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- 3 November 2026
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- 3 November 2026
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TL;DRPosts carry orders: a post can set its members' gear and training priorities, give a yard order to anyone without one, and be kept off the quest, war and Trial lists.New Hire: newcomers drop into a holding post until you sort them, and each post can be the one new recruits join.Choose the contract length when you sign: two, three or four years, in the Tavern, on the Market and when poaching.Orders move to the Training Yard: the battle plan, doctrine and each delver's orders are a tab in the Training Yard. The Armoury keeps the kit.Send the Physician to war: they make the Triage Call at every battle of that war, and are missed at home until it ends.Terms and charters: rules that simply happen to a run are now terms, No Odds is its own card, and the term groups fold.Founders come from their region, and the Hearthgrown chooses the people it raises.The lair search, reworked: a beast...
Read full update on Steam ↗TL;DRRangers fall back between shots: when a foe gets too close, they step back towards the party and stay within the healer's sight, making them harder to pick off.Shooters hold their position: they no longer lead the way into chokepoints, prefer foes they can see, and take 25% less effective damage from shots when fighting beside cover.Relationships change after a delve: a clean run can bring two neutral delvers closer, while a hard one can sour things between them. They no longer have to be friends or rivals before their relationship can change.Failure has consequences: losing a delve costs renown based on what was expected of the guild. A famous guild that falls short pays more than a young guild reaching above its station.The Yard pays for every day worked: training gains are now counted daily, so a delver who is away on payday doesn't lose a week's progress.Quest renown follows...
Read full update on Steam ↗TL;DRThe dungeon is drawn: every fight room is a board of stone, with walls, pillars and props that block movement and line of sight, drawn fresh each time you enter. Line of sight: a shot, a spell or a heal needs a clear line, and four new ground orders use the board.Every trait and every attribute says what it does: a plain rules line first, read off the rules, with the flavour in italics under it.Progress by delver: a grid of what each delver gained and lost, sortable on every heading, with their rating now and how far they can go. The Training yard: an All tab with everyone in one table, and a class filter beside Tanks, DPS and Healers.Fairer quests: the road's bad luck now knocks a result down one step instead of all the way to Ill-fated, and the report says how likely it was.Easy delves cost less morale, and never more than 6 morale total. Ask a house to back you: your Envoy can...
Read full update on Steam ↗TL;DRThe writing pass: every screen's instructions rewritten in plain words (A few weeks of updates have been pulled together as I've been working my way through the copy), and the walkthrough is now offered rather than forced.The story told as scenes: event openings, all 30 in-dungeon encounters, a legend's death, friends parting, farewells and the camp, rewritten to show the moment rather than sum it up.The Crucible is announced: five days before the year turns you are told who is in line, and a party sent out on the year's last day is warned that it will miss it.The Counting House: the strongbox sits on the top bar and opens a pull-out, and what it holds above one payday's wages can now pay for other things when the treasury runs short. You are asked each time.Orders by class for every class: the Orders tab shows a line for each class in the party, even one with no saved orders.The...
Read full update on Steam ↗TL;DRThree new Gatherings: the Stone Carry for tanks, the Race for damage dealers, and Last Lantern, a four-player card game of light and dark, for healers. You watch your delvers play.Wars mean more: where you stand changes what you are paid, a lost war costs your patron's faith, and its region carries the result for a season.A word of advice: before a vow, an ask or a shared duty, the council member who knows them best says what would land.Guild Stats: a new League tab with every delver's record, delve by delve for your guild.Undying, your way: always, once a year for each delver, or a chance each time. The GatheringsThe Stone Carry (tanks): four carry a great stone down the course. Strength sets the pace, fatigue builds, and a third drop leaves the stone where it fell.The Race (damage dealers): the flat, the broken ground and the climb.Last Lantern (healers): a card game for four a...
Read full update on Steam ↗TL;DREvery people can have its own custom: each of the ten kindreds leans toward the traits its homeland breeds and can carry a custom of its own, and every beast kind has a trait that says what it is.A guided first day: the opening walkthrough helps better guide your first day with you, starting with a shared duty.Undying: a new founding term. A blow that would kill one of yours leaves a grave wound instead.The priorities grid: who is kitted first and who is trained first, calling by calling, on one grid. Not every body comes home, and the Stillroom grows: foragers, stores for the Stair, and a feast paid from the shelf. Racial traitsThe lean. Each kindred is likelier to roll the ordinary traits its homeland breeds. A dwarf is still anyone, but more often steady than flighty.Ten customs, one for each kindred, carried by some of that people and never by anyone else: Cold-Tempered (dwar...
