Store data
- Store status
- Coming soon
- Scheduled release
- 13 November 2026
- Positive reviews
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- Total reviews
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- Release date
- 13 November 2026
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Build an unstoppable army in this fantasy strategy roguelite auto-battler. Recruit Bannerlings, place them in formation, fuse them into stronger and specialized versions, and stack emblems to further upgrade them.
Battles play out automatically, but the setup is yours. Position your squad, choose your composition and build the ultimate army.
Combine matching Bannerlings to evolve them. Unlock subclasses and ascensions that change how a unit fights, then build around their strengths.
Emblems enhance your units with new stats, abilities, and synergies. Chase broken combos, or pivot when the run offers something unexpected.
The road never plays fair. Face shifting enemy armies, unpredictable events, and tempting shops that force hard choices between greed, power, and survival.
Randomized encounters, shop offers, and rewards keep every run unpredictable. Learn the systems, then invent the army that wins this run.
15 unit types with 30 subclasses and 60 ascensions, creating 100+ unique unit variants
100+ emblems to specialize your units with
40 battle encounters with 4 main bosses
10+ unique events
Multiple difficulties for deeper challenge
Hey everyone!As work continues on the Early Access build, I decided to overhaul the game’s visual aesthetic, and I want demo players to experience it right away.What’s New:Visual Overhaul: Fully updated the UI and backgrounds to transition the game’s aesthetic from classic fantasy to a dark fantasy tone. This fits the world better and gives everything a more immersive look.New: 1.5x speed. You can also speed up and down with the left and right arrow keys.Balance Adjustments:Slow Arrow Fix: Corrected attack speed slow from 85% to 15%Mid-Boss Rewards: Increased gold reward for defeating the mid-boss.Thank you all so much for the support as we head toward our Early Access launch on November 13th!
Read full update on Steam ↗sell prices for individual emblems are now the same as the sell prices for emblem sets for the respective rarity.and some small bug fixes.
Read full update on Steam ↗Challenge difficulty: fixed bug which allowed you to apply more than 3 rare emblems.
Read full update on Steam ↗Orc boss iron calvary: -1 sharpshootersOrc boss blood warband: -2 crossbowsHard act 2 multiplier: reduced slightlyChallenge act 2 multiplier: reduced slightlyThis should update should improve the win rate for challenge and hard.Thank you to everyone who is sharing their anonymous data as its the best way for me to balance the game! :)
Read full update on Steam ↗Orc Boss - Iron Calvary: orc rider 10->6Orc Boss - Blood Warband: red orc 12->10Skeleton boss: ATK 400 → 350Bearman: ATK 400->350Alpha Bearman: HP 6000->5000Russian localization improvement - Thank you to El424
Read full update on Steam ↗This update focuses on balance improvements, a new Challenge win streak leaderboard, and the first version of our localization support.Guardian armor has been reduced across several unit lines to not make emblems redundant, as they reached their cap without emblems, while their HP and shields have been adjusted to compensate. Bosses and elite encounters have also been made more challenging. Militia has been reworked into Slayer, with the new Overwhelm ability and related changes.Uncommon units are now more likely to appear in the shop, giving you more opportunities to build around them during a run. A Challenge win streak leaderboard has also been added. See how long you can keep your streak going!Localization is now available as work in progress for German, French, Spanish, Brazilian Portuguese, Polish, Russian, Simplified Chinese, Japanese, and Korean. If you speak one of these lang...
Read full update on Steam ↗Fixed event encounter not loading properlyPlease restart Steam if you haven't got the patch already, as it is game breaking.Sorry for the inconvenience!
Read full update on Steam ↗Hello everyone! This is by far the biggest update Bannerlings has received so far. Rather than shipping a bunch of smaller patches, I spent this time rebuilding several core systems and adding a lot of new content. The goal was simple: make every run more strategic, more flexible, and more fun to replay. I’m really excited for you to play it. A lot of this came directly from demo feedback, so thank you for shaping where the game went. Please note: with this many systems changing at once, balance will almost certainly be off in places. Some units, emblems, encounters, or economy stuff may feel too strong or too weak. I’ll be watching feedback closely and adjusting balance in follow-up patches. If something feels weird, please tell me. SummaryFusion 2.0 with subclasses and ascensionWar Chest second-chance systemRedesigned encounter flow (separate battles and events)Ruby Shop with rare u...
