What changed
Written for somebody who plays the game rather than somebody who reads the code. The same list is a feed if you would rather not come back.
0.98.0
- Print the letter each button really carries in the CONTROLS list, the key settings and the tips (they named old letters, e.g. "press B" to build), and list training per building.
- Fit the whole in-match CONTROLS list on a 1280x720 screen: it lists only your race's research, by building name, in three columns.
- Draw the command buttons sharper on Windows laptops scaled to 125 % or 150 %, and a little bigger at 125 %.
- Hear the hero, or else the unit leading the selection, answer every order for a mixed group, instead of a different random soldier each click.
- Stop hearing "under attack" for a fight already on your screen, and hear it once per 20 seconds and 16 tiles for the same kind of alarm; the horn still sounds.
- Keep the screen from shaking while you drag a selection box, aim a command, or for a moment after a click.
- See a unit you train online appear in the queue and its cost leave your purse the moment you press, drawn faded until the match confirms it.
- Keep your seat safe online: after a dropped connection only your own browser can take your army back, not anyone who types your name.
- Check online matches for a desync once a second instead of with every order, and name which part of the world disagreed when one happens.
- Redraw the Stop, Patrol, Mine gold, Demolish and Fall back buttons; Mine gold now shows a pickaxe on a nugget instead of the top bar's coin.
- Start a first match on Broad Meadow, a tested map, against a readable opponent: Humans meet Orcs, and Orcs and the Spooky Guys meet Humans.
- Put QUICK MATCH on the first screen of a phone held sideways: the name and races sit on the left, the ways into a match on the right.
- Hide only the hint you tap, not every hint for good; save the hotkey-sets hint for your second match; add hints for the hero, his skills and neutral camps.
- Keep the phone's opening hint on one line and seat the camera below it, so the town hall is never under it, and say the workers are at work, not awaiting orders.
- Swap the phone's install card for one line on an iPhone that opens the Home Screen steps; Android starts matches full-screen already, so it keeps just the INSTALL link.
- Make the loading screen a real progress bar that fills as the game loads and bakes, full the moment it leaves, and stop it jumping a moment after it appears.
- Send Fall back straight to each unit's nearest town hall in one press; right-click a unit's train button (double-tap on touch, Shift+its key) to keep training it.
- Redraw the gold, lumber, food and repair icons: a crowned coin, a pile of cut logs, a roast drumstick, and a spanner crossed with a hammer for Repair.
- Show the right iPhone install steps for iOS 26 Safari (⋯ then Share), for Chrome, Edge and Firefox, and send Brave players to Safari, which can install.
- Start matches fullscreen and sideways on Android phones in the browser; held upright, one big Play sideways button does it for you. Same Settings switch as desktop.
- Keep the game's hand-drawn cursor over the match summary's Keep player names box and a busy SHARE REPLAY, where the browser's own pointer used to show.
- Start matches fullscreen on desktop; Esc still cancels first where the browser allows (hold Esc to leave). Turn it off in Settings; FULLSCREEN in the game menu brings it back.
- Hear Human and Orc hero spells fire, strike and fade: Arc Lance, Blink, Astral Storm, Shield Oath, Rally, Ground Stamp, Sunder, Warsong, and the Guardian, Owl and Spring.
- Reword the main menu: new race lines (the horn, the huts, the dead do chores), "the computer" for AI opponents, and no feature tagline.
- Redraw the Orc crest on the main menu as a notched double-bladed war axe with a tusk lashed to its haft, so it reads as plainly as the Human shield and the Spooky lantern.
- Open the game menu with F10, as in Warcraft III; Escape still cancels first.
- Ask a phone held upright to rotate with a full-screen prompt that acts out the turn, a "Play sideways" button where the browser can, and an X or "Play upright anyway" to keep going.
- Let a phone hear fights as far away as a desktop does, instead of only as far as its smaller screen shows.
- Let a 5K iMac or 6K display zoom out as far as every other desk, and keep sounds and "all of these on screen" on what is drawn while the camera glides to a new spot.
- Stop computer opponents peeking through the fog: they now judge neutral camps, a mine's gold and enemy workers only from what they have seen, and remember a camp once they see it cleared.
- Fix the match clock reading "00:0" on an upright phone with a hero, and shrink an empty command card to a small "No orders." tag so the world under it shows and takes taps.
- Fix arrows, bolts and every other missile going blurry at an angle: they now turn in crisp whole pixels, and the Haunted Hearse launches its skull with a catapult's throw, not a bowstring.
- Remove the stutter every two seconds in big matches with computer players: each computer now plans on its own beat instead of all at once.
- Let Spooky Guys expand: raise a Haunted Mine on any unclaimed gold mine (the ghost snaps onto it) and mine it, and the Spooky AI now does the same.