Read full update on Steam ↗TL;DRThe Gatherings are contests you watch: the Bards on a stage, the Ring as a sumo bout, the Hunt on the battle map.Make Camp: a rest room is a call at the fire, with the party shown round it and the card they need marked of 4, Unless someone's trait pushes you past it.Quests read plainly: your party beside the details, the reward for each result, and the odds as well as your Envoy can read the road.A story seen through gets a finale, and the town that asked remembers it.Swear a vow again and it counts, a grave wound can be taught around, and the Stand calls halls to hold a beast at the walls. NewThe Gatherings. Three contests, one for each calling, sixteen entrants each: the Bards (healers) over rounds on a stage, the Ring (tanks) as a best-of-three wrestling bout, and the Hunt (damage) as heats against the same kind of beast. A call before each round, and a choice that night follo...
Read full update on Steam ↗TL;DRLost is not dead: a delver lost on a quest goes missing, and may come back in one of four ways.Order the eight gear stats for each calling and each delver, and Kit them out follows your order.The Hall of Fallen names where lost kit lies, and a party can go back for it.Every kind of Tavern quest brings something of its own on a triumph, the long quests are shorter, and road ambushes are sized to the party.Delvers at home grow closer or further apart, and an idle delver may ask for leave on an errand of their own.A Legendary or Mythic piece remembers where it came from and who brought it home. NewLost is not dead. A delver lost on a quest or on leave is missing: off the Roster, kit and ties kept. Each season they may walk home, send word with a posting to bring them home, turn up among the Wanderers, or be found at last. A death you watched in a delve or a war is still a death.Go b...
Read full update on Steam ↗TL;DRFormations: place each delver on a 3x3 grid, and save formations for any fight.Begin your guild in any of the six divisions, or let fate found it.Every wing at its top level chooses one of two specialisations.Escorts: guard a wagon to any town in the realm.Part-exchange and trade-ups on the Market, and ten new events that answer the state of your guild.Each step of Difficulty in the dark is much harder. NewFormations. A 3x3 grid on the Formation tab and in every contest's prep: place a delver on a square and that is where they stand when the fight opens. A formation is a set of slots, each a role, a square and orders, for that fight only, in delves, Trials, the Cup and the Crucible. Orders(gambits) can be saved to a formation.Begin in any division. The founding is a ladder of the realm's six divisions with a Lean, Fair or Full purse beneath it. Higher up, you start with a bigger...
Read full update on Steam ↗Updates derived from Feedback and Conversations from Discord & Stream Discussion.TL;DRGrudges: delvers can hold a loss against another guild, and a new Term, Long Memories, lets whole guilds hold grudges against yours.Every new injury says what caused it.Rival guilds buy into open beds, so the Backwater no longer fills with castoffs.A fairer first Trial for every new guild, Makes the start a little easier.Switch entries of Day Book on and off. Full List of updates.NewGrudges. When kin, a partner or a close friend falls in a Trial against another guild, or a friend is sold to one, a delver may hold it against them. A grudge cools bonds, slows teaching, weighs on a delver before a Trial against that guild, and can make them refuse an order to withdraw. Delves together and Have a Word soften it; the Unforgiving never let go.Long Memories, a founding Term: grudges come three times as ofte...
Read full update on Steam ↗TL;DRCrowned: a new Term where the realm shrinks down until one guild is Crowned. Borrow a rival guild's spare delver from the Market. (Loans!)New Search and Transfers tabs on the Market.Three new Terms for the pace of the year to give players more time.Quests now pay double. NewCrowned, a founding Term: divisions leave the realm, then guilds, until the one at the top is Crowned. Fail to climb in time and the run ends.The Pace of the Year: Swift Roads, Out of the Open and Shorter Trials give you more time between Trials. Borrow a rival guild's spare delver; they go home stronger, and their guild is weaker while they are away.Search lists every delver in the realm, and Transfers shows every deal the realm makes. After a lost or drawn Trial, the Master-at-Arms says (If you have one!) what went wrong and takes you to the fix. Hover an item's worth to see why it is priced as it is.Thrifty...
Read full update on Steam ↗This is everything that has changed since v0.212. Every new line of text is in all twelve languages. Some new things added will be for bigger plans down the road but starting off now to ensure things are implemented correctlyThe Library and old hallsThe founding book is eight pages. Page 3, The Library, is a bookshelf holding Start a New Realm, your ledgers (the save slots, and any backups added this sitting) and the shelf of old halls. Found a new ledger inside an old ledger's realm. The new guild takes over that realm at the head of its year: every guild, roster, master, champion and Wanderer, the Herald and the map, with that season's table cleared. The old ledger is only read, never changed.Your old guild stays in that realm as a marked rival and keeps its own crowns. The new guild takes the weakest place in its division; the weakest guild of each division below goes down a step,...
