70 changes5 removals
  • Balance
  • UI and audio
  • Performance
  • Gameplay
  • Maps
  • Fixes
changedThank you for trying the demo. Please keep in mind that the game is still under active development, and many systems, assets, and balance elements are unfinished or subject to change.
changedLocalizationEnglish is currently the only supported language for demo.
changedGraphicsThe demo version supports DLSS only .
changedGraphicsFSR support will be available in the full release.
changedGraphicsTwo-handed weapon animations may cause visible stretching or deformation .
changedGraphicsUnits onboard a moving ship fail to factor in the vessel's movement in their movement logic
Field battles now have a510Field battles now have a increased, buff

Total Blade: Mythology changes

changedThank you for trying the demo. Please keep in mind that the game is still under active development, and many systems, assets, and balance elements are unfinished or subject to change.
changedEnglish is currently the only supported language for demo.
changedThe demo version supports DLSS only .
changedFSR support will be available in the full release.
changedTwo-handed weapon animations may cause visible stretching or deformation .

The update log will be appended to the very bottom.

Thank you for trying the demo. Please keep in mind that the game is still under active development, and many systems, assets, and balance elements are unfinished or subject to change.

Known Issues & Demo Limitations

Localization

  • English is currently the only supported language for demo.

Graphics

  • The demo version supports DLSS only.

  • FSR support will be available in the full release.

  • Two-handed weapon animations may cause visible stretching or deformation .

  • Units onboard a moving ship fail to factor in the vessel's movement in their movement logic

World & Content

  • Only one dungeon is currently available, located in England.

  • The Jurchen faction temporarily uses Mongolian cultural assets.

  • Only one map per biome is currently supported.

  • There is only one siege map, and culture-specific siege art has not yet been implemented.

  • Companion mechanics are functional, but companions have not yet been added to taverns.

  • The diplomacy feature is still in mid-development. It doesn't have many functions yet and isn't very intuitive

Gameplay & Balance

  • Headshot bonus damage has not yet been implemented.

  • Long-term campaign balance and geopolitical developments have not been fully tested.

  • Battle maps were originally designed for approximately 700 combatants and may feel crowded during very large battles.

  • Inventory behavior has not been fully verified when item counts exceed intended limits. Eastern European factions are weak because stakes and barricades haven't been implemented yet.

  • If a cannonball breaks a shield, it doesn't deal any damage.

  • The sound system hasn't been finalized yet.

  • Soldiers are knocked back when giant monsters enter the naval battle

  • There is a bug where neutral general attack you if you talk to them while they are chasing an enemy

  • You cannot issue unit orders during sieges and naval battles

Features Already Implemented

  • All troop types and combat-related content

  • All city interaction systems

  • Magic system

  • Character stats, perks, and progression

  • Formations and charge commands

  • Item quality system and random enchantments

  • Dungeon unique-item guardians

  • Faction sub-clans and clan leaders

  • Peace negotiations

  • Clan scouting and recruitment systems

  • AI civil wars

  • AI creation of successor states using culture-appropriate names

  • Influence system and elite recruitment

  • Siege and naval battle

  • Intercontinental trade goods

Features Not Yet Implemented

  • Crusades and holy wars

  • Religious leader elections and assassinations

  • City building construction

  • Village raiding

  • Mixed-ethnicity military units

  • Special heroes and special factions intended for armies of approximately 2,000 soldiers (such as the Drake Pirates)

  • - Culture-specific world map background music

    - Culture-specific battle music

Hidden Mechanics (Not Explained In-Game)

Cavalry Charge Interruption

When a horse is struck by a firearm or thrown weapon, its charge can be interrupted with a reaction animation. If this occurs, cavalry charging within approximately six meters behind that horse will also have their charges canceled. This is determined by whether the projectile's impact exceeds 35% of the horse's weight.

Civil Wars

If the influence of the ruling royal clan falls below that of the second most powerful clan, a rebellion may occur and the kingdom can split into multiple states.

Successor State Naming

When a kingdom is destroyed, its name is given priority for reuse by newly formed states of the same cultural group. No gameplay bonuses are attached to this inheritance.

Shock Infantry

Shock infantry automatically deflect melee attacks while charging and receive a 90% reduction in stamina consumption during the charge. This allows even small numbers of shock infantry to disrupt spear barricades.