- Clear the middle of an upright phone: the minimap sits beside the command card, the selection panel shrinks to what it says, and HOME and + no longer move when you select.
- Fix locked buildings on the desktop command card: the picture stays whole under its padlock, and hovering says what it needs, instead of a "NEEDS …" strip squashing it.
- Show the Spirit Totem's slow field as a ring around the placed totem, and drop the old hand-cast totem chip and its 15-second note from the Shaman's panel.
- Fix the upright phone with eight seats: MENU, the seat strip, HOME, + and the ally tab each take their own taps again, HOME and + grow to thumb size, and hints no longer cover the top bar.
- Fix the seat list on a sideways phone: all eight seats open as a sheet over the selection panel, the seat and ally tabs sit above the minimap, and MENU takes its taps again.
- Throw a skull from the Haunted Hearse, the one its bone arm is drawn releasing, instead of a heart.
- Give the Wizard, Stormcaller, Cursed Mummy, Mage, Witch and Ballista a missile each of their own, where each used to fire another unit's.
- Fix the Scarecrow's thrown thorn flying as an arrow in matches.
- Draw the Sanctum as a school of magic, with an orb, a belfry and a book alcove, instead of the old cross-topped Chapel.
- Redraw the production queue's markers as a person for training and a scroll for research.
- Pan with the middle mouse button; a right-click order now goes out the moment you press. Right-drag panning is a setting under the camera options.
- Stop Select Army and drag boxes taking wards and totems as army; a box that leaves workers out now says how many and offers Include workers.
- Refuse out loud when Zombies are sent to mine gold or Summoners to chop wood, instead of promising the job and standing idle.
- Aim ground, line, landing, ward and corpse spells on a phone first, then tap Confirm to cast; tap again to move the aim.
- Fix a crash on links and rejoins that still name the Spooky Guys by their old name.
- Read hero spell tooltips in mana, with each rank's numbers: the learn menu now says what the next rank buys, like Arc Lance's damage going 55 → 80.
- See Command Presence named on its chip, with the armour its rank really gives: +1, +2 or +3, not +1 at every rank.
- Hear refusals that say what to change: "Not enough gold — need 110, have 40", "Ready in 4s", "Requires an Abandoned Barn".
- Confirm a permanent study with a second press: Forked Fletching or Longbow Training, Hooked Mauls or Blood Rage now say what they rule out first.
- Read studies in plain words with their numbers, and unit descriptions that match the rules: the Mauler, Archer, Vampire, Scarecrow and Necromancer were wrong.
- Press HOME and it names the hall it takes you to, a Town Hall or a Keep, instead of your highest rung.
- Face computer heroes and casters that use their spells: every hero ability and unit spell now gets cast when it fits the fight, and the Wizard stops spamming a Rock Guardian that is not ready.
- Face a sharper computer: it stops over-staffing its mine, saves wood for new halls, climbs tiers, revives its hero, and the Spooky Guys field Zombies and an army.
- Fix spell effects that flew off where they were cast: Arc Lance's beam, Astral Storm's bolts and Oath Break now appear where they happen.
- See and hear Storm Chain, Mending Wave, Grave Bind, Restitch, Lantern Toss, Grave Gallop, Midnight Ride, Reaping Blade and the Battle Rhythm beat: they drew nothing and fell silent after the cast.
- Open the main menu faster, cold and after a match: its battle is readied while the end screen is up, and its load no longer freezes the menu for a quarter of a second.
- Fit the main menu in a laptop browser window without scrolling: the ways into a game now sit two by two, and the wordmark is full size again on a 900px screen.
- Earn 30 hero experience for destroying an enemy tower; farms, halls and unfinished towers still give none.
- Call the Human hall's third rung a Castle, not a Citadel.
- Show a town hall built after you upgrade as a plain Town Hall, in its name and its picture; your tech still reaches the rung you bought.
- Warn about attacks by place and kind: again after 8 seconds or 5 tiles away, for a hero hit even beside a fight, and at once when your final building is hit.
- Keep Space's jump-to-alert list to the 8 newest attacks and losses from the last two minutes.
- Put a unit's orders, spells and Level up on one twelve-button card: the Orders, Abilities and Develop tabs and their F2–F4 keys are gone.
- Open a building's research from its A button and come back with V, as in Warcraft III, so Q on a Barracks always trains.
- Show one kind's spells at a time in a mixed selection; Tab, or a kind button in the selection panel on a phone, swaps them, so no two share a key.
- Raise the dead by hand: the Necromancer's Q raises Skeletons (or Boneguard) from the corpse you click, R a Bone Archer, and V switches what Q raises.
- Add buttons for Pounce, Crowbinding, Night Flight and landing, Walking Grave, loading and dropping corpses, Unsummon, and the Priest's Heal and Dispel.
