Bloodlust & Harmony

Patch Notes — 2 August 2026

Updated Aug 2, 2026

2 August 2026 · game version 0.1.2

This one is about the camera — the battlefield is now something you can shoot.

Press Page Up and the view throws itself at the heaviest fighting on the map, following the front as the armies push and re-framing to fit the size of the brawl. Press Page Down and whatever unit you have selected becomes the star of a close, circling hero shot that tracks it across the field.

[ and ] cycle the camera move mid-shot — a slow orbit, a wide establishing arc, a crane down into the melee, a push in, a pull-back reveal, a fly-by that trucks past the fight, a top-down tactical view, or a locked-off static frame. The mouse wheel stays live throughout as a framing dial, F10 clears the interface away entirely, and holding the middle mouse button swings the camera to an angle of your own at any time.

None of it changes how a match plays. It is there so you can actually watch your own army, and so a fight worth remembering is a fight you can record.

The Voidwrought are still in development and cannot be picked in the lobby.

Their units, buildings and abilities have started landing in the game and are listed below, and you can already run into them in Draft, Poker and Sandbox. They are brand new and barely tested — expect rough numbers, placeholder art and abilities that do not yet behave. Nothing about them is final, and they are not part of a normal match until they are finished.

Highlights

  • Unit info panel now shows elemental immunities, resistances and weaknesses
  • The player list now shows each player's faction crest
  • Units can now be immune to Shadow and Acid damage
  • Rescue Strikes are spent or lost when the final fight begins
  • Hold middle mouse to pivot the camera, click to reset

New Content

  • New building: Addled Sac
  • New building: Dread Sac
  • New building: Collapsing Sac
  • New building: Bile Sac
  • New building: Rotting Sac
  • New building: Clot Brood
  • New building: Clot Nest
  • New building: Flesh Loom
  • New building: Gorging Sac
  • New building: Palefly Bloom
  • New building: Sting Graft
  • New building: Threshold Seed
  • New building: Tyrant Loom
  • New building: The Threshold
  • New unit: Wrought Tyrant
  • New unit: Wrought Thrall
  • New unit: Stinger
  • New unit: Sporeburst
  • New unit: Sinkspore
  • New unit: Riftling
  • New unit: Palefly
  • New unit: Glutton
  • New unit: Dreadspore
  • New unit: Clotworm
  • New unit: Bloatspore
  • New unit: Addlespore
  • New upgrade: Tyrant Loom
  • New upgrade: Sting Graft
  • New upgrade: Palefly Bloom
  • New upgrade: Clot Brood
  • New upgrade: Rotting Sac
  • New upgrade: Collapsing Sac
  • New upgrade: Dread Sac
  • New upgrade: Addled Sac
  • New ability: StormkeepGameplayAbility_PassiveDisplay
  • New ability: Frenzy
  • New ability: Glut
  • New ability: Open Rift
  • New ability: Collapsing Rupture
  • New ability: Rotting Rupture
  • New ability: Rupture
  • New ability: Dread Rupture
  • New ability: Addling Rupture
  • New ability: Bounce Attack
  • New ability: Glut
  • New ability: Frenzy
  • New ability: Open Rift

Features

Camera

  • Hold middle mouse to pivot the camera, click to reset

    Hold the middle mouse button and drag to swing the camera around and tilt it up or down, for a more cinematic angle. While you hold your own angle, zooming no longer nudges the tilt. A single middle click eases the camera back to the standard view. The vertical axis is inverted by default, and panning follows wherever the camera is facing, so W always moves toward the top of the screen.

  • Matches now start at a mid-range camera height

    The camera used to open every match fully zoomed out. It now starts halfway through the zoom range, close enough to read individual units while still showing the field.

  • Page Up sweeps the camera to the biggest fight on the map

    The battle cam finds wherever the heaviest fighting is and shoots it, following the front as armies push and re-framing wider or tighter to fit the size of the brawl. It holds on a fight rather than chasing every skirmish, and falls back to marching armies or your castle when nothing is engaged. Press Page Up again to return to your own camera.

  • Page Down makes your selected unit the star of the shot

    A close, low hero shot that circles whatever you have selected and tracks it as it moves. Pick a different unit mid-shot and the camera changes star. If your subject dies it holds on the moment before moving on.