Read full update on Steam ↗This is everything that has changed since v0.211, in full. Every new line of text is in all of the games languages. This is likely the last Patch that adds things before Next Fest so I may have added a fair bit ahead of the Early Access release to ensure returning players have more tools to play with. With things like the Charter's let me know any rules that you want added to this, If it's in the game it likely can be set as a rule.StaffThe Staff page is rebuilt. The council as a table of five chairs (the Envoy's chair and the four seats), one facts strip for seats, wages and calibre, and cards you can compare: each candidate says how they compare with whoever holds the seat.The good ones stand out: each card leads with its skill, large, and its calibre in the gear rarity colours. Each role keeps its colour as a light wash on its card. The Envoy is now blue, clear of the Master-at-Arm...
Read full update on Steam ↗This is everything that has changed since v0.210, in full. Our notes for v0.210 did not list all of its changes, so the complete v0.210 list follows at the end. This has been uploaded to play now in the demo so you can see what's changed with your feedback and ideas but I'm also partway through a big clean up of both UI and In-text which will continue alongside any other updates that is comingNew in v0.211 Challenge houses: three new patronsA new row on page 3 of the founding book, "Or take up a challenge". Locke Nuz moves there from the ordinary list. Challenge houses are never dealt at random, are never taken over, and never back a rival hall. A house that sacks you is replaced by the same house.The Hearthgrown. Only the young you raise can join: the yearly intake and its aspirants. No Tavern, no buying from other guilds, no Wanderers, no swaps. Heirs, bound beasts and kin the realm...
Read full update on Steam ↗The Party leaderYou now name who leads a party, on the Send-Off tab, or let them settle it among themselves. The default is that they settle it. Standing decides who they would pick: bonds with the party present, years at your hall, veterancy, and traits. It is not Leadership, so a five-star newcomer can be a poor leader of four veterans.Naming a leader the party will not have costs you. They lend nothing, and the bond between them and each objector sours after the delve. Letting them settle it is always free.A traditionalist will not answer to a leader with fewer seasons served. A vain delver who had a claim resents being passed over. A lone wolf neither gives standing nor takes offence.If the leader goes down, the seat passes to the next-highest standing still on their feet, and the Account will say so.Rival halls get a leader too, on both sides of a league fixture. The FogThe Fog c...
Read full update on Steam ↗The Fog: a new way to found a guildA new option when you found, beside Ironman and Power Fantasy. Trust your readers. Learn your people by watching them. Unticked, you play with full knowledge, exactly as before. In the Fog you never see your delvers' true numbers. Every attribute, rating, star and training figure is a range read by your staff: your Master-at-Arms reads what a delver is, your Loremaster what they could become. Odds before a delve come as words. No percentage appears anywhere, in the Scrying Pool or on the odds strip.A better reader reads closer, and the longer a delver serves the better you know them, but nobody is ever certain and a poor reader can be plainly wrong. With nobody in post you are reading by eye, and nearly blind.Training orders still work. You still say "if Agility is below 16, train it", and your Master-at-Arms is the one who tells you whether they hav...
Read full update on Steam ↗Training ordersHone has a new option, Training orders (Gambits!): a list of stats, each trained up to a number you choose, top row first. When every row is met, the delver stops or carries on with Auto, as you choose. Start a list from the delver's full kit or their core stats. A list started this way follows their job: if what the job is rated on changes, the list changes with it.Save a list as a preset and use it on anyone. Presets are grouped by the class and job they were made for.The window can be dragged anywhere and shows what Auto would do instead.Hone focus headroom is gone. The hone ceiling is the delver's class ceiling plus their kindred's leaning: a Dwarf's Vitality goes three past a Human's, and the sheet says so ("Dwarf +3"). PostsEvery sworn delver now holds a post, and the game never moves it. Before, a delver with no post was re-ranked every time you looked, so an org...
Read full update on Steam ↗The gear picker says what a piece changes.Choosing a piece now shows what it would do to the delver wearing it, not just what the piece is.Every stat it would move gets its own line, against what is currently worn.Green for an increase, red for a decrease. A stat it does not move is not listed. Quests short enough to actually takeEvery band came down, so the one or two delvers who are not in a delve party have something to do.Bounty: 3-6 days, was 8-14.Relic: 5-8 days, was 11-18.Sellsword: 10-15 days, was 14-21.Expedition: 12-17 days, was 24-34. Write your own notes on a delverYou can now write a note on any delver, from their sheet. It is saved with the guild.The first player-authored text the game keeps. Asked for by koko on Discord.A delver who has a note shows it wherever they appear, including after they have gone: on the fallen, in the Gate Book, and on a hero you sold to a riva...