- Let Slow, Purge, Bloodlust, Wither, Unhex, Protective Charm and Berserk cast on their own: right-click or double-tap the button, or use its Auto switch. Off by default.
- Switch the Priest's automatic Heal off, or have it keep 60 mana for Dispel, from the Priest's panel; a Heal you cast by hand still spends freely.
- Add a Keep channel switch to channelling heroes: turn it off and an order to the whole army breaks the hero's channel too.
- Give wards no orders and no order sounds: a Spirit Totem, Owl, Spring or Grave Candle can be looked at, not moved.
- Move the phone's Best speed off the card to the status line beside Cancel, after you press Move or Attack-move.
- Keep the Spooky build menu at twelve buttons with no fifth column; leave it with Esc, a right-click, or Cancel on the status line.
- Keep the learn menu's Back button on V at every hero level.
- Stop the Spirit Totem button wearing an autocast ring and switch: it is only ever cast by hand.
- Show Unsummon happening: the Summoner tears the house apart into his lantern, and your refund of gold and wood appears where it stood.
- Show the Haunted Hearse's Attack ground with its own target reticle instead of a second Attack sword.
- Return to the picture you left after MAIN MENU on a first visit, instead of a bare field when the menu's battle was not your banner's race.
- Show the Spirit Totem button's cooldown again after a Shaman casts it, instead of looking ready for the twelve seconds every press was refused.
- Stop your race's other hero inheriting the fallen one's skills: he arrives at your level with every point to spend, and a revived hero keeps his own skills and items.
- Walk a hero into range when you aim a targeted spell at a unit beyond its reach, then cast, as in Warcraft III; the cursor no longer promises casts the hero then refuses.
- Stop Sunder, Storm Chain, Grave Bind and Lantern Toss hitting buildings: they target enemy units only.
- Refuse Shield Oath on the War Captain himself, on summons and on machines, and give it its true 5-tile reach.
- Refuse Mending Wave and Restitch, keeping the mana, when nobody they would reach is wounded, even if the target is healed to full during the wind-up.
- Let Shield Oath, Mending Wave, Restitch and Rally help an allied player's units.
- Stop Battle Rhythm being learnable as the Warchief's first skill; it needs an active spell to trigger it.
- Stop Sunder stripping Grave Gallop's speed: the gallop cannot be dispelled.
- Keep a Rock Guardian holding its ground when its Wizard dies, instead of chasing the nearest enemy.
- Man your War Burrow: right-click or tap it with Drudges (or press Garrison) to put up to four inside; it shoots 8/13/17/20 by crew, and Unload lets them out.
- Lock the Raise button until both buildings a hall upgrade needs are standing, and name the missing one; computer players now build both before trying to upgrade.
- Say what the third hall upgrade really unlocks — your flyer and your last research ranks — not a flyer building (the Orc Beast Den opens at the second).
- Guard both contested gold mines on Gold Fields and Two Coves with the full centre camp (Ruin Guardian, Briarback, two Briarlings); one side used to get only two Briarlings.
- Give every spell its own cooldown: a Mage's Slow no longer locks its Fireburst, and a Stormcaller's Owl Spirit no longer locks Ancestral Spring.
- Hand back a spell's mana if you cancel it before it goes off; a root, stun, silence, hex or death during the wind-up spends nothing and stalls the caster half a second.
- Start a spell's cooldown when it goes off, not when you order it.
- Let a rooted hero cast everything but Blink, and say "rooted" or "cannot act" instead of "not ready" when control blocks a cast.
- Keep a hero's cooldowns running while he is dead, so a revived hero no longer returns with every spell ready.
- Show hero spell buttons' true cooldowns: five abilities looked ready while cooling, and Ground Stamp's fill ran past full during Warsong.
- Draw Ground Stamp's shockwave at its real 2.25-tile reach.
- Make Call to Arms arm only the Peasants you selected, within 7 tiles of any finished hall, each on its own 60s cooldown; the Town Hall button is gone and the count it announces is true.
- Remove the level-3 hero choice between Bulwark and Executioner: heroes now grow only through skill points, with +1 armour at levels 4 and 7, for you and the computer alike.
- Remove the free wall, gate and tower hardening Orc and Spooky got at the second hall tier; Reinforced Defenses research is the one upgrade for every race.
- Stop the Stake Wall and War Gate biting units that stand next to them.
- Shut gates over half a second, and refuse to shut one on anyone standing in it: the gate stays open and says why, instead of pushing them out.
- Take 3 seconds to demolish a building, during which it stops working and firing; press the same button again to cancel.
- Refuse to demolish a Haunted Mine while Summoners are working its stations.
- Raise Spooky buildings in their listed time: a Summoner chants over the site for 2 seconds, then walks away, and a Graveyard stands in 25 seconds instead of 50.
