0.7.18: forty-two lords get a stage, and every boss break plays in paper
0.7.18 went out on 6 October without a post, so here it is. All 42 enemy lords stand on stages drawn again from scratch: a backdrop card of the place they live, a quiet blanket mat under the lanes, and the same place behind every card they play. Every boss's phase break now plays in a paper set of its own. The Brass Colossus builds his last form in front of you, and the Elder Treant's autumn ends with the whole board carried up into the sky. Health bars fold like paper, co-op starts in a tent, the campfire is a craft room, and there are three new events. Everything here is in the current build.
Forty-two lords, forty-two stages
A lord's stage is three pieces of paper. The backdrop card stands along the back wall of the box, the mat lies under the board, and the same place is printed behind every card on that lord's roster. In 0.7.17 most backdrops were a horizon with a few props on it. Each one is now a place at a time of day.
Wally's village has its church, his thatched cottage with the cardigan on the line, the green, the Moon and Hound and the butcher's, over his mustard cable-knit throw. Rex Mortifer's Necropolis stands at the Long Night over a celadon pall. The Fire Devil's Ember Kingdom is at hell's twilight over a flame-stitch hearth rug.

The Houndmaster's kennel yard is in red canyon country at sundown, over a houndstooth hunting blanket. The Grave Tide stands on the Wreckshore on a sea-fret morning, over his drowned ship's mainsail. Verdy B. Queen's Hive Garden is a spring morning over a hexagon flower-garden quilt.

The Pale Rider rides into his cow town on the Boneflats at the black noon, over the pale horse's saddle blanket. Perihelion stands over its crater at the dawn after the fall, with the observatory and its refractor on the planets in line, over an astronomer's star-chart throw. The Slime Lord's castle sits on its moat on the jubilee night with the fireworks going up, over a royal purple banqueting cloth.

The Lost Witch has her heath at the blue hour, with a storm coming over, a star falling and her rook tower under its hat of a roof. Amanita holds court in her Sporewood by moonlight. The Mimic's salt flat is flooded into a mirror at a silver dawn, and everything standing on it is given back upside down.

Here are the backdrop cards up close.

And here is every one, with Wally's village by night and the Elder Treant's wood in autumn, which his fight turns over to partway through.

A mat is the ground the board lies on, so it stays quiet. Every mat keeps one or two close tones wherever the board can lie, in any layout and in co-op, and the pattern and the objects live out in the border. The Fire Devil's field is one scarlet with the flame stitch a faint grain in it, and the full bargello runs in a band inside the binding with a scorch hole burned through it. The Houndmaster's is one tweed brown with the houndstooth in a band. The Broodmother's silk throw is two blues a breath apart, with a web across each corner block. Rex Mortifer's pall is one celadon in faint lozenges, with the gold lilies moved out into a hem.

The same places stand behind every card on a lord's roster, on the bestiary page and when you hover a lord on the field.

Grix and Sift went first. Grix's card is an afternoon town built on top of itself: a stilt lookout, a washing stack, a mushroom house, his keep, a rope bridge, a privy, a patchwork balloon over the market and the alarm gong, over a quilt of stolen patches. Sift's is the Throne Heap with his gilded chair, the lived-in Great Teapot and the boot house, over a mosaic of lilac tiles. A fight against both of them tapes two different mats together. Each stands six toys you can poke: Grix has a stewpot that boils over, a bouncing toadstool house and a banner that winks, and Sift has a teapot that pours out ratlings, a boot with a family living in it and a crate of bottles that plays a chord.
Two lords' mats were redone again before the build went out. Bill the Bull-Blooded's is a great bull's hide spread on cream felt, with his hoof brand on its hip and a branding iron left beside it, and Blastcap's turquoise blasting tarp has his explosions painted in the corners.

Phase breaks in paper sets
When a boss hits a phase, the fight stops for its banner. Those banners used to play over shapes drawn in light: hairline boughs, triangle fans and the same ring of flaps at every boss's feet. Each boss now has a paper set that folds up behind it, and something in the set happens on the slam. The title is cut from card as well, die-cut letters with a board edge and a lit rim on torn strips, and they land hard enough to kick up their chad.
In the pictures below the first second of each break is slowed to half speed, because at full speed the set is up and the slam is over before you can see either.
The Elder Treant, The Forest Answers. Two rows of cut-paper trees fold up from his feet outward, a roof of leaves drops in with vines off it, and on the slam the roots tear up either side of him.

