Game updates

Patch Notes

A compact history of game milestones and balance work.

Barrels, blessings, and a ranked season on the record

The board is more physical, ranked play keeps a public account of leaving, reputation, and prizes, and the site answers questions about the game you are actually playing.

57creatures
109abilities
52spells
24artifacts

A more physical board

  • Cemetery battles roll 9 to 12 barrels from the match itself, so both players and the server see the same obstacles. Barrel Barricade, a Tier 1 artifact, places two more barrels with the army that drafted it.
  • Skewer Strike, Fire Breath, Area Throw, Lightning Spin, and the Cyclops's Large Caliber shot strike barrels as well as units. Splash and lines still reach the units behind the barrel they hit.
  • Fire Wall is aimed as a line of four cells and burns a unit that crosses it, including every cell a large body enters. A flyer pays for the cells where it lands.
  • The Ash Moth is now the Wandering Mage and carries one bursting Fireball. Blindness blinds the enemy a Unicorn strikes. Castling swaps two units of the same footprint, up to one cell beyond the caster's movement.
  • Arcane Ward, Warding Mane, Arrows Wingshield, and Angelic Host are blessings on the whole army, and they last while the creature that grants them is alive. Offensive spell damage is the number of living creatures in the stack times the spell's power. Abomination no longer brings Stun Aura.

Ranked, on the record

  • Leaving a ranked match has public rules. An early exit is stored with the casualties it resolved at, and the same rules are on the site and in the client.
  • Reputation, player reports, lock notices, and appeals are part of ranked play. Season prize rules say how a prize is claimed, and every finished season has a results page.
  • Profiles show doctrine, league, gold, and a fuller match history. Gold and prediction wording follows the glossary: you see total gold, and a wager spends gold that is available.

Your screen and a shared sandbox

  • Choose which side of the battlefield your army sits on. The mirror is only on your screen; replays, spectators, and the other player keep the true sides. Your army can wear a colour you pick.
  • Combat plays creature sounds for the fight.
  • Invite a friend into a co-op sandbox, ready up, and fight the same board. A friend's live game can be spectated, a connection badge shows a drop, and a banner brings you back to a match you left.

The site

  • The Knowledge Base was checked against the engine: abilities, spells, artifacts, counters, and which armies an artifact is best with. The Russian edition covers the same entries.
  • Ask the AI in English or Russian and the answer comes back in the language of the question.
  • In the player portal, hovering a unit, artifact, augment, synergy, or doctrine opens its card, and the header buttons take clicks again.

Version 0.1.6 keeps the same four factions and 57 creatures, and makes the fights, the season, and the public rules agree with each other.

A new engine, ranked play, and an expanded battlefield

The largest Heroes of Crypto update yet: the battle client now runs on PixiJS, online ranked play is live, and every army has more ways to fight and progress.

57creatures
110abilities
49spells
24artifacts

A rebuilt battle client

  • Combat presentation has moved to PixiJS, with smoother rendering, clearer targeting and effects, a redesigned HUD, and more faithful replays.
  • Ranked battles are now resolved authoritatively by the game server, with reconnect support and consistent recovery of the live match state.
  • New battlefields add obstacles, destructible terrain, elemental interactions, and Armageddon as fights run long.

More ways to build an army

  • Seventeen creatures joined the four factions, including Blacksmith, Dryad, Arachna Queen, Abomination, Mermaid, and Frenzied Boar.
  • The catalog now contains 110 abilities and 49 spells, adding elemental attacks and defenses, crafting and runes, poison, vines, summons, fire terrain, new auras, and control effects.
  • Twenty-four Tier 1 and Tier 2 artifacts, including cursed tradeoffs, join doctrines, team augments, and faction synergies as meaningful pre-battle choices.

Ranked, AI, and progression

  • Online ranked play now covers matchmaking, pick and ban, hidden army setup, placement, combat, reconnection, spectating, and replay.
  • Practice vs AI uses a new self-play-trained opponent with stronger drafting, placement, spell use, and combat decisions.
  • Calibration, leagues, promotions, seasonal gold, predictions, and optional gold wagers give every match a wider competitive context.