- Cap the workers on one building site: one on any Orc or Spooky building and on a Human wall or gate, two on a Human tower, four on anything else Human.
- Repair at 8 hit points a second for one worker, 12 for two and 16 for three, at half the building's price; a fourth worker is sent on to other work.
- Stop Zombies building and repairing: the Summoner raises every Spooky building, and the Zombie is a lumber worker that can fight.
- Leave buildings under construction without armour, so a half-built site breaks faster than a finished one.
- Refuse to place a wall or gate where anyone is standing, friend or foe, so no unit is ever sealed inside one.
- Fix computer opponents never researching weapon or armour upgrades: every race now buys its smith's ranks, and a unit's damage line shows what its ranks add.
- Stop the Ballista, Catapult, Haunted Hearse and landed Dragon hitting flying units: siege cannot reach the air, and the tooltip now says so.
- Leave no raisable corpse when a hero, a Scarecrow or a Ghost dies.
- Train Warhounds without a Spirit House; the Dragon now needs a Warhold and a Spirit House.
- Change building requirements: the Blacksmith and Watchtower need a Lumber Mill, the Forge and Watch Spire a Lumber Camp; walls, gates, Sanctum, Spirit House and Beast Den need none.
- Zoom out farther on Retina laptops and 4K screens, zoom in one step closer on phones, and never see letterbox bars on a common screen or phone either way up.
- Polish the main menu: a picture of the battlefield is there from the first moment, a race card cross-fades to its battle instead of freezing and cutting, and the logo hands off cleanly.
- Fix the Scarecrow's thorn leaving its face: it now flies from the straw hand that throws it, in every facing.
- Rewrite nine unit and building descriptions that still described retired units, among them the Werewolf, Necromancer, Dragon, Ghost, House and Sanctum.
- Fix hero spells that silently did nothing: a refused cast now says why, Blink no longer spends onto blocked ground, and Astral Storm and Rock Guardian can be aimed from the card.
- Open the main menu at once, after a match too: its buttons answer while the battle behind them is still being drawn, and that battle fades in instead of freezing the screen.
- Redraw the selection panel in your race's stone, timber or violet: a big portrait with health and mana under it, stats as icons and numbers, and a whole sentence.
- Fix the selection panel on a phone held sideways sliding under MENU and pushing the minimap and command card off the top when a hero is selected.
- Fix Battle Rhythm making no sound: the Warchief's drum now beats each time one of his spells refreshes it.
- Speed up loading a match with Spooky Guys: their sprites were baking far more work than they used, costing about four seconds.
- Fix the SEASON row on a phone leaving a gap on its own line; the leftover chips now sit centered instead.
- Stop floating a
+5over every delivery: the gold and lumber readouts already show it, and the delivery still makes its sound. - Stop spare Summoners at a full Haunted Mine standing at the mouth all match: they go idle beside it, and never wander to a mine without a Haunted Mine or into a camp.
- Command icons are a size smaller by default on a desk; INTERFACE SIZE at LARGER puts them back where they were.
- Interface size now actually resizes the command card: SMALLER, FIT and LARGER, one whole rung apart.
- Fill the screen at the furthest zoom: the grey bars above and below the map are gone, and every screen shows more map than it did.
- Bring the haunted ground in to where you can build: it was drawn up to two tiles past the buildable outline, and a Hearse's healing field no longer looks like ground you can build on.
- Show the deployed Hearse's recovery reach the moment it deploys: the mist ring used to appear only after it had already healed somebody, and then never left.
- Remove the gold and wood per-second rate from the top bar: it jumped around; your gold, wood and food counts stay.
- Drop the gather button a worker cannot use: a Summoner's card has no Chop wood on it and a Zombie's has no Mine gold, and pressing either used to do nothing at all.
- Show the idle-worker badge as the worker a press will select next, so an idle Zombie no longer shows a Summoner's face.
- Preview six more ground-aimed abilities before you commit them: Ancestral Spring, Spirit Totem, Owl Spirit, Not Dead Yet, Pitch Casks and Midnight Ride.
- Walk past a planted Grave Candle: it no longer blocks movement, like every other ward.
- Show the Ancestral Spring taking a hit: the basin sloshes, chips and cracks instead of bubbling on as if nothing had happened.
- Mark what a spell is still doing: Ground Stamp's slow, a hexed victim's remaining damage budget, an Unsummon's refund, and which allies a rescue sealed.
- Lay the selected-body readout out on a grid: aligned stat columns, condition bars, and state badges instead of a wrapped block of sentences.
- Show a hero's fourth ability icon whole; the panel's even split was three pixels too narrow and had been cutting it off.
- Show mana for every caster, not only heroes; a selected Mage or Witch was giving no sign whether the next spell was affordable.
- Drop the Town Hall's claim that it treats hurt workers, a service the game no longer has.
