0.7.32: the lord who beats you finishes the job
0.7.32 is out on Steam, the itch.io downloads, the browser version and the demo. Lose a run now and the lord who beat you walks over and finishes your warlord in a way all their own, and every lord has one. Boss banners tear in two on the way out, every boss break changes the arena, and the smaller breaks no longer pull the camera away from the fight. There are nine new cards and a reworked one, a new event where you draw the roads you fight on, and a long list of places where the game used to stutter and doesn't now.
The browser version on itch.io is up to date again. 0.7.31 came out slightly too big for it and stayed on 0.7.30; 0.7.32 fits, so playing in the browser you get everything from both posts.
The lord who beats you finishes the job
When your last warlord falls, the fight used to just end. Now the camera dives in on the two of them, and the nearest lord still standing walks over and finishes the job their own way. There are 45 of these: one for every lord, one each for both Twins, and one for Wally's werewolf form. Your warlord's body stays on the table for the defeat screen, so a run that ends with you in a jar ends with the jar on the table.
Simple Ton grows back anything you cut off him. The warlord lops off his arm, it pops back, and three thumps of his log drive the warlord into the board like a tent peg.

Wally strolls over waving and offers a handshake. While they shake, his shadow stands up behind him as a wolf and bites, and Wally is mortified.

Silvertongue brings a snake-charmer's basket and plays the pungi until the warlord dances into it. The lid goes on, a little ajar on the crown.

Brother Clang counts to four. Every toll of his handbell rocks the warlord, and on four the great bell comes down over him. When it lifts he stands there ringing, then falls.

The Frost Yeti builds a snowman out of the warlord, carrot nose and all, flicks its head off, and the frozen warlord topples into the heap.

Calvin, Emperor of the Floe goes ice fishing. He thumps his sceptre until the floe gives under the warlord, hooks him out of the water, freezes him stiff and tosses him over his shoulder. If he has already woken as the Bear Beneath when he beats you, the bear bursts up through the ice instead.

The Broodmother drops in on a thread with a rolled-up newspaper and swats the warlord flat, like a bug.

The Fire Devil kept the snuffer from his own finisher. He lights the warlord like a candle, lets him burn down, and puts him out.

Never cut the Slime Lord. The warlord does, gets two of him, and they merge with the warlord inside. He comes back out of the top, slimed green.

Nine more of them: Rex Mortifer corks your soul in a jar, Grix the Goblin shakes you down by the ankles for your gold, Vitrix fires and glazes you until the top of you breaks off, The Lost Witch reads your ending out of her book, Hew, the Blade cuts once and your crown falls off in two halves, the Magma Magnate leaves you slag, Gorehoof's charge snaps your boar spear, The Mimic starts leading and you follow until you go down silver, and The Brass Colossus shovels you into its firebox.

Your fallen warlord also lies still now. The low-health shake used to keep going on the body after the last blow.
Banners tear in two
When a lord's banner has said its piece, it now tears in two down the middle, between the words and the lord, and the halves drop away out of the bottom of the frame with the fight already there behind them. Each lord's sheet comes apart its own way: Calvin's cracks along a floe line and the halves sink like ice, the Brass Colossus's shears like metal plate, the Elder Treant's splits like bark, Rex Mortifer's crumbles, Verdy B. Queen's parts along a scalloped edge, and the Magma Magnate's chars.


Every banner now hangs an opaque backcloth first, unrolled down from the top in a fraction of a second, so the board, the road and the nameplates never show through a painted sky. Rex's crypt and Winter's glacier used to let the road show through them for the whole banner.

The sets also answer the boss's blow when he slams. Wally's moon swells nearer with a ring of cold light round it, and every pair of shutters on his street bangs shut, house after house out from where he stands. Ton's sleeping troll-stones wake and glare, the Magma Magnate's volcano blows, the Twins' camps put up hedges of spears, and the Great Bloom bursts open with a puff of pollen off every flower.

Every break changes the arena
In 0.7.31 every lord with a phase break changed his arena at least once. The bosses have several breaks, though, and some of those still left the box alone. Now every break changes it, and the change stays for the rest of the fight. These are the new ones.
The Elder Treant ("The Forest Answers"): a crack runs out from his end along the mat's border, and wherever it reaches a root, the border splits and a great arch of bark rears up over the frame and comes down on the desk beyond. Saplings come up beside each tear. Each root comes up through a real tear in the felt: the cloth tents up, cuts run out from the middle in a star, it bursts, and each wedge flips back on its own hinge.


Verdy B. Queen ("The Great Bloom") empties her hive into the box. A ribbon of bees loops the mat's border and comes down at her end, where sheets of honeycomb rise one after another out of the border, the cells fill and cap course by course, and honey runs down over the edge. Her paper flowers burst open at its foot.