Wally, The Blood Moon. Both his breaks play in his village by night. On the first the clouds part on a moon rising behind him and every window goes out. On the second the moon turns over on its string and lands red.

Verdy B. Queen, The Great Bloom. A comb hung off the top strip builds cell by cell behind her over a garden in bud, and every bud bursts open on the slam.

The Magma Magnate, The Kiln Opens. His last stand is in front of the bottle kiln. Its iron doors swing open on the fire and its mortar goes hot.

The Avatar of Winter, Whiteout. Ice peaks fold up with snow on every ridge, paper snowflakes turn on their threads, and the slam tears a blizzard of white strips across the frame.

The Grave Tide, The Tide Comes In. Four rows of paper sea with curled cream crests, the lighthouse on the point and his drowned ship's mast in rags, and on the slam a breaker heaves up behind him and curls over.

The Lost Witch, The Whole Book. A bank of storm cloud drops in, cut rain slants down and a grimoire taller than she is stands open behind her, turning its own pages. On the slam, chain lightning cracks down.

The Mimic, The Mirror Cracks. It stands its stolen body, your own warlord silvered over, in front of a great gilt cheval glass, and the glass cracks from one blow.

Wynken, The Dream Turns. A crib mobile hangs over his bed and his dream is laid out as patchwork hills. On the slam the mobile spins, and every piece on it turns over to its nightmare side.

Blastcap, The Powder Goes Up. A fuse burns in along the foot through the wind-up, and on the slam his keg pile goes up in a great layered blast with the kegs flying end over end.

Here are four more. Cadric's court feasts under a dead tree with a crow on every branch end, and on the slam the whole tree's worth of crows goes up into a wheel over his head. Amanita's wood folds up round a fairy ring, and every cap in it puffs its spores. The Cursemonger's giant ledger tears its pages out and throws them at you. The Fear Drinker convenes the Gallows Court under a sick-yellow moon, a great gavel comes down, and every moth on the moon bursts off it.

Simple Ton gets mad on his Trollmoor: the peat tears open from his feet to both edges, every boulder jumps, the crows go up and the standing stone opens its eyes. The Houndmaster's chains snap off their stakes and the hunt runs past in silhouette. The Bloodhorn Warband's mob rises out of the foot of the frame in three ranks with spears, axes and torches. Silvertongue's striped awnings pour coin into drifts along the foot, and his gong swings.

The Pale Rider's road starts running under him with the milestones going past. Perihelion's three worlds wheel in along one arc and snap into line behind it on the slam. The Brass Colossus's yard blows steam out of its mains. The Iron Wardens close ranks in front of their walls.

The Brass Colossus builds his last form
His last break, The Foundry Stands Up, opens with a jump scare. The titan's clawed hand leaves the Colossus's chest and comes at you, its talons hit the glass and star it out, the fingers clench and drag gouges toward the palm, lightning crawls between the talons, and it cuts back to the battle in one frame. With Reduce Motion on, every beat still plays but the shake, and the flashes are toned down.

The Foundry Titan's parts stand about his yard for the whole fight, and you can poke each one: the legs stamp, the hull's firebox draws, the fist knocks, the claw flexes and sparks, and the head's eyes come on. When the break comes, an electromagnet comes down out of the dark and lifts him, a gripper arm and a little welder pop up out of the board, and piece by piece the gripper pulls the old part off and throws it into the forge on the back wall, catches the new one as it leaps off its place in the yard, and seats it while the welder runs a bead along the seam. His mat is now the titan's blueprint, pinned to the desk.

The Elder Treant's autumn
Once Heartwood Unbound is dismissed, the camera pulls back over the whole stage, his heart throbs gold twice, and the season breaks out of him as a gold front with a storm of paper leaves behind it. It turns his brood, the wall's cut-outs and the room's light as it goes, and the trees that grow and die on his mat come up in autumn from then on.

Then a great tree grows up out of the desk under his board. It takes the lanes and the backdrop card in its limbs and carries them up out of the box, through a deck of cloud, into a golden sky over a sea of cloud. The fight goes on up there, with the board swaying in the wind and a crane or a skein of geese going by now and then. With Reduce Motion on, the box crossfades to the grown tree instead.


