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0.3.0: height, eight players, waygates and five months of changes

Official Developer Response — Adam
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26 Aug 2026, 19:05Original Post
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Version 0.3.0 · Released 26 Aug 2026 · Download

Edit, 29 Aug: the 0.3.0 desktop builds failed and never went up, and for a few days the download page offered files that weren't there. Sorry. Browser players got 0.3.0 as normal. The desktop app stays on 0.2.8 until a build actually ships.

The first numbered release since March, so it rolls up five months. Browser players have seen most of this arrive bit by bit.

Highlights

  • 3D view alongside the original 2D, with 3D models for all nine factions
  • Height: cliffs, ramps, high ground that sees further, shallow water to wade and shallow lava that burns
  • Up to 8 players, humans and AI, free-for-all or teams
  • Waygates: linked portal arches on generated maps that move an army across the map in one step
  • A mechanic for every faction, from Ratmen tunnels to Lizardmen obelisks
  • Heroes and items: ultimates, rolled gear, a 30-slot backpack, creep camps and the Gambling Den
  • Spells redrawn, with each faction writing in its own alphabet
  • Big battles run far more smoothly, 8-player free-for-alls most of all

One heads-up: generated maps no longer match their old seeds. The generator changed enough that a favourite seed you saved will give you a different map now.

Multiplayer and modes

  • Free-for-all, 2v2, 3v3, 4v4 and 2v2v2. Allies share vision and can't hurt each other
  • The host decides what happens to a leaver's army: a teammate takes it, the AI takes it, or it's left standing
  • A hidden skill rating, and an auto-balance button in the lobby
  • Team scoreboard, team chat, four ping types and drawing on the minimap
  • Every kind of neutral (waygates, shops, creep camps and so on) can be switched off in setup
  • Boot Camp, a tutorial for new players
  • A campaign story pass with three new optional interludes, and a Dungeon Crawler overhaul (still rough)

Factions and units

  • Ratmen corruption and Gnawhole tunnels, now lit up and enterable from any side
  • High Elf Energy Crystals, warp-in, and the Prism Gate, a waygate you build yourself
  • Lizardmen Obelisks and Ward Pyramids
  • Goblin scrap harvesting and Pillage
  • The Human Battle Priest can Convert enemy units
  • Wood Elves walk through forests, and Ratmen Doom Wheels roll through infantry
  • Units rank up from kills, and every unit keeps a kill count
  • Damage and armour types, elemental damage, and elemental upgrades for each faction
  • Hero ultimates at level 10, and bosses mark their big attacks on the ground

Maps

  • 11 biomes with weather, and river and arena maps join the old map types
  • Deep cave maps have lava where the water would be, so no ships down there
  • A classic map library, with a /maps page and Play Now
  • The map editor is overhauled, with elevation tools and a 3D view

Interface

  • Horizontal HUD, as an option in Settings
  • Right-click drag a line and your army forms up on it
  • Guard order (G), repeat production, and income per minute
  • A redesigned Tech Tree, and live spell previews in the Grimoire

Performance and AI

  • The AI and pathfinding are far cheaper, which is most of why big matches are playable now
  • Big armies draw much faster in 3D, and graphics quality adjusts itself by default
  • A World Resolution setting for slower machines that keeps the interface sharp
  • Smaller downloads before a match, and far fewer phone tabs crashing from running out of memory
  • The AI attacks island maps with transports, tracks every opponent in a free-for-all, and has stopped shooting corpses

Fixes

  • Standing orders were lost when you loaded a save, and bridges didn't work on maps loaded from a file
  • Surrender, random faction seats and hero talent picks could knock multiplayer out of sync
  • A rooster crowed on underground maps
  • A black screen on skirmish start, which crept in two days before release

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