Rex Mortifer ("The Dead Rise"): a bony hand the size of a man grips the edge of his pall. His grave-light runs off both ways round the border, the graves give up their dead as it passes, and where the two lights meet, a mausoleum unfolds on the desk like a page of a pop-up book.

The Avatar of Winter ("Whiteout"): cracks run out from under him across the whole felt mat, and it freezes behind them plate by plate into pale teal ice, with ice spires rising in the margins.

The Magma Magnate ("The Field Ignites"): two long tears race round both sides of the board through his felt, with fire deep inside them and their torn lips raised. A few fires stay standing in them for the rest of the fight. At his last stand, "The Kiln Opens" now burns the mat down into the pit in cut-paper flame, where it used to be a speckled wall of fire that lapped over the roads.


The Brass Colossus ("Pressure Release") brings his plant up through the blueprint. Hatch lids blow off, and a tall riser, a boiler with a shrieking safety valve, a twin manifold on your flank and low vents punch up into the margins, gauges past the red and steam blowing. At "Foundry Override" a raised conveyor stands up beside him and runs his yard's cargo into a hopper.


Wally ("The Moon Answers") shuts his street round the box: a white picket fence clacks up round his knitted throw, picket by picket, with a gate in every run. It stays for the fight. By day its gates stand open, and at every moonrise they slam. At "The Blood Moon" the fence turns out to have been his all along: every other picket stretches into a curved fang, the ones between sink into a red gum, the corner posts thrust up as canines, and the whole jaw clenches once.

The smaller breaks don't pull the camera away
Most phase breaks change the arena in a small way: Ton's ruck, the Carrion Court's gallery, the Cursemonger's hex. Those used to pull the camera back and hold the fight while you watched. Now they play wherever your camera already is, with no pull-back and no wait of their own. The break itself still pauses for its stomp and its cards. The big changes, like the Foundry standing up or the board rising into the sky, still pull back and pause so you can watch them.

Several of them also got something new.
Simple Ton's stamp reaches the wall now. The tape on one side of his backdrop card lets go and flutters down to the desk, and the card hangs crooked for the rest of the fight.

The Cursemonger's hex used to be drawn in chalk. It runs in wet ink now, a bead at the head of each line and a pool where it stops, before the whole figure catches a sickly green light from the wax seals.

The Dread Court's fog of torn tissue has corpse-lights under it, glowing up through the layers like a bulb under tissue paper, and the room goes cold as it rolls in.

Wynken's dark seeps out from under his blanket as the crib mobile turns to its nightmare side, in three layers of cut paper with fingers curling out across the mat. Once the moon comes round, gold eyes open in it.

The Twins' camps pop up like a pop-up book before their volley: his red ridge tents in a row down the far margin, her blue pup tents scattered round her drum.

The Iron Wardens ("Close Ranks"): once Haldric's drawbridge is down, a column of his Shieldbearers marches out of the castle under the portcullis, over the bridge and across the felt, and halts as one in a wall of shields at his end.

Calvin's ice calves from the outside in. When a floe is marked to go, the mat round it breaks away into the sea first, and then the floe itself cracks into slabs that drift apart and sink one by one.

At Heartwood Unbound, the Elder Treant's last stand, the cloud used to be drawn over the board. Now the board climbs up into the cloud deck and breaks out of the top. His backdrop card falls with the wall at first, until the lifting branches catch it and haul it up after the board.

Nine new cards and a reworked one
- Executioner (Behind You!): two headsmen for 2 energy, with Free Deploy and Backstab. Every strike that leaves an enemy under 20 health has a 10% chance to execute it (15% upgraded), and an executed piece is cut clean through and slides apart. Lords can't be executed.
- Money Gun (Behind You!): a Money Gunner for 1 energy who hits harder than a 1-energy shooter usually does, and pays for it with 1 gold out of your purse for every 10 shots (15 upgraded).
- Body Snatcher (Behind You!): every unit it kills, it becomes. It sheds its old form like a torn page and stands up as a full-health copy of its victim on your side, still a Body Snatcher.
- Gatling Gun (Siege Works): a free-deploy machine gun with 45 health that winds up with Frenzy, up to six times its starting damage, and pays 1 health for every shot.
- Goblins in a Trenchcoat (Steel Legion): 1 health and Invulnerable 2. Every hit that reaches the coat lets a Coat Goblin out, even a hit Invulnerable cancels.
- Hat Collector (Final Rites): every ally that falls leaves it a hat, which goes on top of the ones it already wears. Each hat is +1 attack, and every point of damage knocks one off before it lands.
- Hungry Giant (Giantkind): an X card that eats every point of energy you have left and grows 50% bigger, in size and stats, for each one.
- Vampire Spawn (Bloodletting): two 1-health fledglings with Lifesteal 100% and Overheal, so they drink themselves bigger. At Unlock 12, each one splits in two at half health, and each half feeds and splits again.
- Pillar of Fire (Pyromancy): a beam of fire from the sky that burns whatever stands under it for 10 seconds. When its mark dies, it walks slowly to the nearest enemy and scorches a trail into the card behind it. Upgraded, it drops three.
- Engulfers (Slime Swarm) is reworked: three acid slimes for 2 energy with 12 health and no attack, Acid Aura 2, Pounce 4 and Ethereal. It used to be one big ooze for 4. Devouring Mass, its Pack Path card, is now the same three slimes, each bursting into two Slimelings when it dies.