- Say MELEE for a weapon that must touch its target, instead of printing a fraction of a tile.
- Heroes speak their own lines when they gain a rank and when they return; the announcer only covers a hero who has nothing to say.
- The Scarecrow throws a thorn from its hand, not a burning skull off its neck; the burning-head missile belonged to a unit that no longer exists.
- Rename the end-screen buttons to say what they do: Watch replay, Share map, Share replay, and Main menu.
- Keep a health bar over every unit at all times, shaded green to red by condition; the split friend/foe bar above heads is gone — team colour and the selection ring carry that.
- Spread the Haunted Mine's five Summoner stations around the mine, each facing it
- Send the Mage's and the Witch's attacks through the Magic attack matrix, so their 8 damage is finally read against the target's armour class.
- Let a fallen Witch's body crumble and leave a trace like every other Spooky corpse, instead of lying whole for its full ninety seconds.
- Fix unit and summon health to match the HV4 ruleset, making fights resolve about three times faster.
- Apply Ancient Wrappings' 10%–20% spell reduction and Reaping Blade's 15%–35% forward cleave to up to 2 nearby enemies.
- Release Crowbinding after 4 seconds and permanently break Not Dead Yet seals when the donor dies, is protected or moves beyond 8 tiles.
- Add the Summoner's 12-second Unsummon channel, disabling an own building to recover up to half its paid base cost.
- Make Vampire bats attack air only, and inherit adopted parent stats for every unchanged Hearse and Vampire form field.
- Refuse an empty Grave Candle cast without spending the item or creating a ward.
- Make Call to Arms prepare for 0.75 seconds, reach 7 tiles, last 35 seconds and keep its 60-second cooldown after Militia stand down.
- Give Militia 9 damage, 1 armor and Heavy armor while called to arms; Return Labor now takes 0.5 seconds.
- Make Devotion grant its ranked armor only to ordinary permanent military units.
- Make Heal spend 5 mana after 0.25 seconds to restore 15 health, with a 1-second cooldown.
- Make Dispel recheck visibility and Stasis refuse workers when their casts release.
- Give Rally and Shield Oath their exact cast preparations before their 6-second effects begin.
- Make Hold the Line admit only ordinary permanent military units to its protected cohort.
- Make Healing Potion restore 150 health and apply its 45-second restorative lock through the public item order.
- Make Healing Salve restore 240 health over 24 seconds and yield only to a stronger recovery rate.
- Make Mana Draught restore 75 mana over 15 seconds and stop on a later attack, spell, item release or hostile damage.
- Make Recall carry whoever is inside its 5-tile circle when it fires, workers and summons included, to an own or consenting allied Hall.
- Make Regeneration Scroll follow up to 5 nearby allies for 18 seconds, restoring 120 health unless a stronger recovery replaces it.
- Aim Arc Lance, Blink, Astral Storm and Midnight Ride at the ground with a click or a tap.
- Fix the hero Level-up card on the Classic and Mnemonic key sets, where the level-3 choice was drawn under a skill button and could not be pressed.
- Put every command-card button on its designed letter in the Classic and Mnemonic key sets, not just Grid.
- Train Warhounds at the Beast Den, where their command-card cell lives.
- Make Ancestral Spring require its learned rank and heal up to 5 allies for 25 health on each of 6 pulses.
- Add Battle Rhythm: a paid Warchief Q or W grants 15%–30% attack rate for 5 seconds, refreshing without stacking.
- Gate the Mauler's Blood Rage behind research and scale it linearly to 40% attack rate as health falls below 60%.
- Make Ground Stamp hit the nearest 5 ground enemies for 30/45/60 damage, shove half a tile and slow 30% for 2 seconds.
- Keep a Dragon's wounds, statuses and attack clock when Landfall changes it into grounded form.
- Give Owl Spirit its 25/35/45-second lifetime, 6/7/8-tile sight and one-Owl replacement rule.
- Make Purge cleanse an ally, strip a foe or deal 160 damage to an enemy summon or ward.
- Make Spirit Totem slow nearby enemies 25% for its 14-second lifetime and replace the Shaman's prior totem.
- Make Sunder deal 45/65/85 damage and remove only the target's newest positive timed effect.
- Give Warsong its full 14-second attack, movement, vulnerability and control-immunity form.
- Carry grounded Dragon breath through up to 2 ground enemies for 40% damage; structures stop the line.
- Give Owl Wards 40 health, ranked lifetime and sight, and no raised capacity, corpse or kill experience.
- Give Snare Totems 55 health, a 14-second lifetime and no raised capacity, corpse or kill experience.
- Give Spring Wards 150 health, a 6-second lifetime and no raised capacity, corpse or kill experience.
- Replace the Corpse Dog and Headless Knight roster bodies with the Werewolf and Scarecrow.
- Add Mages with Slow, Fireburst, and Stasis at tier 2.
