Release notes
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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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19 entries
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One Month of RealmConquest: What Next?
One month in: 67 players, about 26 daily active players, and over 1,000 combined hours played, plus infrastructure upgrades, our first community goal, and new optional ways to support the game.
7 min read Read the post -> -
July 25, 2026 — Build 0.8.5
Credits: RealmConquest now has a complete account-wide Credit wallet, ledger, balance history, and safe purchase flow.
28 New 15 Changed Read the release -> -
Build 0.8.4: Markers, Colony & Alliance Reworks, and Battle Simulator
Build 0.8.4 revamps tactical markers, My Colony, My Alliance, and the Battle Simulator, with clearer map visuals, richer Intel notifications, safer moderation tools, operations improvements, balance changes, and fixes.
10 New 23 Changed 1 Balance 2 Fixed Read the release -> -
Build 0.8.3: HUD, Map Tools, Mobile Recruiting, and Fixes
Build 0.8.3 makes more room for the map with a redesigned HUD, movable panels, new shortcuts, clearer mobile recruiting, updated relic visuals, and fixes for Intel, relic bonuses, and squad behavior.
3 New 11 Changed 1 Balance 6 Fixed Read the release -> -
Build 0.8.2: Squad Management, Intel, Nukes, and Fixes
Build 0.8.2 updates squad management, recruiting, Intel, battle reports, map information, and nuke controls, along with private realms, moderation appeals, PvE, optimizations, and fixes.
4 New 16 Changed 2 Balance 4 Fixed Read the release -> -
Build 0.8.1: Settings, Wiki Tooltips, Map Tiling, and Tick Restore
Settings have new options, wiki information now appears in tooltips, structures show their next level, and map tiling and tick restore have been upgraded.
2 New 6 Changed 1 Balance Read the release -> -
Build 0.8.0: Action Ring/List, Progression, Squad Manager, and Fixes
Every action is now possible from the action ring/list, Progression has its own system/modal, squad management is improved, and nukes can be dismantled.
2 New 3 Changed 5 Fixed Read the release -> -
Build 0.7.9: Action Ring/List, Alliance Intel, Bots, and Fixes
Build 0.7.9 adds actions to the ring/list, updates tooltips and messages, shows group protection and infiltration numbers, improves bots, and includes bugfixes and optimizations.
6 Changed 4 Fixed Read the release -> -
Build 0.7.8: Custom Avatars, Pre-Realm Lobby, and Structure Building
Build 0.7.8 adds custom avatar images, a reworked action ring/list, a pre-Realm lobby, real-time structure building, new spy actions, and balance changes.
5 New 4 Changed 3 Balance Read the release -> -
Build 0.7.7: Roadmap, Trade Escrow, and Realm Announcements
Build 0.7.7 adds roadmap, dynamic trade caps, Realm Announcements, bugfixes, optimizations, and mobile UI/UX fixes.
2 New 3 Changed 3 Fixed Read the release -> -
Build 0.5.7: Alliance Defense, Economy Overhaul, and Realm Replays
Build 0.5.7 lets you defend your allies, grows the economy faster, replays finished realms tick by tick, redesigns squad commands, and makes the mobile game feel at home in your hand.
13 New 12 Changed 7 Balance 24 Fixed 2 Notice Read the release -> -
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 -> -
Spy Battles: Counter-Intelligence Gets Teeth
Until today, spying was a numbers check: if your agent had enough infiltration, the operation landed, and the defender's only answer was stockpiling protection points. Build 0.5.1 turns every covert attempt into a spy battle. Your agent's infiltration fights through the target's spy protection, then the owner's own agent, then their alliance-mates' agents stationed there, strongest first. Win the cascade and the operation lands. Lose it and your agent is discovered and eliminated, and the energy is spent either way. Defense got the same depth: a parked spy now builds its host's protection every tick, agents planted on your own and allied holdings stand guard in those battles, allied protection can be bought at a reduced rate, and spies cross the map at defender speed so help can arrive before the attack does.
10 New 5 Changed 1 Balance 9 Fixed 1 Notice Read the release -> -
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, 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, Ion Cannon targeting gaps are fixed, and patch notes get a compact new format.
3 New 10 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 ->