PB& Games

0.7.46: the whole army cut from paper, five co-op cards, and boss breaks that leave something behind

Sixteen of the redrawn screens in a 4 by 4 grid: the merchant's shop, the treasure room and boss chest on heaps of gold coins, the victory, reign and defeat pages, the Hall of Arms, the relic vault, the Craft Room, the hatchling lab, the apothecary, Uncle Jim's hollow, the crypt, the chapel, the fortune teller's camp and the vow room.

0.7.46 is out on Steam, the itch.io downloads and the browser version. It also covers 0.7.45, which went out on 2 November without a post of its own. The big change is that the whole army is now cut from paper: every unit, warlord and enemy lord, the card frame, and most of the rooms between fights. There are also five cards that only exist in co-op, boss phase breaks that leave something on the board, and a new costume for Uncle Jim drawn from a player's fan art.

Everything cut from paper

Until now the figures were flat drawings with a paper rim round them. In 0.7.46 every shape in a figure is its own sheet of card. Each sheet has its own grain and colour, a hand-cut edge, the pale inside of the card showing on the edges that face the lamp, and a shadow cast onto the sheet under it. A knight's shield sits on his arm, his arm sits on his tabard, and you can see the layers. The whole roster went through it: every unit, every warlord in all their looks, and every enemy lord. The one exception is the new co-op art further down, which gets its paper cut in the next update.

Close-ups of four enemy lords in two rows, 0.7.45 on top and 0.7.46 below: Grix the goblin king with his crown and fangs, Wally the neighbour waving, the Elder Treant's face in its trunk, and the Fear Drinker's moth face with green goggle eyes. The bottom row shows paper grain on the skin, bark and fur
Four soldiers on kraft card, 0.7.45 on top and 0.7.46 below: a Recruit with a round shield, a Knight, an Archer and a Cavalry rider. The top row has smooth flat fills; the bottom row is the same figures in cut paper, with fibre grain and lit edges
Four monsters on kraft card, 0.7.45 on top and 0.7.46 below: a goblin with a blue blade, a hunched goblin with a bone club, a goblin shaman with a green spirit and a pale ghost, smooth on top and grained paper with lit cut edges below

The card frame got the same treatment: a matte pressed-card stock in a softer orange, cut-paper corner badges, and a squad icon of little round-headed dolls.

Four cards on a dark ground: Recruits and Ember Hounds, each in the 0.7.45 frame and then in the new paper frame, which is a softer matte orange with cut-paper badges in the corners
A three-warlord co-op fight in Wynken's bedroom: a pink quilt for a mat with a cut-cardboard road across it, a crowd of paper units clashing in the middle, a cuckoo clock, paper sheep and a crescent-moon bed on the back wall, and a hand of paper-frame cards along the bottom

### The rooms between fights

Most of the rooms you pass through between fights were redrawn as real paper sets, built in layers and lit by one lamp, with a little depth of field. The merchant's shop, the treasure room and the boss chest, the victory, reign and defeat pages, the Hall of Arms, the relic vault, the Craft Room, the hatchling lab, the apothecary, Uncle Jim's hollow, the crypt, chapel and camp events, and the vow room all changed. Each one still has things moving in it, and a few rare surprises if you wait.

