Patch Notes — 20 August 2026
Updated Aug 20, 2026
Three new factions enter the war — the Nightspun, the Ironoath and the Voidwrought.
Each arrives with a full roster of units, buildings and research, playable in every mode — and every one of them is already documented on the wiki, stats, abilities and all. All three are early in the iterative process: numbers will move, rosters may shuffle, and you will find bugs we haven't. That's the point of putting them in your hands now — and they should be a lot of fun to test.
Highlights
- The Nightspun are now playable.
- The Ironoath are now playable.
- The Voidwrought are now playable.
- New game mode — Stormkeep, a three-way castle fight for the center
- New game mode — Twin Lanes, a 2v2 where each teammate commands their own lane
New Content
- New playable faction: the Nightspun
The Sundered take the field: a full roster of night-runners, spider kin, moon casters and riders, with their own buildings, research, and a castle called the Hollowthrone. They spun this.
- New playable faction: the Ironoath
The Deep-Delved arrive with oath-bound warriors, gear-constructs, living ore veins, war engines, and a ram with opinions. Every grudge is priced and every bolt is entered in the ledger.
- New playable faction: the Voidwrought
The Pit opens and the full brood takes the field — from the many-eyed Gazebrood and the abyssal Spineloom to the Voidlord who tends what becomes. What they catalogue, they keep.
- Early pass on battlefield biomes — the war moves onto floating islands
Survival and Raid now run on a full-length floating-island lane, the Arena, Poker and Sandbox pits became 100-meter island arenas ringed by cliffs and dense trees, and the new Single Lane Short map puts the castles half as far apart for faster clashes. Every map rolls one of ten biome looks per match, each with its own palette, tinted props and dressing. It's an early pass — expect the battlefields to keep evolving.
- Flamestrike, Ice Storm and Frost Nova erupt with all-new visuals
Flamestrike trades its flat ground ring for a true pillar of fire that fills the blast area for the whole channel, Ice Storm churns as a swirling arcane-blue storm, and Frost Nova detonates in a full ice eruption at the blast point.
Features
Abilities
- New ways to vanish: Invisibility spells and the Moonlord's veil
Stealth now comes in kinds. Cast Invisibility persists through attacks and damage but can be dispelled; the Moonlord's aura hides his whole army for as long as he stands. Detectors reveal all of it - briefly.
Menu
- Pick your battlefield's look when creating a match — or leave it random
The create-match screen now offers a skin choice for the battlefield. The default rolls a random biome each match.
Multiplayer
- New game mode — Twin Lanes, a 2v2 where each teammate commands their own lane
A twin-lane battleground where your team shares one castle and starting ground, but each of you fights down your own lane. Always 2v2, both armies march every wave.
- New game mode — Stormkeep, a three-way castle fight for the center
Three castles, three lanes, one shared middle — play it 1v1v1, 2v2v2 or 3v3v3. The center starts neutral: clear your own lane's guard towers and monster camp to claim it, and your castle moves into the keep with six center tower slots to hold against everyone. Kill the center castle to eliminate its owner and take it in turn. Last castle standing wins.
UI
- A yellow ring pulses under whichever unit is speaking during army banter
When your units strike up a conversation, a pulsing yellow circle now follows the active speaker line by line, so you can see who the exchange is between.
Balance
Damage Matrix
- Hero vs Divine 0.35 → 0.5 +42.9%
- Piercing vs Heavy 1 → 0.9 -10%
Bug Fixes
AI
- Ranged units now turn to face a new target instead of shooting sideways
When a ranged unit switched to attacking a different enemy, it could keep facing its old target while its shots flew at the new one. Units now rotate to face whatever they are actually attacking.
Abilities
- Beams and rays now connect to flying units instead of the ground beneath them
Drain Life, Mind Control, Chain Lightning, Chain Heal, Mending Light and other beam effects aimed at a flying unit's shadow on the ground. They now anchor to the flying body itself.
- Channeled spells are only broken by stuns, fear or polymorph — never by damage
Channels like Earthquake, Ice Storm, Death and Decay and Rain of Stars now run their full length unless the caster is hard-controlled or killed. Chip damage no longer matters to a committed channeler — bring control instead.