Health bars fold
A health bar is a strip of paper now. A wound pleats it back and forth up its own length until its end stands on the right mark, crushed nearly flat at the last sliver. Shield used to be a second bar. It now runs on from the green as blue paper on the same track, and it folds the same way.

The War Council
Co-op used to blink in. The War Council is now walked into through a tent door: two striped canvas flaps draw shut over the screen you are leaving, a blue rosette pins them, then it pops and the flaps are swept back and tied off like a pavilion's door while the council lays itself out on the table. Leaving for the title strikes the tent.

Each seat is a file card taped down over a sheet of its warlord's banner colour, and every change at a seat plays its own scene. Somebody who sits down is dropped onto the base, bounces and waves. An AI is set down spinning like a wound-up toy and gives its battle cry. A removed AI is plucked up spinning and gone over the top of the card, a kicked player is flicked off the table, a closed seat gets two strips of tape slapped across it, and Ready comes down as a stamp.


The Craft Room
The campfire is a craft room now: a cardboard workshop on the desk, with thread shelves and a cutting mat down one side and an armchair nook down the other. The units in the deck you carry walk about the back of it, in at one doorway and off through another. Its map marker is a spool of thread and a pair of scissors.

Upgrading a card is a craft too. Glue goes down on every piece the upgrade reprints, with a line of it on the name strip, the new pieces are stuck on over the glue, and paper streamers burst from behind the card as it settles into its upgraded face. It replaces the anvil strike and the gold plus seal.

The merchant's mystery card
The merchant sells one card face-down. It is black with only its icon's outline showing, it costs 10% less with a red -10% sign on its tag, and buying it plays the unlock reveal right there on the shelf.

Three new events
Magnet Pond. A miller's family has turned their wash-tub into a pond. The fish are card, each with an iron clip through its nose and a number inked on its side. Steer the magnet, dip it, and whatever clip is under it comes up and swings into the pail. Six points pays out of the jam jar, ten wins their grandmother's tonic, and fourteen means the family agrees you have fished the pond out. (0.7.22 made a catch a little harder: a fish now has to be landed.)


The Game of Games. Where four roads meet, a games-master in a patchwork coat has laid out every game in the land on one trestle. The second page is the games themselves: all 22 minigames as leaning cut-paper tiles, and you pick the one you want to play.

The Parting Fog is for co-op. The fog comes down off the moor and the party loses each other. Every warlord picks one of four landmarks in secret (the old mill, the hanged oak, the chapel bell or the standing stones), and you cannot watch your allies' screens while you pick. In 0.7.18, finding an ally at your landmark was the prize, and the whole party agreeing paid most. That has since been turned round, and the 0.7.22 notes have the details.

In every co-op event, each seat now rolls its own luck: wheels, coin flips, races, pachinko, random relics and random cards come out differently per seat, so the party has something to compare.
The title screen
With a run to continue, the main menu stands on the act you are in: the Verdant Reach, the Ember Wastes or Frostspire, each a cardboard set with one road for both armies. Your column marches one way and theirs the other. In the Verdant Reach the windmill turns, swallows cross the sky and now and then a fish jumps out of the river. In the Ember Wastes the volcano spits lava bombs and two pairs of vultures circle. In Frostspire paper snow falls at three depths under a tissue-paper aurora. Continue dives into the set.


A won run comes home to a painted title. The cardboard letters are washed in a running rainbow watercolour, and the armies on both flanks send paper rockets up that break into cut-card confetti. With Reduce Motion on you get the painted title without the fireworks.

The Discord is on the title screen too, as a cardboard cutout above the studio mark, with a door to it in Settings, on the demo's last screen, in the War Council and on the thank-you note after you send feedback.
Smaller pieces of paper
The commander you finish a draft with stands in front of pleated paper fans instead of a gold oval. A gold fan and a crimson one unfurl behind him and stand half open, breathing. Point at him and both sweep wide with a throw of paper chips, and March on opens them one last time and snaps them shut.

A locked pack card is strapped shut. A strap of crimson stock wraps round the foot of its picture with a brass padlock snapped on it and its level lettered beside it, where it used to wear a black "LOCKED - LV 3" bar.

Aim and range rings are cut from card. What a play will strike is a scalloped two-ply hoop over tinted tissue, and how far something reaches is a ring of card dashes. Both foreshorten with the board the way the base discs do.