Sixteen redrawn screens in a 4 by 4 grid: the shop, the treasure room, the boss treasure, victory, reign, defeat, the Hall of Arms, the relic vault, the Craft Room, the hatchling lab, the apothecary, Jim's hollow, the crypt, the chapel, the fortune teller's camp and the vow room
The shop in 0.7.45 above and 0.7.46 below. Above, a flat kraft-card shop with paper bottles on the back shelves and a hooded merchant drawn flat. Below, a lit cut-paper shop with a wooden shelf and a sleeping orange cat top left, a green wall, an arched window and the bearded merchant waving behind his counter
The treasure room in 0.7.45 above and 0.7.46 below. Above, a flat paper chest among cut-out goblets, scrolls and coin stacks against a grey stone wall. Below, a red-and-gold paper chest on a deep heap of gold coins in a dark cave, with a gold goblet on the left and a crown and a shield on the right
The victory page in 0.7.45 above and 0.7.46 below. Above, the army on bare cardboard beside a giant cardboard crown. Below, the same army on a green paper meadow between a castle with a gold crown on its tower and a row of half-timbered houses, under a VICTORY banner set in laurels
The defeat page in 0.7.45 above and 0.7.46 below. Above, the army on a cardboard floor with crumpled paper, a torn flag and cardboard tents under an orange paper sun. Below, the army on a dark teal hillside at dusk with a village on the left, a full moon top right and rain, under the torn DEFEAT sign
The Hall of Arms card reward in 0.7.45 above and 0.7.46 below. Above, cards over a flat carved-paper hall of pale arches. Below, cards over a lit stone hall with three dark arches, a red carpet up the middle, red banners and a suit of armour on the right
The Craft Room in 0.7.45 above and 0.7.46 below. Above, a cardboard bed with a patchwork quilt and a giant green tape dispenser in a flat cardboard room. Below, the same pair rebuilt as lit paper models in a warm room with bunting, paper lanterns and a pin tin in the foreground
The apothecary in 0.7.45 above and 0.7.46 below. Above, flat paper shelves of red and green jars around a counter with scales. Below, a lit apothecary with glass cabinets of jars, hanging herbs, a cauldron and a grey paper cat sitting on the right
The Fortune Teller event in 0.7.45 above and 0.7.46 below, with the seer's picture and the text page in the same place in both. Above, the setting behind them is flat cardboard scenery. Below, it is a night camp with a canvas tent, string lights, a campfire and a wagon wheel

### Performance

Before it went out, I ran the paper version and the old one back to back, the same fights on the same seed. Frame times in fights came out the same within noise, and the game boots in the same time. Three things were slower in the first paper build: the warlord select the first time it opened, and two phase-break banners. Those were fixed before it shipped. The warlord select now loads its figures ahead of time and opens faster than it did before. The shop still takes about half a second longer the first time it opens in a session, and is the same after that.

The desktop download is bigger, by about 280 MB on Windows, because the desktop builds carry larger prints for close-ups like phase breaks and finishers. The browser and phone builds never load those, so they only grew by about 10 MB.

Five co-op cards

Co-op didn't have many cards of its own, so here are five that only show up when you march with someone. Each one reaches past your own seat into an ally's energy, hand or draw:

  • Spare Spark gives an ally's commander 1 energy, and Pay It Forward gives them X. You aim both at your friend's commander.
  • Mail Call makes every warlord at the table draw 2 cards, you included. It stays in your hand until the turn the party needs it.
  • Carbon Copies puts a copy of a card from your hand into every ally's hand.
  • Hot Potato summons a Hot Potato, a baked potato in crinkled foil with stubby legs and a furious little face. Then, instead of going to your discard pile, the card jumps into a random ally's hand, and each pass makes the next potato 25% bigger and stronger.

There is also a new relic, the Round Robin: whenever you play a Power, every ally gains it too. Two new co-op events hand these out: The Sorting Office, a post house with a wall of pigeonholes, and The Galvanist's Twins. If you play the Wedded, your AI spouse can find and play them too.

The five co-op cards: Mail Call, Carbon Copies and Hot Potato on top, Spare Spark and Pay It Forward below, with the Round Robin relic (a cream sheet ringed with coloured signatures and a red wax seal) and the Hot Potato's standee, a foil-wrapped potato shaking its fist
The Sorting Office event: a pop-up picture of a sorting room with a wall of pigeonholes, parcels on a round table and a brass bell, beside a parchment page with four choices that give Mail Call, Carbon Copies, Hot Potato or the Round Robin

Boss phase breaks that leave something behind

Every boss's first phase break now puts something on the board that you have to deal with:

  • Verdy's Great Bloom plants a beehive in the middle of every lane, and each one lets out a Worker Bee every 8 seconds until you smash it.
  • The Treant's The Forest Answers sends a Thornback out of every lane.
  • The Magma Magnate's The Field Ignites brings two Kiln Wretches up out of every burning lane.