- Add Witches with Unhex, Protective Charm, and Pumpkin Hex at tier 2.
- Spearthrowers cast Berserk: gain 40% attack rate for 8 seconds while taking 20% more weapon damage.
- Shamans cast Bloodlust: spend 40 mana to give one allied soldier 20% attack rate and 10% move speed for 12 seconds.
- Maulers cast Hooked Mauls: pull one ordinary ground enemy up to 1.2 tiles along a legal path.
- Warhounds cast Lockjaw: channel for up to 3 seconds to root an ordinary non-mechanical ground enemy without stunning it.
- Catapults cast Pitch Casks: fire a normal shot that leaves a 4-second burning patch dealing 6 damage per second.
- Hammerwings gain Returning Thunder: a researched hammer can hit one different enemy for 40% damage on its return line.
- Priests cast Rebuke: interrupt and silence a hostile caster for 3 seconds, or a hero for 1 second.
- Archers with Forked Fletching loose one 40% arrow at a nearby visible enemy on the same layer.
- Archers with Longbow Training gain 1 tile of range after standing still for 0.5 seconds, lost on movement.
- Knights with Couched Lances add 55 weapon damage after a straight 4-tile ride; readiness expires after 3 stationary seconds.
- Ballistae with Throughshot hit up to 2 creatures behind the target for 50% weapon damage; a building stops the bolt.
- Show live mana beneath caster health and on the selected hero panel.
- Show hall item stock, replenishment clocks and hero inventory from current match state.
- Show Hold the Line reserve, raised capacity, control recovery and Protective Stasis immunity on selected bodies.
- Mark claimable, expiring and locally reserved corpses when a Necromancer is selected.
- Colour health by condition and carry owner, friend or foe on a separate shape-readable rail.
- Give hero skill points and matchup advantage their own 16-pixel symbols.
- Let researched Zombies cast Feast on Remains, consuming a corpse to restore up to 96 health over 12 seconds.
- Let Adept Necromancers cast Wither, slowing one enemy soldier 20% and reducing its weapon damage 25% for 8 seconds.
- Let Master Necromancers cast Grave Mend, consuming a corpse near an ally to restore 140 health for 40 mana.
- Let researched Ghosts use Echoing Wail, carrying half their weapon damage through one same-layer creature behind the target.
- Hero spells cast: Arc Lance, Blink, Astral Storm, Storm Chain, Mending Wave, Grave Bind, Restitch, Lantern Toss, Grave Gallop and Midnight Ride now land, or refuse out loud.
- Each hero has its own mana, spent by its spells and regenerating on the body — the shared per-seat power pool is gone.
- Replace the old research ladders with all 63 HV4 studies, including their exact sellers, costs, prerequisites, timings and effects.
- Blood rage belongs to the Mauler alone: Spearthrowers, Warhounds, Shamans and Dragons no longer swing faster as they bleed.
- Necromancers no longer raise the dead on their own; raising is a cast you aim at a body you choose.
- Removed: workers never vanish inside a gold mine — every miner stays on the field, where it can be seen and hit.
- Removed: Peasant treatment is gone — no Recover, Tend, Field Medicine, cots or consent offers. Heroes still recover and get rescued.
- Every unit and building now uses the HV4 numbers for cost, durability, movement, reach, timing and food.
- Ballista keeps Attack Ground: its precise bolt now strikes the spot you name (half a tile, full damage) instead of splashing or doing nothing.
- Show Summoners at the Haunted Mine's five ritual stalls and hide the covered gold-mine rock.
- Match the 4K command card surround to its 1080p weight and cap interface scale at 3x on large desks.
- Grow the lobby map preview into the season row's spare room on phones and desks without stretching its tile grid.
- Frame the first loading screen with the same drawn stone surround as the menus.
- Remove the faint full-screen light wash from menus so the battlefield keeps its own colour.
- Command Presence reaches 4 tiles around the Champion, not 5; the ring and the tooltip follow.
- Give Ground Stamp, Bloodlust and Landfall distinct impact, blood-drop and landing symbols.
- Build Grave Fence runs from skull-post ends, east and south rails, and true corners, joining cleanly into the Grave Gate.
- Polish the Grave Gate with visible upper hinges, brighter hanging chains, and a plain lock boss.
- Blight Mill: the green overflow runs in one stream off the roof to the trough, no gap at the eave.
- Grave Fence: every post carries its skull again.
- Grave Gate: plain grey stone piers with softer corners, and the skull finials have two eye sockets again.
- Fix Call to Arms to expire at its selected 35-second limit.
- Fix each unit's first attack release to use its selected attack point.
- Fix Ballista bolts to hit their selected single target instead of splashing nearby bodies.
- Split the Spooky Guys build menu over two pages: the Witch's Cottage and the Haunted Mine were stacked under other buildings and the keyboard could not reach them.