Spear Barricades

Spear barricades become less effective when deployed on elevated terrain.

Gun Cavalry

Gun cavalry can fire without their line of sight being blocked by friendly gun cavalry units.

Update June 12th

  • Added naval battles.

  • Changed siege maps and added ladders, battering rams, and bomb pots.

  • AI armies on the world map now return to base to resupply food.

  • ⚠️ Previous save files are incompatible.

Update June 13th

  • AI Kingdom Target: AI kingdoms will now prioritize capturing closer enemy cities.

  • Combat OptionAdded an option to change naval battles into land battles.
  • New CompanionsAdded two default companions. You now start the game with William Shakespeare and Miyamoto Musashi.
  • AI Lord Respawn: The size of an AI lord's army upon respawning is now determined by the production power of their controlled cities.

  • Tactics DisabledTemporary disabled tactical functions for siege and naval battles. Custom tactical features will be added in a future update.
  • Character Scale FixFixed an issue where only the player character's body scale was incorrectly small. The camera height issue will be fixed tomorrow.

Update June 14th

  • Camera height adjusted to match the fixed player character scale.

  • Fixed an issue where attacking immediately after a hit canceled the animation.

  • Fixed an issue where double-clicking or attacking right after a hit caused attacks to go in the wrong direction.

  • Updated UI art with proper images.

  • Players now receive 1.5x more soldiers when recruiting from the following cultures:

    • Mughal, Burma, Ming, Joseon, and Japan.

  • Equipment Weight:

    • The weight of armor and helmets now matches their defense value.

    • At an equipment weight of 50, movement speed is reduced by half.

  • Mounted Combat Restrictions:

    • Cannot attack while mounted: Two-handed hammers, Halberds, Pikes.

    • Cannot reload while mounted: Crossbows, Muskets, Hand cannons.

    • Footman-only weapons now display an icon in their mouse-over tooltips.

    • Bomb jars now knock back light enemies.

    • Damage for swords and two-handed swords has been nearly doubled.

  • Spearmen & Animation:

    • Spearmen will now brace/point their spears forward when charging. Their damage calculation is the same of lancers.

    • Adjusted the attack animation hitboxes after a charge for various weapons.

    • Fixed the idle animation for two-handed weapons. (Note: Attack animations need to be remade from scratch, so they will take some time.)

  • Fixes: Class icons now display correctly.

Update June 15th

  • Bug FixFixed an issue where AI world regiment would teleport to attack in areas where pathfinding was impossible.
  • Ships can now pass under the River Thames bridge.

  • Mercenary recruitment costs have been appropriately lowered.

  • Culture-Specific Voices Added: England, Spain, France, Japan, and Ming. (Unimplemented cultures will temporarily use English voices).

  • Player voice will match a random allied soldier's culture.

  • Default Companions updated with new voices: Cervantes (Spanish), Michel de Montaigne (French), Miyamoto Musashi (Japanese), and Matteo Ricci (Chinese).

  • Matteo Ricci carries a grenade as standard equipment.

  • Lip-sync motion work is scheduled for tomorrow.

  • Rebalanced the size of outlaw squads.

  • Added ambient nature sounds to the world map and replaced several BGMs.

  • World map movement speed is now 2.5x faster.

  • Companions with remaining stat points will now be highlighted.

Update June 16th

  • Town icons are changed. If you click a locked facility, it tells you why.

  • Fixed a background error when opening Equipment right after hiring someone.

  • Changed the battle size limit option max value.

  • Lip-sync is now supported on the world map.

  • Fixed the idle animation for guns.

  • Zoomed in closer when managing characters.

  • Dedicated languages have been added for the Holy Roman Empire and the Polish-Lithuanian Commonwealth.

  • Lords in existing save files will continue to speak English.

  • Johannes Kepler has been added as a default companion.

  • Fixed an issue where some Polish-Lithuanian cities were incorrectly set to the Sibir culture.

  • Outlaws have been placed between the Polish-Lithuanian Commonwealth and the Tsardom of Russia.

  • Added a new Outlaw squad type. They are one tier higher than Bandits and serve as a perfect short-term goal. On existing saves, the newly added outlaws will start spawning once the population of current outlaws goes down

Update June 17th

  • Garrisons consumed during a successful defense are now correctly applied to town.