Profiles and presentation

  • Player profiles now bring together rank, match history, replays, fight statistics, gold activity, and prediction records; friends and chat are available through the social dock.
  • The arena, draft, setup, combat interface, portal, and Knowledge Base were redesigned for clearer decisions across desktop and mobile.
  • This release also includes extensive combat-correctness fixes, balance work, localization, accessibility improvements, and visual polish.

Version 0.1.5 turns the original combat testbed into a complete competitive loop, with a larger sandbox for every kind of player.

v0.1.497a9a2c

Team augments and faction synergies

A strategy-layer update: teams now make meaningful pre-fight investment choices before the first unit moves.

6augment points per team
5upgrade paths
4faction synergy families

Major features

  • Team augments are live. Each team starts with 6 augment points to customize its strategy.
  • Placement upgrades improve board control with enhanced formation options.
  • Armor upgrades boost unit durability, reaching up to +21% armor.
  • Might upgrades strengthen melee combat, reaching up to +27% attack.
  • Sniper upgrades improve ranged pressure, reaching up to +24% attack and +70% range.
  • Movement upgrades increase tactical mobility, reaching up to +2 movement steps.

Faction synergies

  • Life teams can unlock Supply Boost for stronger battle starts and Morale for army-wide power.
  • Chaos teams gain mobility bonuses and Break on Attack chances that can disable enemy abilities.
  • Might teams extend aura range and amplify stack-ability power.
  • Nature teams improve board control with additional placement and add armor for flying units.

Placement and balance

  • Placement was simplified around upgradeable wide formations.
  • Synergy effects now scale with same-faction unit counts: 2, 4, and 6 units for levels 1, 2, and 3.
  • The augment-point system creates clearer resource allocation decisions before battle.
  • Placement upgrades are now tied into augments instead of living as a separate tactical layer.

Choose augments carefully, stack faction bonuses deliberately, and the battlefield opens up in new ways.

v0.1.3a9c9b0d

Final release-candidate roster

The first release-candidate army list is locked: four factions, 40 units, and the ability set that defines the initial match meta.

20spells ready
40units implemented
8effects available
10aura effects ready
67unique abilities

Release-candidate scope

  • The final creature list for the first release candidate is in place.
  • Abilities, spells, auras, and effects now form the baseline content set for public match balancing.
  • The update also includes UI enhancements, bug fixes, gameplay balancing, new map types, and general polish.

Release-candidate roster

Life

Squire
Stun
Peasant
Bitter Experience, Absorb Penalties Aura
Arbalester
Sniper, Leather Armor, Limited Supply
Pikeman
Aggr, Skewer Strike, Wardguard
Valkyrie
War Anger Aura, Wind Flow
Healer
Book of Healing; spells: Heal, Spiritual Armor, Blessing, Mass Heal
Crusader
Double Punch, Sharpened Weapons Aura
Griffin
Range Null Field Aura, Sky Runner, Deep Wounds Level 2
Tsar Cannon
Mechanism, No Melee, Through Shot
Angel
Resurrection, Arrows Wingshield Aura

Nature

Fairy
Shadow Touch, Small Species
Wolf
Double Punch, Deep Wounds Level 1
Leprechaun
Luck Aura, Lucky Strike
White Tiger
Disguise Aura, Deep Wounds Level 2
Elf
Double Shot
Satyr
Forest Spellbook; spells: Courage, Helping Hand, Summon Wolves
Unicorn
One in the Field, Blindness
Mantis
Paralysis
Gargantuan
Double Shot, Area Throw
Pegasus
Pegasus Might Aura, Pegasus Light