Read full update on Steam ↗What is newThe whole hall's kit and orders on one screen. The Armoury has a Kit & orders tab: every delver a row, their three slots and their orders side by side, changed in place. Racks are grouped by what a piece is. A row of doctrines sets every hero at home to orders built for their own calling in one press, so a Cleric told to hold gets a healer's way of holding. A hero out on the road can now be given orders too; only their kit waits until they are home. One kit button before a delve. "Kit for this delve" kits the party for the place they are going: it fills what is empty and puts a piece that answers the dungeon's condition ahead of any piece with bigger numbers on it. The Cup and Crucible have the same button, reading "Kit for this tie". A tank holds the line against another guild. As a fight opens, every tank challenges the rival heroes within earshot, and a challenged hero m...
Read full update on Steam ↗THE MARKET IS ITS OWN ROOM Delvers move between guilds now, and the Market has its own place in the menu. Three boards: Selling -where you put your own up and answer the guilds that bid; Buying - what the rest of the realm has put up at a willing seller's price rather than a poaching one; Wanderers, delvers no guild holds at all, free to sign. (Free Transfers) THE ARCHIVE'S ROLL. Which guild a delver serves is a line in the Archive's record, so the Archive sits four times a year, for the first eight days of each season. While it sits, delvers move. While it is shut, nothing is written. It closes the market, never the door: the Tavern and the wanderers are open all year. (Transfer windows 4 times a year, Above is the lore version of why it happens) Your guild keeps an Archive clerk from its first day, in an Envoy's chair of its own, so the market is open to you at once. Seat a real Env...
Read full update on Steam ↗EVENT DESCRIPTIONThe Guild Planner A new panel on the Dashboard. Days to the next Trial, the next three events, whether you will have a rested team for each of them, open quests with every reward listed, and the rival you play next. There is a sortable roster line with fitness and ability, and the whole panel collapses. It answers in one place what used to take the Calendar, the Dashboard and the Dungeon screen. The Guildmaster's Cache You can now lock gear in the Armoury or on a delver. A locked piece is never handed out by Kit them out, never swapped off the hero wearing it, never returned by Call in the kit, and cannot be sold, on its own or in a bulk sale. There is no limit on how many you lock. There is a new Cache column with a padlock on every row, a filter to show only locked gear, and a Set aside tag on the hero's own Loadout. The Armoury reads better What it does now fits on...
Read full update on Steam ↗How to get itWindows players get v0.203 automatically. Steam Deck and Linux players can try the new native version: right-click the demo, choose Properties, then Betas, and select linux. On a Deck, also open Compatibility and turn off "Force the use of a specific Steam Play compatibility tool". Let me know if this doesn't work as expected and what the issue is as I will keep working on this until It is correct. New: choose where each hero standsOn the Formation tab each hero now has arrows to move them to the Front, Middle or Back line. Heroes start the fight standing in those three lines. Before, a party always started in a diagonal set by role. Default lines are unchanged: shields at the front, blades in the middle, spells and healing at the back. A hero you have moved is marked with a dashed edge. Move them back to their usual line to undo it. A shield now only protects allies stan...
Read full update on Steam ↗The demo now reads v0.202 on the title screen. Your saves carry over.Guild vs guild fightsThe Open and the Crucible fight window is wider and shows both teams: your fighters and the rival's, each under their guild's crest and name.The same headings appear when a rival guild contests the final room of a Trial.Armoury and Training YardA relic in the Armoury now shows the trait it grants.Heroes who are away now show their training stats in the Training Yard.DelvesOn shorter screens, scene buttons such as Press On, Try Again and Turn Back sat below the bottom of the window. They now stay on screen.SettingsNew Diagnostics section. Press Copy diagnostics and paste the text into your bug report. It lists your build and display settings, and nothing is sent anywhere.Translations (12 languages)Season Review: the finishing place, round names, hero of the season reasons and festival honours no l...
Read full update on Steam ↗Steam currently lists 3 Nov 2026 as the release date.
TL;DRPosts carry orders: a post can set its members' gear and training priorities, give a yard order to anyone without one, and be kept off the quest, war and Trial lists.New Hire: newcomers drop into a holding post u…
TL;DRRangers fall back between shots: when a foe gets too close, they step back towards the party and stay within the healer's sight, making them harder to pick off.Shooters hold their position: they no longer lead th…
TL;DRThe dungeon is drawn: every fight room is a board of stone, with walls, pillars and props that block movement and line of sight, drawn fresh each time you enter. Line of sight: a shot, a spell or a heal needs a c…
TL;DRThe writing pass: every screen's instructions rewritten in plain words (A few weeks of updates have been pulled together as I've been working my way through the copy), and the walkthrough is now offered rather th…
TL;DRThree new Gatherings: the Stone Carry for tanks, the Race for damage dealers, and Last Lantern, a four-player card game of light and dark, for healers. You watch your delvers play.Wars mean more: where you stand…