All eight act bosses also heal to full on their final break now, instead of coming back on a third to half of their health, so the fight after the last transformation lasts longer.

Verdy's meadow after The Great Bloom: straw beehive skeps stand in the green lanes, the Beehive card is read out on the left, and bees fly out of the hives
The Elder Treant's board after The Forest Answers: spiny green Thornbacks and walking treants on the lanes near the Treant on the right, with the Thornback card read out on the left

Treasure

Treasure chests open properly now. The lid lifts against the strain with a glint of gold in the gap, swings all the way open, and the find comes out as a shower of paper coins and gems that bump off each other and skid as they land. Pick a Chest opens the same way.

A red-and-gold paper treasure chest on a hoard of coins strains, its kraft-board lid swings open, and paper coins and a potion fly up out of it

Laurels and the Cardboard Crown

The scalloped paper rosettes on the prize banners are gone. In their place are laurels: gold foil leaves over green card ones, each leaf scored and folded so the lamp lights one half, tied with a satin bow. They grow out when a banner lands, on the battle VICTORY banner, the run summary, event wins, the credits and the coronation.

VICTORY lands on a battlefield: paper rays burst out, the cream banner drops in with laurel sprigs and red ribbon tails at both ends, and the brown letters unfold from crumpled paper

The coronation now uses the same Cardboard Crown as the opening and the epilogue. It hangs over the stage bigger than before, flies onto your warlord's head when you click, and sits on top of whatever they're wearing: hat, horns, mane or bald head.

On the coronation screen the orange Cardboard Crown leaves its laurel wreath over THE CROWN IS YOURS banner and lands on the dancing king's head, while Uncle Jim stands to the left

Word tooltips

andi, a player on the Discord, asked for keyword tooltips that only open when you point at the word, instead of every definition on a card opening at once. That's how they work now on desktop. Point at a highlighted word on a card and only that word's tip opens; point at a blue card name to see that card. Right-click to hold a tip on screen, then point at the words inside it to keep reading down the chain. Left-click a word in a held tip to open its page in the Compendium. On a controller, hold Y on a card and step through its words with the stick. On a touchscreen, long-press a card and tap a word. Thank you, andi, for this and for the co-op bug reports.

Two held card tips, Instar II and Instar III, outlined in gilt, and beside them a held definition tip for Hatch 7s that explains the keyword

First-year Uncle Jim

0.7.45 added a thirteenth costume for Uncle Jim: a boarding-school first-year, cut in paper from a drawing by crispy_kiwi. He has nine pins of his own, including the Winged Walnut, the Odd Sock, the Chocolate Toad, the Shouting Letter and the Regrettable Beans. When you leave him, the screen folds in thirds into a sealed letter and a paper owl carries it off the map. Thank you, crispy_kiwi.

Uncle Jim as a boarding-school first-year in a navy robe, grey jumper and striped tie, holding a wand, beside his check-in page offering three pins: The Odd Sock, Hand-Me-Down Cloak and Soul in Sevenths
The check-in page folds in thirds over the map into a sealed envelope, then a paper owl with hinged wings carries it up and off the top left of the chart

Smaller changes

Unlocking an Ascendant look now plays a transformation: your commander stands in the Gilded look, leaps into a spin and comes round in the Ascendant form.

The Pyromancy commander, a flame-headed figure in red robes, stands in a gold starburst, spins, and comes round as a darker ember-robed Ascendant form under a flaming banner reading The Living Flame

The data-collection popup on first launch is gone. There's one quiet line on the title screen instead, and Share gameplay data in Settings turns it off.