  • Cycle camera moves with [ and ] — cranes, push-ins, reveals and fly-bys

    Both cinematic cameras share a set of moves you can flip through mid-shot: a slow orbit, a wide establishing arc, a crane down into the melee, a push in, a pull-back reveal, a fly-by that trucks past the fight, a top-down tactical view and a locked-off static frame. The move's name appears briefly as you cycle. The mouse wheel stays live throughout as a framing dial, so you can tighten or widen any shot without leaving it.

Multiplayer

  • Rescue Strikes are spent or lost when the final fight begins

    Any unused Rescue Strike is revoked just before the final armies spawn. A strike saved until the finale would have erased an entire enemy army seconds after it arrived and decided the match on who happened not to have used one.

UI

  • Unit info panel now shows elemental immunities, resistances and weaknesses

    Selecting a unit or tower lists every elemental defense it has as a small badge beside its armor. Hovering one shows exactly how much of that element it takes, and whether the matching status effect can land on it at all. The damage-element icon beside the attack value lost its redundant label and gained the same readout from the attacker's side.

  • The player list now shows each player's faction crest

    Every row in the top-right player list is prefixed with the crest of that player's faction, so you can read the table at a glance instead of matching names to races.

  • The minimap now outlines the area the camera can see

    The minimap stays fixed north-up, so once you can pivot the camera it is easy to lose track of which way you are facing. An outline now shows exactly what part of the map is on screen, and it tracks your angle and zoom.

  • F10 hides the entire interface for a clean view of the battlefield

    Hides every panel, the minimap, health bars, damage numbers and selection rings in one press, and puts them all back exactly as they were. Your health-bar and combat number settings are untouched. Works at any time, on its own or alongside the cinematic cameras.

Units

  • Units can now be immune to Shadow and Acid damage

    Shadow and Acid join the elements a unit can be outright immune to, alongside Fire, Ice, Poison, Electric and Arcane. An acid-immune unit also shrugs off the armor-melting burn that acid attacks leave behind.

Balance

Arcanists

  • Acidic Ooze
    • Immunities: +Acid
  • Fire Ooze
    • Immunities: +Fire
  • Greater Acidic Ooze
    • Immunities: +Acid
  • Greater Fire Ooze
    • Immunities: +Fire
  • Greater Shadow Ooze
    • Damage Element (none)Shadow
    • Immunities: +Shadow
  • Shadow Ooze
    • Damage Element (none)Shadow
    • Immunities: +Shadow

Exemplaris

  • Footman
    • Attack Range 80110 +37.5%

Voidwrought

  • Voidwrought
    • Castle CastleThe Threshold
    • Buildings: +Clot Nest, Gorging Sac, Flesh Loom, Bile Sac, Threshold Seed

Warclans

  • Orcish Catapult
    • Renamed: Catapult → Orcish Catapult

Bug Fixes

Camera

  • Camera pivot no longer sometimes fails to start

    Holding the middle mouse button would occasionally do nothing, and you had to press again a few times before the camera would move. It now starts reliably no matter where the cursor is sitting, including over the HUD or the minimap.

Menu

  • Removed the grey sphere that appeared under the lobby commander

    A placeholder object was visible at the lobby spawn point once a second player joined, sitting under the commander's podium.

Multiplayer

  • Both teammates now get their own Rescue Strike in a 2-human team

    A player who was still loading into the match when it began had their Rescue Strike handed to the teammate who had already arrived, so joining clients routinely started with none while the host held two.

Performance

  • Buying a research no longer stutters the game for a moment

    The build, special and research tabs used to be thrown away and rebuilt from scratch every time a research tier was bought. They now just update the numbers that changed.

UI

  • Stat tooltips and the player list no longer show through to the battlefield

    The attack, armor and element hover tooltips were drawing their frame over a transparent fill, making the text hard to read against grass and stone. They now have a solid background with proper spacing, as does the player list in the top-right corner.

  • Clicking a unit now selects it reliably

    Selection no longer misses units, and a click can no longer be swallowed or clear your current selection when the cursor briefly loses track of itself — including right after rotating the camera. Clicking a stack now picks the unit in front rather than one behind it, clicking a large unit no longer selects a small one standing beside it, and units you cannot see (hidden by fog of war, or an enemy in stealth) can no longer intercept a click meant for your own army.

Units

  • The battlefield is cleared of corpses before the final fight begins

    Corpses left over from the whole match used to remain when the board was swept for the finale, which also gave any raiser in the final armies a free pile of bodies to resurrect from.