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- Store status
- Coming soon
- Scheduled release
- 30 October 2026
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- Release date
- 30 October 2026
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Lead a ragtag company of sellswords through a dangerous, living fantasy world in this turn‑based tactics RPG built by a solo indie developer with two decades of passion behind it. If you’ve ever loved turn-based tactics games and wished they leaned harder into deep fantasy — more races, more magic, more lore — this is exactly that.
Your mercenaries aren’t pre‑written heroes. They’re emergent characters shaped by:
Races, backgrounds, traits, and skill growth that evolve in unexpected ways
Memories of their first kills, close calls, triumphs, and failures
Obituaries that recount their journey when they fall in battle
A world that remembers — towns react to your deeds, losses, and reputation
Every run becomes its own story.
Build each mercenary into something unique through:
XP‑driven skill trees and trait unlocks
Equipment builds and magical loadouts
Powerful awakening traits earned only by your strongest veterans
Mercenaries can learn skills and each of those 40+ skills has their own skill tree
20+ playable races — from humans and dwarves to Dragonkin, Vamplings, Wraithkin, and other rare beings
20+ enemy factions — bandits, goblins, vampire empires, dark elves, hordes of demons and more
Unlockable content as your company grows: new races, factions, features, and late‑game bosses
Positioning, morale, terrain, and abilities matter. Fights are lethal. Mistakes cost lives. Victories feel earned.
Battles as small as a handful on each side or as large as 50+
Discover legendary magical relics with real power and real drawbacks. That cursed blade might make you unstoppable… or get your best fighter killed.
This game has been my passion project for over 20 years — something I’ve rebuilt, reimagined, and carried with me across most of my life. I’m finally able to share it with you, and development is active and ongoing. If you enjoy deep tactics, emergent storytelling, and weird fantasy, I hope you’ll join the Brotherhood.
There are three main changes in in this patch; more commissioned images to replace some original art, improved guilds to make them more interesting and a fairly big change on backgrounds to make them more relevant. First, almost all the equipment images are now hand drawn art (about 20 new images). The plan is to slowly have different art for different tiers to make them easy to distinguish.With guilds, this was a bit of a bigger overhaul on something fairly niche. Before they were just a place to hire more experienced and specialized mercs. Now you can't sign up unless you have someone vouche for you which is either someone who has a specialty or skill that aligns with that guild (such as a warrior specialty for a warriors guild). There are many other hidden aspects you can unlock over time. Finally, backgrounds overhaul. Before they mainly dictated your starting stats, equipment and...
Read full update on Steam ↗This demo patch is a bigger one as it now makes terrain destructible. Tired of having a wall block you? Smash it down and go through the rubble. Burn down trees to remove the cover. This opens up more strategic options. Note to attack terrain you need to hold down the control key. Also the tutorial has been completely redone based on player feedback. Removed most of the walls of texts to make them simpler, removed the draft as it adds unnecessary complexity for new players, starts in a curated battle to give players a taste of the battles and other minor tweaks. Finally, a much requested feature is that now there are subtle outlines around allied and enemy units so you can easily see the difference.Tip: - The hardest early game enemies are bandits by design. Avoid them unless you are more confident of your squad Tutorial : - Heavy revamp of the tutorial based on player feedbackNew Fea...
Read full update on Steam ↗Updates to Roadmap - Journey to Early AccessWhen I last did the roadmap, it was before the demo launch. Before then I had play testers who provided a lot of feedback so I was pretty sure the state of the game and was sure it was solid. Well like any good plan, once it was played by more than a few people it was clear it needed more work. There weren't stability issues just many usability tweaks needed as well as many smaller bugs. Also, there was a large amount of interest from Chinese and French players so that led to a lot of work adding in early translations to the game. However there also was enough interest in the game to justify commissioned art so I started commissioning art for that game. This part has been a lesson learned for me, that unless I have dedicated people doing the art, it takes a lot longer than I was originally expecting.Overall the beta resulted in a far better...