- Give a hero's always-on ability its own card cell, so Command Presence, Battle Rhythm, Ancient Wrappings and the Reaping Blade can be read without casting anything.
- Stop offering Repeat training and Set rally point on walls, gates, towers, houses and lumber buildings, which can carry out neither.
- Add a Select Army button when nothing is selected, so touch reaches the army without first authoring a control group.
- Cancel the unit on the anvil from the command card; it used to need a click on the queue strip and no key at all.
- Put an Auto switch beside a caster's ability, so turning autocast off no longer needs a right-click or double-tap you had to be told about.
- Put the weapon, armor, missile, carrying and temple research on their grid cells and make all six rebindable like every other card button.
- Stop the hero's level-3 choice sitting on the third skill's key, where it hid that skill from the keyboard.
- Keep computer workers on unfinished buildings, unblock required tech, and let Shamans place Spirit Totems in combat.
- Build Spooky Guys menus from the village's old, split boards instead of stone.
- Redraw the Grave Gate: two leaning rubble posts under a sagging timber beam, skulls kept as finials, matching the Mausoleum's stonework.
- Add four 1v1 maps — Broad Meadow, Pinewall, Cold Lakes, Gold Fields — with neutral camps guarding the expansion mines.
- Add Haunted Ground around Spooky buildings: village construction needs it, while your quiet troops recover there at up to 3 health per second.
- Draw hero, caster, action and item effects on the battlefield when their spells, statuses and item channels actually happen.
- Spooky Guys town hall is now the Haunted House, Mansion and Castle on the field; the old stepped stone ziggurat is gone.
- Add all 13 Spooky Guys buildings, including the Haunted House ladder, Abandoned Barn, Witch’s Cottage, Grave Fence and complete Grave Gate states.
- Add Briarling, Briarback and Ruin Guardian camps with air attacks, local gold and XP, returning resets, and the Guardian's 40-damage Sweeping Blow.
- End matches when every opposing team loses its last real building or resigns; simultaneous elimination draws, and resignation leaves assets in place.
- Give machine opponents Learning, Standard and Challenging profiles and policies for five-job economies, heroes, forms, raised armies, Guardians and camps.
- Fix machine opponents answering raids on the reaction clock, so defenders respond promptly without waiting for an economy replan.
- Fix rank-three Sunder so its generated 85 damage lands instead of corrupting unit health.
- Fix machine opponents so they build hero altars, recruit and level their heroes, pay wood for rank E, and rebuild armies when their hero survives.
- Raise flyers killed over water onto nearby legal ground instead of losing the cast.
- Add six level-8 heroes with ranked skills, revival and three-slot inventories; halls sell finite recovery items, and the Wizard can summon one 25-second Rock Guardian.
- Keep hostile organic corpses for 45 seconds; carrying them never renews their lifetime, and corpse previews show the exact claim.
- Raise a shared 8-point army from corpses: two Skeletons cost 4, Boneguards cost 2, Bone Archers cost 1, and death or expiry frees capacity.
- Place persistent killable wards and remove summons for fixed damage with Dispel, Purge or Adept Unhex; allied Springs share one healing clock.
- Transform Vampires, Dragons and Haunted Hearses without healing or resetting their clocks; hard control interrupts the transition, ordinary damage does not.
- Add Pounce, Crowbinding and Protective Stasis with legal-path, full-layer grounding and one-active-Stasis rules.
- Added five attack and six armor classes, percentage armor, finite weapon/spell shields, and Resolve after hard control; aim previews show the exact matchup.
- Cut every menu, lobby, settings, pause, summary and ally-sheet edge from the same drawn pixel art as the HUD, in your race's own stone, timber or barrow violet.
- Restore the Spooky caster fork after either arm completes, so researching one choice never permanently hides its alternative.
- Name the Spooky hall ladder Haunted House, Haunted Mansion and Haunted Castle.
- Add Haunted Mine to both hotkey layouts and show assigned haulers as a count instead of a false five-worker cap.
- Show the reviewed Graveyard and Haunted Mine art in matches, and separate their fire and Summoner flesh from orange and yellow team colours.
- Keep dark buildings readable while disabled instead of dimming them into near-black holes.
- Fit the Summoner's selection box and six-pixel body to its visible drawing.
- Shorten the low-food hint while keeping each race's correct first food building.
- Framed every HUD panel, cell and tooltip in drawn pixel art that scales with the icons, moved the idle-worker button beside the minimap, and gave thumbs 8px between cells.
- Grow the minimap to fill its panel at every window size; the minimap fits the map, while the info panel follows the command card.
- Draw the Spooky Guys' Summoner on the field at last: it traces its ritual over the Haunted Mine and raises summoned buildings instead of miming a tool it never carries.
