HomeGamesUpdatesPricingMethodology
Steam News14 May 20261mo ago

Steam Closed Playtest available NOW!

Steam Closed Playtest available NOW! We are starting a Closed Playtest for our core community. If you are interested, join our discord and see this post to apply!

In this update14

Full notes

Full Total Incremental Battle update

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

What changed

0 fixes10 additions15 changes1 removal
  • Maps
  • Balance
  • Gameplay
  • Events
changedMaking Tactics More MeaningfulOne of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.
changedMaking Tactics More MeaningfulWith this update, we feel we’ve found a much better balance. Let us know what you think!
removedStage Structure Rework & Persistent OrdersOrders now persist between battles, so you no longer need to set them up every time.
changedStage Structure Rework & Persistent OrdersWe also reworked the stage structure:
changedStage Structure Rework & Persistent OrdersEnemy layouts now change between stages
changedStage Structure Rework & Persistent OrdersEach stage after Stage 10 now contains 5 floors

Total Incremental Battle changes

changedOne of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.
changedWith this update, we feel we’ve found a much better balance. Let us know what you think!
removedOrders now persist between battles, so you no longer need to set them up every time.
changedWe also reworked the stage structure:
changedEnemy layouts now change between stages

Steam Closed Playtest available NOW!

We are starting a Closed Playtest for our core community.

If you are interested, join our discord and see this post to apply!

Major game update

Currently the update can only be played in the Playtest.

Total Incremental Battle - Playtest Patch Notes

First of all, thank you everyone for all the feedback on Demo 1! We received a lot of great ideas and suggestions, and we believe Playtest is now much more fun and engaging to play.

Making Tactics More Meaningful

One of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.

With this update, we feel we’ve found a much better balance. Let us know what you think!

Stage Structure Rework & Persistent Orders

Orders now persist between battles, so you no longer need to set them up every time.

We also reworked the stage structure:

  • Enemy layouts now change between stages

  • Each stage after Stage 10 now contains 5 floors

  • Every floor within a stage shares the same enemy layout

The goal of this rework is to make tactical setups stay valuable for longer periods of time. In most cases, you’ll only need to prepare your tactics when entering a new stage.

Improved Group Management

Group management has been heavily reworked and now includes several new features:

  • Collision and group overlapping

  • Custom group sizes

  • Formations per group

New Player Unit

  • Catapult — deals powerful AoE damage

New Enemy Units

  • Spear Orc — effective against Cavalry, but weaker in most other situations

  • Armored Orc — uses a shield to reduce incoming archer damage, but deals less damage in melee combat

  • Archer Orc — dangerous when left unchecked, but vulnerable to flanking Cavalry

Traits, Counters & Synergies

Each unit now has a set of traits. For example, the Knight has the traits: Frontline, Infantry, and Sword.

Traits interact with each other through a counter system. For example:

  • Archery is weak against Shields

  • Sword is effective against Shield

Additionally, Synergies can now be activated by combining specific traits together, similar to systems found in games like Teamfight Tactics. Activating Synergies grants powerful special buffs.

Additional Changes

  • Flanking — attacking enemy groups from the side or behind now deals increased damage

  • Kiting — units can now attack while moving, making movement orders much more important

  • Army resets are now free, allowing players to experiment with tactics more freely

New and Improved Progression Systems

Prestige Tree

  • The Prestige Tree is now over 2x larger — and it will continue to expand in future updates

  • Improved UX with dragging, zoom-out functionality, and popup information

  • Rebalanced progression curve for smoother and more satisfying progression

Annihilation

A new progression system based on your total number of kills. It can also unlock some unusual and fun statistics, such as Movement Speed or Weight bonuses. Have fun experimenting with it!

Research

Research is a new time-based progression system. It’s still in an early stage of development, but we plan to expand it significantly in future updates. Let us know what you think about it!

Achievements, Statistics & Battle Statistics

You can now view your Campaign Statistics and current Battle Statistics in the Authority tab.

There are also several hidden achievements to unlock. We plan to continue expanding the achievement system with many more challenges and rewards in future updates.

Puzzle Mode

A completely new game mode, separate from the main Campaign mode.

In Puzzle Mode, you can solve tactical challenges using limited resources and compete against other players on the online leaderboard.

We’ve also added a new Player Profile system where your achievements and progression can be displayed. Currently, it includes a title selection dropdown, but we plan to expand it further in future updates.

Our goal with Puzzle Mode is to let players enjoy both game modes simultaneously. You’ll be able to leave the Campaign running in the background and quickly switch to Puzzle Mode to solve a few challenges whenever you want. We plan to implement this functionality soon.

Let us know what you think!

Source

Steam News / 14 May 2026

Open original post

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