Read full update on Steam ↗This demo patch is a collection of miscellaneous bug fixes and mid game balance changes as reported by players. Most are ones that won't be visible to most players as they are more in the mid game stage.Tip: - First couple level ups are really fast. Subsequent levels are much slower. UI: - Show characters hometown on their character sheet - Tweak to look of the faith section of character sheet Balance: - Improve loot drop variety. While enemies still are most likely to drop the weapon they are wielding, such as a sword, they now have a chance to drop other equipment as well. This addresses and issue where weapons like javelins were hard to find- Mercs stay in their faith for life. No more conversion - Using mechanical crossbows or hand cannons help discover tinkering - Settlement reputation drops much slowerFixes:- Tinkering skill levels up much faster- Kills with magic now count towa...
Read full update on Steam ↗This demo hotfix focuses primarily on the translations plus on fix for Vendetta weapons. Tip: - The demo caps out at about 20% of the games content however you can keep playing. This is why some people find the enemy variety lacking after 20 hours or so. Translations:- About 40 different changes focusing on improving the current translations. Many of them were minor (a couple words here or there that weren't translated, or a hover over that wasn't) while others focused on either French or simplified Chinese specific translation issues.Fixes:- Vendetta items were bugged. They didn't have icons, sell for 0 gold, and some aren't even equippable.
Read full update on Steam ↗This patch adds a lot. There are more emergent events, new commissioned art for settlements, tweaks to new game screen to look nicer, and many other smaller changes.Tip: - The center of the map is easier than the edges. Graphics:- New commissioned images and icons for all settlements- New game screen is more colourful and has more contrast- New images for roads in battle mapsGameplay:- Tinkering now has a basic ranged ability at level 1 - repeater.- New emergent event - Company cohesion. Races and personalities that don't get along form rivalries easier. Too much friction impacts company dynamics- New emergent event - Religion. Certain units can worship demigods, including past characters that ascended- New emergent event - Survivors guilt. Survivors of tough battles take it rough and they are not easily accepting to new recruits- Mending magical item trait provides a bonus to heals p...
Read full update on Steam ↗This hotfix is focused on addressing a rare issue that only impacts a couple players right now. The Inquisition faction, a mid to late game faction, was ambushing them and becoming vendettas way too early in the game. This made for unwinnable fights.Tip: - If you like the game and where it is going, tell your friends. Better yet, post on Reddit or other forums. As a solo indie developer, it can be hard to stand out so even posting once or twice can help out more than you may think! Fixes- Fix with inquisition attacking way too early and with vendettas when they shouldn't- Cooldown added between vendetta fights- Players shouldn't get vendettas from factions they have never foughtBalance- Every consecutive attack against the same unit gives a stacking +5% to hit (max +25%)- Eastern empire (ratkins) melee defense slightly reduced
Read full update on Steam ↗This hotfix heavily reworks the world generation to make it more interesting to explore. Before it was all procedural. It was plains with sporadic groups of hills or trees or mountains. However besides finding the occasional monster lair or enemy base, there wasn't incentive to explore.This changes the world into different biome terrains. For example, the North part is snow with some forests, with mountains. West is many mountains and hills, etc. For now the only new terrain type is snow but I have ideas for more changes in the future. As past of this change now there are rare enemy sites. These are higher challenge sites with far better loot, unique mechanics (like freeing slaves, stopping a summoning circle, etc) and provides new unique loot to upgrade your weapons. Those weapons can be upgraded at a new Master Blacksmith point of interest that is hidden on the map somewhere near th...
Read full update on Steam ↗This hotfix heavily reworks two key areas; multi-story buildings and sieges. Unlike many medieval/fantasy turn based tactics games, I really wanted to have buildings in this game that you can enter. And not just normal buildings but multi-story ones. Some of my favorite games, like XCom, have this already so I wanted to add it. And I thought it would be really epic to have a large, sprawling, multi-story castle to attack. Sounds great on paper but turns out the reason it mainly works in games like XCom is that they have guns. Shooting enemies in a 3rd story building? Sure. Having to run up 3 floors to kill just that one enemy? Not fun. This was pretty common feedback during the demo and long story short, now all buildings have one floor. Sieges used to be two phases; build up and then attack. Now it is just a longer build up. Lots of other smaller changes. Tip: - Level 3 is when the g...