- A pack on the picker is a deck: four more cards lie squared up under its face, and picking it gathers them into one before the crest swallows it.
- A charmed unit that changes sides stands up the upgrade column in Charm pink, with paper hearts rising through it and a big heart over its head that turns over from its old side's colours to its new side's.
Fights
- A curse you end your turn holding is played for you. It comes up out of the hand, throws its line at your commander, the wound lands, and it burns. Mirror's Due, War Tax and Searing Brand used to catch fire in the hand while a number came off your commander with nothing joining the two.
- A curse played at you says who did it and where it went: "The Cursemonger cast Curse the Deck", "Shuffled into your draw pile".
- Lane waves pick their roads at the top of the turn and mark them, so Fire Front, Caustic Tide, Whiteout, Stampede and the all-lane tides show which lanes they will roll down before they go off.
- A sacrificed unit is torn in two over a blood circle instead of toppling like any other death.
- A unit's reach ring on hover, and a summon's while you place it, are cut to the lanes: it shows on its own road and on any road next to it that it reaches, never on the ground between.
- While you pick the card Fireball burns, hovering another card lifts it to reading size over the pick, so every option can be read.
- A status that lands floats its name alone: Burn, never "Burn 1/s".
- A commander's status tokens hang beside its health bar, over the bodies.
- When one of the Twins falls, the survivor's banner reads "Brother!!!!" or "Sister!!!!".
- In a fight against two lords, each one stands in its own yard again.
- An upgraded keyword value prints in bold.
- A Launcher's card prints the unit it launches on its ranged arrow instead of a 0.
Balance
- Soulfire costs 1 energy (was 2).
- The Fire Giant lobs its fire from further back: range 85 to 130, still shorter than an Archer's 150.
- Giant's Brew is a Power now. Every unit that arrives on your side tosses a coin: a lucky toss grows it +50% attack, max HP and size, and a miss brings it in with Madness 5s.
- Mystery Egg: Titan Seeds come out three at a time, Rootguards three and Thorn Spitters four, so every roll but the lone Spiderling beats a 1-energy card. A Wildcard Egg always hatches more than 1 energy's worth of what it rolls.
- The upgraded Dragon Egg costs 1, and a Dragon Egg can now hatch a clutch of five small Dragon Whelps. A coloured Dragon's card shows its colour.
- The Cursemonger fields Curselings, a 1-cost card of eight stitched sackcloth dolls, and his Ledger Comes Due shuffles three Dead Weights into your deck instead of one.
- Grave Pact repeats every On Death, and its extra Tombstone stands beside the first instead of on top of it.
- The Stolen Name's Hollows walk onto the road you summoned on.
Co-op
- The party walks to the node it voted for on every seat's map.
- When you resume a council, the host can kick a saved warlord out of the march and sit a new AI in any open chair.
- Watching an ally's screen sends only what changed, at up to 1920 pixels wide.
- Joiners see and hear what the host's fight does: summons leaping out of the portal, eggs and fresh graves cracking open, every swing's clang, every hit's sparks and a boss's phase flashes.
- A lord's field shape keeps its character with more seats: the siege road keeps its switchbacks and the highway shares one centre road.
- Ready flags stand on top of the battle log instead of lifting it off the End Turn plate.
Small things
- The Train Conductor's, the Explorer's and the Dragon's opening cards wear their warlord's head on the starter stone instead of an S.
- Wally's face is redrawn as a three-quarter head with both amber eyes and heavy brows. Brother Clang is a jolly old friar with a grey tonsure, Hew's hood stays on her head, the Lost Witch's hair falls over her shawl collar, and the Pirate's eyepatch lies flat on the face.
- The Records page shows every achievement with its Steam icon, in colour once you have earned it.
- A plain event page you have already read steps back behind one you have never met, as long as one is in reach.
- No event can deal a table with every row shut.
- Muting the game while it is not focused is on by default.
- The Tomb of the Thirteenth asks you to throw 3 dice for a total of exactly 13.
- A pack's level-up in the victory recap is one plate: the crest once, the cards it freed, and the Path it opened.
- A relic's pickup plays wherever the relic came from: the Heavy Stash, the Eternal's void, a chest or a resumed save.
This post went out to players on Steam and itch.io on 10 October 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.