  • Upon a successful siege, the number of default soldiers provided to the castle is reduced to 1/5.

  • Fixed an issue where the number of castle garrisons increased indefinitely.

  • When reinforcing troops, castles now have a 50% chance to recruit the lowest-tier soldiers.

  • Fixed an issue where certain cities were inaccessible

  • Pitchforks will no longer use barricades.

  • Starting cultures now include Art, and cultural bonuses are more diverse. Highlights include:

    • Scotland Origin: Allows charge twice.

    • Holy Roman Empire Origin: 50% discount on mercenaries.

    Other Origins buff specific types of soldiers under certain conditions.

  • Autosave is now disabled when you interact with world map units on purpose. This prevents the game from stuttering or freezing whenever a dialogue starts

  • Added voices to the starting culture bonus selection screen. They are a bit loud right now, but they will be replaced with quieter lines when the English voice pack remaden.

  • Rus Tsardom culture voice updated. This update is compatible with yesterday's save files.

Update June 18th

  • Cannon damage has been cut down to 20%. Standard direct-fire shells will now pierce through 4–7 enemies before stopping, and medium monsters will survive 2–3 hits before dying.

  • changed how town interactions work.

    The previous method was implemented to avoid interrupting world map gameplay. However, after experiencing it firsthand, the continuity was so overwhelming that it failed to give players the feeling of actually entering a town space.

    Furthermore, forcing rarely used features into a single-depth interface also hurt immersion. I used to believe that fewer depths were always better. But after creating a game with such an extreme lack of depth, I realized that depth needs to be adjusted depending on the situation.

    In the update coming in two days, UI buttons will be removed and replaceed with a system where players click on highlighted buildings. In the long run, for features like the Mercenary Guild or the Magic Academy, extra layer of depth will be added by forcing players to visit the buildings directly.

    Tomorrow, I will start working on the diplomacy update.

  • Set the rendering distance limit for units and fixed an issue where the unit size text visibility would not update when world time is paused

  • Sails won't block faces during conversations anymore.

  • Diplomacy character spawn removed due to duplication bug.

  • New soldiers: Ming Grenadier, Ming Stone Grenadier

Update June 19th

  • Battle flags are now more distinct, slightly reducing the CPU load.

  • Resolved an intermittent issue where night battles would have the same brightness as daytime battles.

  • Prisoners will no longer spawn with a count of 0.

  • Fixed a bug where World AI army remaining stationary for a certain period would ignore weaker enemies.

  • Fixed a bug where World Map enemies would use dialogue meant for when they are losing, even when they have the advantage.

  • World Map unit encounter dialogues are now visible in the text box.

  • Lumen disabled by default on the world map

  • Fixed an issue where leader clans were missing in England and newly added countries.

  • Ensured that units around the player's army become visible immediately when the camera returns from another location.

  • Added a Screen Percentage option. TSR anti-aliasing will be applied in environments where DLSS is unavailable.

  • added deserter groups. They are weaker than rogue mercenaries but still quite strong.

Update June 20th

  • Changed English to Middle English.

  • Added Scottish audio. The default fallback for unsupported languages has been changed from English to Scottish

  • Fixed missing LODs for some armor.

  • Reduced polygon count for LOD0 on all armor

  • Diplomatic interactions have changed. The core diplomatic functions remain the same, and new diplomatic features will be introduced starting tomorrow.

Update June 21th

  • Ottoman and Joseon cultural sphere languages have been added

Update June 22th

  • reworked the English armor (excluding the Sallet helmet). Polygons are down to 1/3, but the quality is even better. Texture usage is nearly identical. If you are GPU-bound, this will deliver up to a 2x performance increase when most units on the field are English.

  • Reworks for other factions will come slowly with other updates. Iberia is up next

  • Optimized the world map movement code to free up CPU capacity. This was a prerequisite step for creating a higher-density world map; for now, increased the Outlaw troop limit by 1.5 times.

  • World map movement speed has been reduced.

  • Time will no longer pause when reaching a designated point on the world map.

Update June 23th

  • Blood effects now apply to human skin.

  • Fixed a critical bug where players who are not faction leaders could not launch a preemptive strike against targets already at war.

  • Field battles now have a 5 to 10-second wait time at the start (similar to sieges), during which allied or enemy units can join.