Read full update on Steam ↗Balance & economyShop variety - max 2 of the same unit per shop refresh (was 3)Taunt emblem - now Uncommon; taunts +1 additional enemyRemoved Taunt rare ability upgradeKnight no longer has Taunt by defaultUI & polishTeam HP bar - shows relative team health (% remaining), so a larger enemy HP pool no longer skews the bar at fight startFixesBattle report - stats track correctly (grouped enemies, healing given, stats persist after units die; fewer misleading zero-damage rows)Berserker Axespin - AOE still applies when the primary target evades the direct hitFixed bug when quitting mid-battle and reloading (e.g. wrong fused unit stats on continue)Plus some more small things, not listed
Read full update on Steam ↗New features2× game speed - faster battles from the battle controlsGold interest - unspent gold earns interest after encounters (preview shown next to your gold)Selling emblem sets - drag shop-bought scrolls to the Sell panelSell panel on selection — selecting a sellable unit shows the Sell buttonEmblem locking - lock emblem offers in the shop (shares the unit lock slot: one lock for units or emblems, not both)Battle report - more detailed post-fight stats (overview, per-unit breakdown, survivors)“Stunned!” combat textNew emblems (Guardian)Armor IncreaseThorns UpgradeIron ReckoningMassive Health UpgradeLast StandRemoved RallyBalance & economyAdded impossible 2Hard and Very Hard unlocked from the startNormal difficulty daily gold: 9 → 7Spawn budget slightly reduced on encounters 5 and 6UI & polishClearer emblem picker cards -more informativeRandom emblem sets use a purple color instead...
Read full update on Steam ↗Hello!This update focuses on the journey feel of a run, with a new roller screen, evolving backgrounds, and time-of-day lighting. Hope you enjoy it. Full changes below. Join Discord to discuss: https://discord.gg/jqTkpw3aBackgrounds & rollerNew roller path view - see where you are on the run, with past and upcoming encounters along the path.3 new management backgrounds and 3 new battle backgrounds that change as you progress through the run.AtmosphereTime of day - the run gets progressively darker as you advance, until you defeat the boss.Visual polish - improved contrast and brightness for a more balanced look across scenes.UI & tooltipsAbility tooltips now show more detailed info - including scaled damage/heal numbers, splash/AoE details, and the stats that affect each ability (e.g. Attack / Ability Power).EconomySell unit: 100% gold refund if the unit has not fought in a battle yet...
Read full update on Steam ↗Hello!Small update mostly focused on performance increase and various fixes.PerformanceOptimized blood vfx and damage numbersNewPause menu → How to play - in-game guideSettings → Game - Damage numbers - Full / Reduced / MinimalSettings → Game - Blood effects - Full / Reduced / MinimalBalanceBerserker - evasion reduced by 0.05 (now 5%).Archer - attack damage +5.Knockback - 100 → 50FixesSave/load - fused units and in-progress fusion/emblem picker state restore correctly after quit and continue.Emblem sets - emblem set shop / fusion flow bugs fixed.
Read full update on Steam ↗Hello!This update is about a smoother learning curve for new players. We added difficulty tiers you pick before each run:Normal - beginner-friendly; softer enemies and more room to learn the loopHard - tougher fights; mistakes start to hurtVery Hard - the same balance as the previous demo (v0.1.4)Impossible - the hardest way to play the demoNew run setup screen Before starting a run, choose your difficulty and starting unit. Unlocks persist between sessions.Difficulty unlocks (beat the demo on the previous tier):Normal → unlocks HardHard → unlocks Very HardVery Hard → unlocks ImpossibleStarting unit unlocks (total demo wins):Footman - available from the startSwordsman - 1 winKnight - 3 wins (starts with −50 gold)Berserker - 5 wins and you must have cleared Very Hard (starts with −50 gold)When you unlock something new, you’ll see it called out on the demo complete screen.Thanks for pla...
Read full update on Steam ↗Steam currently lists 13 Nov 2026 as the release date.
Hey everyone!As work continues on the Early Access build, I decided to overhaul the game’s visual aesthetic, and I want demo players to experience it right away.What’s New:Visual Overhaul: Fully updated the UI and bac…
sell prices for individual emblems are now the same as the sell prices for emblem sets for the respective rarity.and some small bug fixes.
Challenge difficulty: fixed bug which allowed you to apply more than 3 rare emblems.
added wishlist CTA
Orc boss iron calvary: -1 sharpshootersOrc boss blood warband: -2 crossbowsHard act 2 multiplier: reduced slightlyChallenge act 2 multiplier: reduced slightlyThis should update should improve the win rate for challeng…