Read full update on Steam ↗This hotfix heavily reworks ascension and awakenings, laying the ground work for some long term interesting events in this area. About half of the tier 4+ awakening traits have been reworked or replaced. Those that were replaced were grandfathered in so anyone with it will still have it, but no one new can select it. I will have a Dev Diary later talking about Ascensions and Awakenings in more details Also did a rework of all abilities and gear that give extra movement. Many of them quit working properly with a recent revamp in how AP is used for movement and attacks. Now any gear/abilities/traits that give extra movement now give that many as free (no AP) movement each turn. So if you have a unit with +2 movement before, now they will be able to move the first two tiles each turn without spending AP.Tip: - Awakening Tiers are gained by raising your potential, which is given for fight...
Read full update on Steam ↗This hotfix fixes some pathfinding issues. For some reason, mercs were thinking the straightest path to a tile three steps forward was to zig zag there. That is fixed, along with similar issues with pushing mechanics. Also added more unit images for humans, dwarves, goblins and stonemen.Tip: - The higher your Company level is, the harder the enemies you will fight but also the better loot you will find.Usability/UI- Elevated tiles less high to improve readability - Added Continue option on main screen to load your last saved game- Tweak to messages at inn when players get to stay for free- Abilities should all show the exact stats they impact and by how much. Some, like Battle Cry, were vague- Added equipment tier to the items equipped- Cleaned up the Unit Picker screen and added ability to filter based on the race Fixes- Path finding, including your own on the world map, now prefers...
Read full update on Steam ↗This hotfix adds a request for more unit images, in particular ones that are AI driven. I don't shy away that I do have AI images AND I am getting commissioned art to slowly replace them. However in the mean time I added capability to add in unit packs where they are folders of free commercial use unit images, if you want, to change your unit images. This set comes from ddant1100 and they have a great style to them.This also adds many other things, like rotating units in battle, many tweaks to the later game (like relics and giants), making the market make more sense, etc. Also, you will find much more loot and double chance for magic items at lower levels. The chance for loot and magic items increases at higher levelsFinally, the company level, which is the game for better loot and higher tier levels, is automatically triggered once you reach it. Some players were missing that they c...
Read full update on Steam ↗This hotfix isn't really a shiny one. It focuses on some fixes, often that are found by players 10+ hours in as that is when some of that content starts unlocking. Also adding helpful usability gameplay settings, tweaked how sieges worked, revamped ranger stations and adjusted some enemy AI. There is a lot more in the backend for future localization, such as supporting Chinese characters and centralizing all the text to translate. Plus I built up my automated testing suite to help catch some of the above issues sooner.Tip: - Trading is a great way to make money in the early game. It is very low risk and allows you to afford early equipment upgradesLocalization- More backend changes to support future potential localization, including centralizing all the text and adding in font to support Chinese characters Usability/UI- Added animations for auras- Visual indicators where sieges are- A...
Read full update on Steam ↗This hotfix improves animations for over 20 abilities and spells. Originally I never was planning on having too many animations in this game, as Battle Brothers has few and it is a classic. Yet with an emphasis on abilities, especially magic, with Mercenary Brotherhood I started adding it and it made a great difference. This path improves animations on many abilities and spells, and expect more passes to come. Doing this was fun. Also I reworked the dungeon from the ground up. My original idea was epic battles in dungeons that were more like multi-level caves. Caves are dark, windy, tight... and boring. So a tactics game with very long, cramped and boring battles. Sounds like a hit, right? So... yeah, this is reworked now to be more like assaulting an underground base. Much wider and straighter paths, very big rooms that are more thematic (props coming soon) and lots of enemies. And o...
Read full update on Steam ↗This hotfix addresses one key challenge seen with the demo, which is easing in new players. A new tutorial is added that, while short, introduces you to the key mechanics, ensures you have a healer and gives you a quick level up so you can see how the unit builds work. This will evolve over time. Another big changes is the battle flow through tweaks in attack and movements economy. Before normal attacks were free but they would end a turn and you could only do one of them per turn. Now they cost 1AP for the first one and 3AP for subsequent ones, they don't end your turn but they do prevent you from moving without special abilities. What this leads into is adding multiple attacks per round for faster units, stresses movement related abilities more and rewards using abilities and spells to attack because now you can attack with one, kill the unit and then still move. Finally lots of min...