- Float the minimap, selection and command panels over the battlefield; command icons now grow in tight square cells with the window.
- Hold building sites, burning roofs and collapsing buildings still when you ask for less motion: no swaying scaffold, no flickering flame, no falling walls.
- Watch destroyed Haunted Hearses collapse into broken wagons, then weather into scattered wreckage.
- Rebuilt the opening economy with exact deliveries, finite mines, five-job work queues, full refunds, local hall upgrades, and persistent shop stock.
- Added two closer zoom steps on phones and Retina laptops (a phone now starts one step closer than before); the zoom steps are named Far, Normal, Close, Closer, Closest.
- Removed the skull mark over raisable corpses (the body on the ground is the mark), and wrecked catapults and ballistas can no longer be raised as skeletons.
- Zooming out on a 1080p or ultrawide monitor now fills the screen with map instead of black side bars, and a phone starts zoomed in so units are big; pinch out for more map.
- Let a fallen Warchief leave his horned skull and his stone maul behind as the remains settle into bare earth.
- Let fallen Ballistas and Hammerwings settle into broken timber and scattered remains.
- Let fallen Ghosts come apart in stages: the shroud folds in on its own cold light and leaves a pale patch, instead of a whole body lying there until it fades.
- Let fallen Orc troops, warhounds, dragons and catapults settle into bones and broken gear.
- Raised skeletons now fall apart where they died: the bones settle, the club drops beside them, and only a dark mark and a scrap of your colour are left.
- Every panel, icon, portrait and the minimap now draw at whole pixel sizes, so the interface is crisp at any window size instead of softly resampled.
- The Plague Cart throws on the beat it lets go: the coffin lid is up and cocked while it winds, and the skull now leaves the arm instead of the air beside it.
- Redraw the Headless Horseman: a lean black mount that now reads head-on and from behind, an empty collar and a sweeping sabre.
- Rewrote the Spooky Guys line on the main menu, and the race cards and seat rows no longer break onto extra lines on a narrow phone.
- Refuse saves, replays and online rooms from a different ruleset before they can desync.
- Redraw the Summoner as a cult leader in heavy velvet: wide gilt collar, team-colour sash front and back, and a small skull cupped in his hand instead of the lantern.
- Redraw the Spooky Guys crest as a grinning jack-o'-lantern.
- Every building has a voice of its own: timber, lashed log or bone when it goes down and when it takes a hit, and a withdrawal sound when a summoned site is taken back.
- Heroes speak when they level and when they return from the altar, and each banner's main menu has its own theme instead of the battle score played quietly.
- Every spell now has a release at the caster, and a launch, a held field or a wearing-off where it has one; the Wizard's Rock Guardian grinds, hits and collapses.
- Form changes, summon expiries and a dispel a summon survives all make a sound; wards answer selection only, and the Plague Cart has its own wheels instead of the catapult's creak.
- The third race is the Spooky Guys everywhere — menus, the seat row, the score and the site all say it. Saved replays from before this change no longer load.
- Redrew the Bone Spire as a tower of stacked skulls and the Wailing Arch as a broken stone arch; the grave fence's posts are slimmer, with a skull on each.
- Buildings show their state: a hatched tile on a refused placement, three build stages per race, cracks then smoke then fire as they take damage, a collapse, and a greyed-out 'no' while demolishing.
- Human buildings now show they are working: a training Barracks lights its arches, the Blacksmith's forge and flues pour, the saw at the Lumber Mill turns; idle ones still breathe.
- Hero spells sound like themselves: a release at the caster and a landing at the target, in the school's own material.
- An announcer says when gold, lumber or housing runs short, when research or an upgrade completes, and when your hero falls or returns.
- The score marks a fallen hero, a returning one and an unseen attack on your town; a skeleton rises with bone, not a barracks chime.
- Units announce themselves as they step out of the building, and each race falls, finishes a building and loses one with its own sound.
- Every building has its own sound when you pick it and sounds busier while it trains or researches; the ground under the camera sounds like whoever built there.
- The Champion's lines are redrafted as the War Captain's.
- Human knights, priests, archers, hammerwings and the champion answer with more of their own lines, so no unit repeats itself as fast.
- Draw the battlefield at whole pixels while filling the screen; bigger screens show a little more map without soft or uneven pixels.
- Human bodies now decay where they fall: the corpse settles, goes to bone and dropped kit, and leaves a dry mark in the grass before it clears.
- Bodies now rot where they fall: the Zombie, Vampire and Necromancer cave in, go to bone, then leave a marked patch of ground, still in their owner's colour.
- The Champion's body now comes apart where he falls: it settles, goes to bone, and leaves his sword's cross on bare earth before the mark clears.
- Rename the Human House to Farm and the Spooky Guys Blightworks to Blight Mill.
What the game is · The desktop app
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