Upcoming Features

After each game, you have the option to vote on a random community-suggested feature.
The most popular features will be implemented into the next update.
Here you can browse the current list of suggested features, or add your own feature suggestion

  • 21
    New Building: Blacksmith
    Upgrades are now researched at the blacksmith. The blacksmith needs to be levelled up in order to research the next level of upgrades (LVL 2 blacksmith unlocks LVL 2 attack/defence/speed) but upgrades still cost the same.

    Built on a field tile.

    Cost: 75/75/75
    Health: 500
    Storm
    This seems like a much better way to handle upgrades
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  • 13
    New Unit: Cavalry
    The Cavalry unit moves quickly and gets a charging bonus when initially entering battle (first attack does x4 damage). They are, however, unable to take control of territories.

    ATK: 15
    DEF: 1
    SPD: 25
    HP: 250
    RANGE: 25
    COOLDOWN: 1
    COST: 100/100/150
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  • 13
    Mechanic change: Building
    Buildings have to be built by a unit stationed on that tile. Building is similar to taking control of a tile and units cannot build while attacking.
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  • 13
    Queueable units production
    Unit automatically build when resources are met. When user select 'None', user accumulate lots of resources. These resources should be distributed instead of spending on one type of that the user firstly/accidentally selected.

    A queue or a game mechanism to specify number of units to be produced (on top of automatic) would be a nice feature.
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  • 10
    New Building: Bank
    Built on a field tile, produces 1 gold per second.

    Cost: 75/75/75
    Health: 500
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  • 5
    Mechanic change: Recruitment time
    Adjust the production to a more 'traditional' RTS approach.

    Once enough resources are gathered, The player selects the unit they want to produce next, and it takes some time to produce.

    Units can be queued to automatically start training once it is their turn.
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  • 5
    Crossbowman
    I think that a crossbowman unit should be added it would be like the the archer but longer range and slower speed
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  • 4
    New Unit: Scout
    Fast and cheap, but pretty useless in a fight, good for taking control of territories.

    Unit stats:
    ATK: 5
    DEF: 0
    SPD: 20
    HP: 100
    RANGE: 25
    COOLDOWN: 1
    COST: 30/30/30
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  • 4
    New Unit: Sapper
    Pretty similar to your standard light infantry unit, although not quite as good in a battle. The main difference is that the Sapper can swim across water to get around defences and set up flank attacks.

    Stats:

    ATK: 10
    DEF: 0
    SPD: 15
    HP: 150
    RANGE: 75
    COOLDOWN: 1
    COST: 60/50/75
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  • 4
    A tutorial
    A simple interactive guide to flesh out the controls and also some basic strategies. It would also be great to flesh out the lore.
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