Read full update on Steam ↗This hotfix addresses some concerns with issues with some ability triggers, setting up some backend changes for long term localization and adds in a new World Atlas. This was one asked by for a few people. The map can be large (and will get larger in the future) and it can be hard to see where settlements are, where was that one hermit trainer you need or where are all the sieges. Meanwhile the minimap is good for quick navigation but that is it. The World Atlas (accessed by M or clicking + on the minimap) pulls up a large map where you filter and search for settlements, points of interest, quest targets, sieges and more. In future patches I will tweak the look of it but I am happy with how useful it is. Tip: If enemies live through a battle, especially if they kill one of your units, they can become Vendettas. Once you have a Vendetta, if you don't put them down quickly they will get...
Read full update on Steam ↗This hotfix addresses some concerns with building and wall battles. Those fights were cramped, it was hard to navigate stairs and they led to bottlenecks. Now certain units can jump, fly or climb castle walls or go through windows. Walls can also be pulled down by using the Canopy button (name will change later). Many other tweaks and fixes as reported by players. Tip: Have you ever used your Ogre to throw a smaller ally? Great for getting behind enemy lines or up onto walls. Performance- Performance improvement when zoomed in on hilly battlesUsability/UI- Canopy button now makes walls shorter as well, making it easier to see in buildings- Right clicking on units in the work units in the initiative menu will open their character sheet- Clicking H will jump to the next visible enemy which is useful when units are in buildings or on the second floor- You can now access your company in s...
Read full update on Steam ↗This hotfix is a larger one as it adds new commissioned art for the village settlements (more coming soon), as well as focuses on feedback from users, such as needing a quest compass, being able to see the damage impact of attacks on enemies and making the world more interesting Tip: Join the discord server to find out more of where the game is going and to get updates on issues or new features. Graphics- New hand drawn art by Chadwick for the Village Settlements. Really great job. Other settlements are being work on now. New village art by Chadwick- Matchlock guns now use hand cannon image- Grass is a little less bright on the world map Gameplay- New events on the world map. Some are monuments to battles, other remember the fallen from other games. Others are a surprise that take a while to unlock- Battlefield remains sites have a very small chance of spawning undead warbands- New sm...
Read full update on Steam ↗This hotfix is mainly to add many different quality of life and usability changes. For example, changes adding a fatigue bar above the HP bar, allowing you to navigate the world faster by holding shift key, cooldown pips above abilities, etc. A few fixes in here, with the big one being that games actually end now when your party wipes. Tip: All patches are save game compatible unless explicitly said they are not. I still load save games from 10 versions ago. Usability- Added a blue fatigue bar that appears over hp bar in battle. When hovering over an enemy or using an ability, it reflects the fatigue cost before you use it- Ability to move around letters when renaming a unit- When navigating on the world map, if you hold down shift you can move without double clicking- You can now use camera rotation during deployments- Interactive initiative bar. Clicking a unit will jump the camera...
Read full update on Steam ↗This hotfix is mainly to add camping (rest until heal) on the world map. It also addresses a few uncommon minor issues. Tip: Bandits and Ferals Gnolls are the toughest early game enemies. If you are finding it too hard, avoid them off the start until you level up and have better equipment. Gameplay- Added a camp until fully healed button to world map. Rest feature only, not full camp setup. Fixes- Fix gnolls ability to do an opportunity strike from too far away- Units should be layered on top of the barricade images not under it- Opportunity strikes should not occur if enemies standing 2+ levels higher or lower- Fix for hover over to hit image of the units not always showing- Fix for a rare issue with world map rendering issue showing some dark squares Usability- Tweaked some points of interest button text to not overflow button- Bridges should not appear over 1 tile lakes. New game o...
Read full update on Steam ↗A large part of this hotfix is to finally start replacing some of the AI art. I hired Alan Rad, a very talented artist, to replace my Steam capsule art. For those unaware, as a solo developer I used AI to generate about 75% of the art in this game just to start off, with a hope to replace with hand crafted art if this ever started taking off. This is the first part of it. The Steams capsule art is a different style but I wanted it to align more with how the units look in the game as well and I am quite happy with it. The other aspect of this is primarily a lot of usability changes. Making text easier to read, tweaking forms, improving the guide, adding help to a lot of the forms, etc. Tip: If you ever want to know how something works, open the guide and search. It full text searches all the guide so you can quickly find out how different mechanics or stats work..Graphics- New splash s...
