Release notes
Blog
Everything we ship, in one place. Every release with the full list of new systems, changed behavior, balance passes and fixes, alongside news and the milestones the project has passed along the way.
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One Month of RealmConquest: What Next?
One month in: 67 players, about 26 daily actives, and over 1,000 hours played, plus infrastructure upgrades, our first community goal, and new optional ways to support the game.
7 min read Read the post -> -
Build 0.5.6: Private Realms, Squad Templates, and Improved Mobile Play
Build 0.5.6 lets you host private realms, save squad templates, check real stats, play better on mobile, and fight with clearer combat rules.
22 New 15 Changed 7 Balance 9 Fixed Read the release -> -
Open Beta Is Live: Play Free in Your Browser
Open beta is live: RealmConquest is free to play right now, in any browser, on any device.
1 min read Read the post -> -
Build 0.5: A Living World
Welcome to Build 0.5. The headline: the map is now truly live. Every squad launch, recalls, nuke launch, jam, ion fire, and colony relocation are rendering live. Every player's screen updates the instant it happens. Realms are populated by bot commanders that play like people: growing economies, forming alliances, conquering, rebelling, and relocating under the exact same rules you play by. Alliance diplomacy becomes real, with non-aggression pacts, full alliances, unilateral war, and white peace, plus a pooled-economy view. Relics arrive defended by garrisons carrying crystals, project jammable alliance radar, can be moved with ETA previews, and can be targeted by spies, agents, and nukes. Poison Water Supplies completes the eight-op covert catalog, personal map colors let you paint your own political map, spies now travel like squads instead of teleporting, new realms seed forty neutral resource outposts that pay out the tick you capture them, battle reports got a full correctness pass, and the map's combat effects (shields, nukes, ion fire, interceptions) are rebuilt as layered soft light that every player in the realm can see.
43 New 32 Changed 4 Balance 23 Fixed 4 Notice Read the release -> -
Tick Clock Redesign, Squad & Gate Movement UI, Hall of Fame, Mobile UI Improvements, and Integrated Music Player
Gate travel is fixed for squads parked on gates, same-alliance gate destinations no longer disappear from targeting, the Hall of Fame board now archives past eras and can locate previous winners who are active in your current realm, commander avatar parts sit together more cleanly, mobile navigation and map controls have been tightened up, squad movement gets a polish pass, the tick clock has been redesigned with an orbit ring and a cadence-adaptive layout, and a new ambient music player lands in the bottom-left war room HUD on desktop.
4 New 8 Changed 4 Fixed 1 Notice Read the release -> -
Fantasy Map, Onboarding Aide, Notifications Redesign, Community Forums, and Fixes
The first project-specific fantasy map art is ready to review on Fantasy 1, placement boundaries are more strict, onboarding has been rebuilt to be non-blocking, the notifications panel now works closer with Live Alerts, the new community forums are live, Ion Cannon targeting gaps are fixed, and patch notes get a compact new format.
5 New 11 Changed 5 Fixed 1 Notice Read the release -> -
Commander Avatars, Live Alerts, and a Map & Combat Pass
Commander avatars, a live alerts drawer, a map and combat pass, movement changes, bot balance, and a batch of fixes.
11 New 10 Changed 1 Balance 2 Fixed 1 Notice Read the release -> -
RealmConquest: The Name, the Domain, and Private Beta
Almost five years under a working title, and the game finally has a name.
1 min read Read the post -> -
The Rebuild Begins on a New Stack
The concept did not change. Everything underneath it did.
1 min read Read the post -> -
Origin: Project Colony Conquest
The name changes. The stack changes twice. The belief does not.
1 min read Read the post ->