The Executioner's cut, filmed with the chance turned up so that both strikes land it:





The Crayon Roads
A new event, from floor 3. A sheet of card as wide as a field lies across the road with toys standing on it, and a crayon the length of a lance. Pick up the crayon and you draw the fight's three roads yourself, from your flag to the lord's, round the toys and over the gold coins lying on the sheet, with only so much wax for each road. A road can double back on itself or go round in a loop. Then a knife cuts the sheet along your roads, the waste falls away, and you fight on what you drew. It works at a co-op table too.


The enemy's purse reads true
The enemy's energy now matches what it says. His purse tops out at the number the Compendium prints for him, a play he was handed for free prints 0 (and Exhaust, if he only gets it once a fight), and whatever he has left at the end of his turn he spends on units he can still afford. Simple Ton's hidden "every other round" rule is gone. His new power, Patient Lad, keeps his unspent energy for his next turn, so you can watch his purse climb past its usual 4 before he pays 6 for the Hulking Troll.

The Compendium
The Enemies section is laid out as a spread round the book's crease: the roster on the left page, each lord as an icon and a nameplate filed under Act 1, 2 or 3, the open lord's portrait beside it, and how they fight on the right page. In Cards, every pack is headed by its own nameplate and crest, and the folded packs are dealt two to a row across both pages.


Effects cut from card
Most of the effects that were still soft light are now cut from card like everything else on the board. The Siege Mortar's shell is a hand-cut iron disc instead of a drawn cannonball. Explosions throw cut smoke clouds, popping stars and confetti and leave a ragged scorch, instead of an airbrushed smudge. When a unit gains something, it gets a cut rosette and a sheet of tinted tracing paper instead of a glowing pool. The same goes for status auras, chain and live-wire arcs, the lords' salvos, spell families, storms, dice, telegraphs and finishers.

Less lag
A lot of this version went into the places where the game stuttered. Almost all of it draws exactly the same picture as before; it just stops doing work it didn't need to, or does it before you get there.
- Clicking into a fight no longer freezes the screen. The fight used to be built all at once when you clicked, so the map's photograph sat frozen for 280 to 410 ms. Now it is built a piece at a time behind that photograph, and the frame you click on takes about 22 ms. The shop, events, the campfire and the treasure room are built the same way.
- Your turn is smoother. The aiming lines for spells kept redrawing parts that weren't moving; now they only redraw what moves. On a busy turn against the Blood Hunt, a typical frame went from 17 ms to 10 ms. Pointing at a unit no longer hitches while its card is built, and the first moments of a turn with enemy spell warnings no longer stutter.
- Phase breaks are smoother. The worst were Verdy B. Queen's meadow, which held one frame for up to 197 ms, and the Brass Colossus's yard, whose heartbeat stalled the game every six to eight seconds for the rest of the fight. Both are fixed. Calvin's and Winter's banners, Bill's stampede, the Treant's autumn and Rex's descent are all much smoother, and the pictures for a boss's next form are prepared before his break comes.
- Moving between screens is quicker. Going from the spoils back to the map took up to 0.4 seconds and now takes a tenth. The Choose Your Warlord screen builds in a third of the time, and the game starts a little faster.
- The first fights on a new install. The graphics driver prepares each new kind of effect the first time it is drawn, which on a fresh install could catch a fight mid-turn. The desktop versions now do that while the map's photograph is still on screen, as the phone and browser versions already did.
- Spell lines no longer flicker. A lightning bolt bent at a sharp kink, or a charm, acid or dirge band on a short wobbly line, could lose a panel or its whole fill for a frame. Those pieces are now drawn in full every frame.
- On phones, several picture caches that kept everything for the whole session now let go of what they no longer need.
Smaller changes
- Devouring Mass is built from the new Engulfers (see above). Blade Master and Nightblade now field 3 units and Siren Sovereign 2, matching the cards they come from.
- Pyre Bats lose Flanker, so they go for the nearest foe instead of the farthest.
- From Ascension 7, the enemy card Waste Not's preview showed its Wasteland Psycho with 6 health when it actually arrives with 7. The preview now matches.
- In the browser version, the cut-out pictures on event pages are stored at the size they are drawn. They look the same in the itch.io window and in fullscreen on most screens, and a little softer in fullscreen on a 4K monitor.
This post went out to players on Steam and itch.io on 22 October 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.