Read full update on Steam ↗This hotfix is mainly to add some usability and quality of life changes. Part it to explain hidden mechanics, such as to hit or what different races do, or add extra hotkeys, or make it easier to find information on the battle. Tip: Check out the guide. In battle press F1. It explains a lot about facing, combat, magic, etc.Fixes- Players shouldn't be able to scrying too early as it is tied to mid-late game threats. Refunding gold to players who used this too early and preventing scrying until the threats are unlocked (which is outside scope of demo) Balance- Enemy armor values have increased across the board for any enemies wearing armorUsability/Graphics- Added a help menu button in the Battles to help explain battle mechanics- Added an improved hover over when recruiting to explain the race and background better. Hover over for >1.5 seconds or hold down shift to see- Similar to abov...
Read full update on Steam ↗This hotfix fixes two issues with abilities, one of them quite annoying. Also it adds a tab to see hidden stats and finally it makes elites, champions and bosses a lot harder and more interesting. Tip: Did you know your magical equipment can get more powerful through use?Fixes- Some initial abilities offered by some magic classes were being hidden when the skills leveled up. This bug is fixed and the skills are restored- Fix some enemy abilities not firing Usability- New Details tab on character sheet shows many hidden stats such as Magic Power, Dodge, Critical Chance, etcGameplay- Elites, Champions and Boss variants will now come with deadly random abilities drawn from a pool. As each one will be slightly different this will make the fights more interesting and challenging
Read full update on Steam ↗This hotfix is focuses on a couple issues related to magic & hybrid specializations as well as some usability tweaks. Tip: Join the discord to provide more direct feedback or ask questions how something works.Stability- Fix crash related to a caster or hybrid specialist (ex Templar, Maestro, etc) - reported by manyclan company Fixes- Changed portraits now correctly appear in the initiative bar- Fix bonuses provided by following specialists Rogue, Stalker, Thief, Shadowblade, Arcanist, Cleric and PoisonerUsability- Fatigue cost is now shown next to each ability in battles- HP bars over mercs can be show/hidden using settings in the setting menuGameplay- Inscribing a character into the hall of legends will also capture any custom portrait they have. This way when you retrieve then in another game they will have that custom portrait.- Ability to dismiss units. There is a small chance the...
Read full update on Steam ↗This hotfix is again driven a lot by user feedback. For the most part there have been few bugs (which is great) and it is mainly usability or UI tweaks. Tip: Don't edit the save game file. Some people have and if/when things break I can't help fix them. Also, if you want to know how something works, check the in game guide. If you are still confused, send in a note through the in game feedback. Often it is easy to make things a little more clear Fixes- Changed unit portraits now correctly show in battle - Fixed combat errors for Gladiator specializationUsability- Right selecting an ability will cancel the attack - Abilities that have a single target possible no longer auto-cast them. This allows you to cancel themUI- Fix some UI scaling issues causing text to go outside their boxes- Fixed minor layering of bushes in front of walls- Tweak to camera to not recenter while units movingBat...
Read full update on Steam ↗This hotfix is driven a lot by user feedback. The in game feedback is a great way to easily send me feedback and bugs. Also, I am slowly adding in new features into this version that will ultimately make there way into the full game, such as more world events. Tip: If you play the demo for a short time and just think "this really isn't for me because of ____" use the in game feedback to let me know why. Some rough parts might be ones others are experiencing that may be easy to fix for everyone. Fixes- Break the siege was not completing properly. - Changing a unit portrait should now only affect the unit you change and not all units with same portraitUI- Cleaned up the Battle Victory screen- After using an ability in battle the camera shouldn't jump until the animation is done- Tweak the stairs going down so the top corner isn't sometimes cut off- Tweak to hover over for stats to omit...