Update June 24th

  • The Iberia armor rework is complete. The polygon count has been reduced by two-thirds, and shared texture tiling has been applied.

  • Fixed some awkward parts in the English armor rework.

  • The polygon count for all corpses has been reduced to one-fifth.

  • Fixed a bug where items were still considered "new" even after being equipped.

  • Enemy armor now drops as an item.

  • Trade goods have been added. You can now buy culture-specific trade goods at shops.

  • When selling trade goods, you will receive a higher price bonus the farther away the destination culture is. Cultures that are too close will grant little to no bonus, even if they are different.

  • Fixed a bug where city merchants kept adding new items to their inventory without removing old ones.

  • Weather changes have been introduced. However, the effects of different weather conditions on soldier accuracy and movement speed have not yet been applied.

  • Steam post imageSteam post imageSteam post image

Update June 25th

  • Holy Roman Empire armor pieces have been optimized.

  • Outlaws now stand still for about 1 second upon spawning. Additionally, they will no longer spawn near the player's battle staging area.

  • World squad AI now recognizes nearby members of the same faction as allies and will launch coordinated attacks if they have the advantage.

  • If the kingdom's strategy is set to Siege, squads will stop pursuing enemies and prioritize these top objectives.

  • Bullet tracers have been changed from a fantasy style to a historical version.

  • New Feature – Custom Battle mode is now available. You can deploy all types of soldiers, and options like battle size will follow your in-game settings. (Note: The game ends when the battle concludes.)

  • All damage multipliers have been increased by 50%.

  • Fixed an issue where the weapon speed enchantment was incorrectly applied at 100x its intended value.

  • Certain options have been changed from percentage-based to additive integer values, making their overall effects more significant.

Update June 26th

  • Optimized armor sets for the Poland-Lithuania and the Rus Tsardom.

  • Accuracy for all bows and crossbows has been increased by 30%.

  • Reduced soldiers' base face polygon count by 66%

  • The next update will take longer than usual as it requires a complete redesign of the terrain and artwork for all worlds.

Update June 27th

  • The world map has been updated, featuring redesigned altitudes, mountain ranges, and accessible coastlines. If you load an older save file, any squads stuck in the new mountains will automatically escape to a normal position within an average of 50 seconds.

  • The EXP distribution formula has been updated. All individual units now receive an equal share of experience.

Update June 28th

  • The terrain biomes on the world map have been painted to match their geographical locations, and world map biomes are linked with battle map biomes. Supported biomes include: Forest, Farmland, Grassland, Sand Desert, Arid Mountain, and Swamp.

    Ambiguous border zones where biomes change may default to being classified as Forest. The active biome type will now be displayed in the log when starting a world conversation.

    Please note that the Kingdom of Hungary, the Balkans, and the Crimean Khanate regions have not been fully implemented yet.

  • Armor reworks for Scotland and France have been completed.

Update June 29th

  • Armor sets for the Ming Dynasty and Japan have been partially reworked.

  • Forest borders on the world map are now more distinct, and trees will no longer appear in non-forest areas.

  • Prevented outlaws from spawning on rocky mountains.

Update June 30th

  • Hirable mercenaries now vary by culture. Added new mercenary trees: Bedouin, Wokou, Jiangnan, Turkmen, Cossack, Schinder, Swiss, Border Reiver, and Brigand.

  • Different types of outlaws will now appear depending on the culture of the region.

  • The accuracy and range of crossbows have been reduced.

Update July 1st

  • Fixed an issue where corpses would float in mid-air.

  • Added options to limit the maximum number of corpses, arrows, and shields remaining on the battlefield.

  • Fixed a bug where buffs would last indefinitely. Buff visual effects will now only appear along the edges of the armor.

  • Bomb Javelins will no longer appear in shops. Additionally, the impact of javelins has been increased by 6x.

  • Lanterns will now turn on at night for the player and certain soldiers.

  • Increased the aggressiveness of shield-bearing soldiers. If an enemy is within their striking range and not actively charging, they will now prioritize attacking.

  • Reduced the overall attack tendency of infantry.

  • The starting location is now linked to your chosen culture. Combined with yesterday's update, this ensures players can successfully progress regardless of their starting region.

Source

Steam News / 29 May 2026

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