Join our Discord community to chat, report bugs, and share feedback: https://discord.gg/8DdsxCn6dy

News & updates

What has changed in the game, newest first. The game is at v0.55.0.

v0.47.0 Alliance vaults, levels and buildings, and war and peace

2 October 2026

  • Alliance vaults and taxes. Alliance leaders can now tax members a share of their hourly income (set per resource, up to 25%). Taxes flow into an alliance vault that dragons, raids and battles can never touch, and the leader can pay resources out to any member. Any member can also donate their own resources to the vault, which earns the alliance experience just like taxes. You can see an alliance's tax rates on its profile and in the alliance list before you join.
  • Alliance levels. Alliances earn experience from taxes reaching the vault and from members' victories, and grow from level 1 to 5. Each level makes room for more members, lets the vault hold more, and lets alliance buildings go higher.
  • Alliance buildings. The leader and officers can spend vault resources on six buildings that help every member: Training Grounds (faster troop training), Granary (bigger storage), War Forge (stronger attacks), Bastion (sturdier tiles), Builders' Guild (faster building upgrades) and Treasury (a bigger vault). Each goes up to level 5, but never higher than the alliance itself.
  • War and peace. Attacking another kingdom now puts you at war with it, and you can also declare war from a player's profile or the new Diplomacy page. While at war, either side can offer a peace treaty: demand a price for peace, or surrender by offering one (your offered payment is held until they answer, and returned if they don't accept). An accepted treaty ends the war, pays the price, and can start a ceasefire during which neither side can attack. A war where nobody fights for 48 hours ends by itself. Every ruler's profile now shows who they are at war with.
  • Alliance wars. An alliance leader can declare war on another alliance from the Diplomacy page or that alliance's profile. While it lasts, every member of one alliance is at war with every member of the other. Only the two leaders can offer and accept treaties, and the price is paid from and into the alliance vaults. A ceasefire after an alliance treaty protects every member of both alliances. A member attacking someone in another alliance on their own still only starts a war between those two kingdoms. Alliance profiles show which alliances they are at war with, and leaving or disbanding an alliance takes you out of its wars.

v0.46.2 Easier skirmish camps on open ground

2 October 2026

  • Skirmish camps on open ground are easier again. Camps on plains and grassland are now the weakest, and mountain camps the toughest. Large realms no longer face camps that grow in step with their size, so a modest detachment can clear a plains camp near even a big kingdom. Camps already on the map have been adjusted too.

v0.46.1 Cheaper building upgrades

2 October 2026

  • Building upgrades are much cheaper: every upgrade now costs about a third of what it did, and none costs more than you can store once your Castle and Warehouse are at the same level. Building something new costs the same as before.

v0.46.0 Search box for plot lists

2 October 2026

  • Find a plot faster: long plot lists (sending an army, marching reserves, posting scouts, choosing a port, placing a relic or a governor) now have a search box. Type coordinates like 12, 40 or part of a name like Farm and the list narrows as you type.

v0.45.0 Siege Workshop, sieges that keep going, and buildings capped at level 5

2 October 2026

  • Sieges now keep going until you stop them. Order an army to besiege a wall once and it marches up, strikes, comes home, and strikes again every 15 minutes until the wall falls or you call it off. Follow its progress (strikes, damage dealt, troops lost, time to the next strike) on the Armies page, where you can also stop it.
  • New building: the Siege Workshop (needs a level 3 Castle). It builds three siege engines: the Battering Ram (workshop level 1), the Ballista (level 3) and the Trebuchet (level 5). They are fragile and only middling fighters in an ordinary battle, but tear through walls and gates.
  • Trebuchets hurl stones from where they stand. An army made only of Trebuchets bombards a wall next to it without marching and takes no losses doing it. Trebuchets sent along with other troops are spared the losses too.
  • Every building now goes up to level 5 instead of 20, and each level is a much bigger step. A level 5 building is exactly as strong as a level 20 building was, so nothing you build is weaker - you just get there in fewer, bigger upgrades. See the Help page for how building strength works at each level.
  • Maxing a building takes days, not weeks: about 30 minutes to level 2, 3 hours to level 3, 12 hours to level 4 and 2 days to level 5 for a Farm (a little longer for bigger buildings like the Castle).
  • Your existing buildings were converted, not reset: each one moved to the new level closest to its current strength, and upgrades in progress carry on. Buildings that needed a higher Castle level now unlock at Castle level 1-3 to match, and a dragon is now less likely to damage a building.
  • Attacks on your land no longer fill your mailbox. Losing or holding a plot now shows up only in your Events, under a new Attacks on you tab, together with sieges laid against your walls, walls that fall and volleys fired at your tiles. Defenders are now warned the moment someone lays siege to their wall.

v0.44.0 Fishing Hut artwork, and a clear notice when a knight falls

1 October 2026

  • The Fishing Hut now has real painted artwork.
  • A knight's death now sends you a clear notification naming the exact tile they fell on, so it's no longer easy to miss buried in a battle report.
  • Fixed: a relic left on a tile your knight died carrying could become permanently unrecoverable if a building later went up there. Any such relic is now automatically recovered into your vault before you can build over it.

v0.43.0 Lakes, Fishing Huts, and Resurrection

1 October 2026

  • Inland lakes now dot some islands, each with its own sandy Beach shoreline - build a new Fishing Hut there for food, just like a Farm.
  • Resurrection, a new Gem Shop item, brings a fallen heir back to your household. Limited to one per player per round.
  • Naval encounters like Smuggler's Cove now only appear on the coast, never on a landlocked tile.

v0.42.0 Crest emblems now outlined for contrast

30 September 2026

  • Crest emblems are outlined in black or white, whichever stands out better against your shield's colour - no more emblems blending into a similarly-coloured background.

v0.41.0 Real artwork for crest emblems

30 September 2026

  • Crest emblems now use real painted artwork instead of simple line icons - every sword, crown, castle, dragon and the rest of the emblem catalogue, still fully recolourable to any crest colour you choose, gold and silver included.

v0.40.0 Zoom in further on the island map

29 September 2026

  • Zoom in further than before to see the new painted Wall, Gate, Moat and building artwork at a bigger, clearer size. Suggested by Cote.
  • Hover a tile with a building on it to see what it is - the name, and its level or that it's still under construction.

Want to see it for yourself? The game is free to play in your browser.

← Newer Page 2 of 9 Older →