The lower left of the title screen with the bridge, the fields and the signpost menu, and one slip along the bottom edge reading: This game sends me play data so I can improve it. You can turn it off in Settings.

Win and loss pages have a March Again button that starts a new run straight away, and a line naming one goal for the next run. After a win you can also rate the fight.

The defeat page: the torn DEFEAT sign, March Again and Back to Menu at the top right, a sad flame-headed commander and his soldiers in the rain on a dark hill, and a slip below reading Next: Plunder 2,000 gold, 1360 of 2000

And the rest:

  • From your second launch on, one press skips the opening film.
  • A new setting, Shorten repeated scenes, on by default: a fight on a mat you've seen before sets up faster, and repeated banners and enemy-card reads are shorter. Co-op keeps the full length.
  • New sounds for cards being dealt and landing, for wounds and ribbons, and a bite when a lord takes damage. The squishy sound when nameplates stuck to the board at the start of a fight is gone.
  • Numbers popping off a crowd in the same spot merge into one number that counts up, instead of eight small ones stacked on top of each other.
  • Pointing at a card in the enemy's play strip lights the reach rings of its units on the field, and the lane chips count your units as well as theirs.
  • A boss phase that changes the fight for good keeps its card in the strip until the fight ends.
  • A Progress saved slip shows at the end of each act.
  • Music Off now stays off between launches.
  • 127 card flavour lines were rewritten, and 78 dropped where the card already had enough to say.
  • Seven pins that read badly were redrawn, among them the Paymaster's Strongbox, the Smuggler's Cache and the Field Stretcher.
  • In the last fight of Act 4, every card's art shows the two lands of the mat it's being played on.
  • Trail dots on the map have a paper-coloured rim, so they no longer get lost in the trees (thanks, crispy_kiwi).
  • The Avatar of Winter's lines are all ice puns now, and the Fear Drinker whispers far more often.
  • On phones, the camera holds the deploy view from round 2 on.
  • An achievement you've already earned no longer pops again after a restart.

Balance

  • Healing relics were cut where they gave the most or were picked far more than the rest. The Inner Citadel heals 2 a round (was 4). Triumphal Litter, Winter Stores, Camp Followers and Bounce Back heal 12, 10, 8 and 20 after a win (were 25, 20, 15 and 35). Rally Ribbon heals your commander 1 for every second squad you summon, and Prayer Strips for every second card you play (both were every one). Pilgrim's Gourd and the Bonesetter's Kit heal 1 (were 2), and the Bottomless Punchbowl heals 3 a round (was 5). Gravekeeper's Bell heals 1 for every third unit of yours that falls, and costs 10 max HP instead of 20.
  • Den Mother: 34 HP.
  • Briarback: Thorns 5.
  • Powder Residue: 1 damage to up to 4 enemies whenever you exhaust a card (was 2 damage to up to 8).
  • Puptential's second evolution (Pyret, Puddel, Beagloom) needs 30 Exp instead of 40.
  • Champions and PvP fights count as boss fights for relics that care about elites and bosses.
  • Pack Tactics' ring is round on the table now, and it counts the pack inside that ring.

Fixes

  • Co-op: a summon the joining player pays for always lands, every seat gets the same summoning spots, and a flask's spot reaches every seat. andi found these.
  • Co-op: quitting from the fight's menu no longer crashes the game.
  • Versus: a joiner's second card played while the first is still up waits its turn instead of getting lost, and the joiner's warlord no longer acts out the host's plays.
  • Auto End Turn waits while the settings menu is open.
  • A Champion's figure no longer turns grey when it's set on a losing base.
  • Wally's squads mustered across moonrise or dawn land in the right sky.

Known issues

  • The Hot Potato and Verdy's beehive are still drawn in the old flat-paper look. They get their paper cut in the next update.

This post went out to players on Steam and itch.io on 3 November 2026, and is kept here. Comments and questions are read on either of those, in the Discord, or through the quill in game.