Read full update on Steam ↗Another demo hotfix today addressing a rare stability issue, improvement to performance on the battle map, buffing vendettas for stronger companies and added ability to reroll units when starting a company. Tip: If you enter in feedback, feature requests or bug reports into the in game feedback form on the home page or on the battle/world map, I get the feedback immediately. Also, if the game crashes I automatically get any logs. Those metrics can be disabled in the menu. Stability- Fix for rare crash related to battle fog/shadingPerformance- Smoother camera movement on the battle mapGameplay- Increase strength of vendettas and numbers of their guards based on strength of the company.- Slightly higher chance of vendettas spawning. Still heavily influenced by new game settings- Add ability to reroll characters on a new game. Costs 50 gold each time.Misc- Extra late game enemy images
Read full update on Steam ↗Hey everyone,The Mercenary Brotherhood demo is now live. A few new fixes with the new hotfix to it today, mainly related to tweaks to the UI, better user information and getting started tips. Tip: Make sure to check out the new game tip screens when you see any new screen (like the battles) as well as check the in game guide. UI- Removed the unit roles (ex: Frontline). They were purely cosmetic that added confusion without any real benefit- Replaced game iconPerformance- Performance tweak to moving on the main mapGameplay- Enemy bases will start a little farther away from each other- Settlement patrols leave quest spawned warbands aloneGetting Started- New player information page at start of the battle talks about flanking, cover and ranged vs melee attacks- Updated in game guide with this information
Read full update on Steam ↗One of the things I've wanted from day one is for Mercenary Brotherhood to be a game people can shape themselves. So much of what makes a tactics RPG feel alive is the breadth of its content — the races you can recruit, the weird traits you can stack, the enemies that come stomping out of the fog — and however much I keep adding, it's still just my ideas of how the game should work. With this update, mod support is officially in. When the game is live, you can build mods locally or grab them off Steam Workshop, and the game just picks them up and merges them into the world.I've made most of the game open to modding. Want to add a new race of swamp-dwelling toad-folk that cast poison magic? Go for it. Want a faction of clockwork bandits with custom encounter tables, their own relics, and a vendetta arc that follows your company across the map? That works too. You can add new weapons, a...
Read full update on Steam ↗The Burning Vanguard Of Your LineIn Mercenary Brotherhood, I wanted every race to feel like a tactical tool. The Dragolin is your heavy vanguard. While other units rely on shields and formations, the Dragolin relies on overwhelming elemental force to dictate the flow of combat.Boasting a massive health pool and a natural bonus to raw damage, they are built to dominate the center of the fray. Their signature ability, Fire Breath, allows them to unleash a devastating area-of-effect burst once per battle. This move is designed to shatter enemy formations; by forcing your opponents to scatter to avoid the flames, the Dragolin creates perfect openings for your high-mobility units, like the Wolfkin, to strike.The Burden of BloodPower of this magnitude comes with a price. Their Dragon Scales provide incredible resilience against physical strikes, but their internal heat makes them Cold Vulne...
Read full update on Steam ↗The Raw Power of the LabyrinthIn Mercenary Brotherhood, I wanted every race to feel like a tactical tool. The Minotaur is your sledgehammer. While most units look for openings, the Minotaur creates them.With the highest base melee attack in the game, they are designed to end fights quickly. Their signature move, Gore Charge, doesn't just do damage—it uses their momentum to break through enemy lines, displacing defenders and leaving them vulnerable to your archers.The Cost of FuryPower like this comes with a vulnerability. Minotaurs possess Unbreakable Will, meaning they are nearly immune to fear and morale shocks. However, this same stubbornness makes them aggressive. They aren't "tanks" in the traditional defensive sense; they are glass cannons made of muscle. If you overextend a Minotaur without support, their high threat level will make them a primary target for enemy focus fire.Ho...
Read full update on Steam ↗Steam currently lists 30 Oct 2026 as the release date.
There are three main changes in in this patch; more commissioned images to replace some original art, improved guilds to make them more interesting and a fairly big change on backgrounds to make them more relevant. Fi…
This demo patch is a bigger one as it now makes terrain destructible. Tired of having a wall block you? Smash it down and go through the rubble. Burn down trees to remove the cover. This opens up more strategic option…
Updates to Roadmap - Journey to Early AccessWhen I last did the roadmap, it was before the demo launch. Before then I had play testers who provided a lot of feedback so I was pretty sure the state of the game and was…
This demo patch is a collection of miscellaneous bug fixes and mid game balance changes as reported by players. Most are ones that won't be visible to most players as they are more in the mid game stage.Tip: - First c…
This demo hotfix focuses primarily on the translations plus on fix for Vendetta weapons. Tip: - The demo caps out at about 20% of the games content however you can keep playing. This is why some people find the enemy…