Chaos

Scavenger
Backstab, Dodge
Orc
Stun
Troglodyte
Madness, Blind Fury, Miner
Medusa
Endless Quiver, Petrifying Gaze
Troll
Wild Regeneration
Beholder
Spit Ball
Efreet
Fire Element, Made of Fire, Fire Shield
Goblin Knight
Heavy Armor
Black Dragon
Fire Element, Enchanted Skin, Fire Breath
Hydra
Lightning Spin

Might

Berserker
AI Driven, Double Punch
Centaur
Handyman, Piercing Spear, Boost Health
Wolf Rider
Wolf Trail Aura, Rapid Charge
Nomad
Shatter Armor, Rapid Charge
Harpy
Shadow Touch, Castling
Hyena
Penetrating Bite
Ogre Mage
Tome of Might; spells: Riot, Magic Mirror, Mass Riot, Mass Magic Mirror
Cyclops
Large Caliber
Thunderbird
Wind Element, Chain Lightning
Behemoth
Unyielding Power, Battle Roar, Deep Wounds Level 3

This roster, spell, ability, and aura package is the final content baseline for the initial release candidate.

v0.1.2b779327

AI and core mechanics updates

A mechanics-heavy update focused on prediction battles, clearer turn pacing, new unit identities, and attack correctness.

5new units
7new abilities
60smax team lap

AI and battle flow

  • Predictable melee-unit AI was added for Prediction Battles.
  • The same auto-battle behavior is available behind a new AI button for testing.
  • Turn timing was recalculated with a max 60-second team lap, minimum 3-second action time, and maximum 15-second action time.

New units

  • Хаос: Troll.
  • Хаос: Goblin Knight.
  • Хаос: Efreet.
  • Жизнь: Crusader.
  • Природа: Leprechaun.

New abilities

  • Piercing Spear lets Centaur ignore enemy armor on any attack.
  • Boost Health increases Centaur HP by 10-50% based on stack power.
  • Heavy Armor gives Goblin Knight 50% more armor while taking 50% more spell damage.
  • Fire Element makes units resist Fire attacks while taking 50% more Water damage.
  • Fire Shield lets Efreet reflect up to 40% of incoming damage as Fire damage.
  • Wild Regeneration lets Troll recover to full HP at the beginning of its turn.
  • Stun gives Squire and Orc a 30% chance to disable an enemy.

Fixes and improvements

  • Fixed Handyman behavior to prevent doubling ranged attacks.
  • Switched random number generation to crypto-based randomness.
  • Improved attack-animation handling so animation timing matches actual attacks.
  • Corrected double-shot and double-punch animations.
  • Double Shot can now affect multiple lined-up targets.
  • Orc no longer has the Handyman ability.
  • Minor unit-stat adjustments were applied across the roster.

The result is a cleaner combat loop, more readable tests, and stronger foundations for AI battles.

v0.1.1

New units and abilities

A content and performance update that added marquee abilities while making the game much lighter to load.

7xsmaller game bundle
2new late-game units
6+ability and map fixes

New units and abilities

  • Added Angel for Life and Behemoth for Might.
  • Added Fire Breath for Black Dragon, dealing Fire damage to units behind the target, including teammates.
  • Added Lightning Spin for Hydra so it attacks or responds to all enemy targets around it.
  • Added Sniper so Arbalester deals full ranged damage regardless of distance.
  • Added Leather Armor so Arbalester has only 50% ranged armor.
  • Added Limited Supply so Arbalester shots scale from stack size: number_of_shots = stack_size * 2.
  • Updated Double Punch and Double Shot icons so they share the same design language.

Map and gameplay polish

  • Units now move properly toward center when the map shrinks.
  • If a shrinking row or column is fully loaded, the unit there is destroyed.
  • Trees are replaced by space tiles as the map narrows.
  • Luck is now used as an addendum in total ability-power computation.
  • Full-damage areas for ranged units are visible before the fight starts.

Performance and stability

  • All image assets moved from PNG to WebP, reducing the total game bundle size by 7x.
  • FPS and unit movement are smoother because web-app state reloads only when needed.
  • Major bug fixes and improvements moved the project closer to open source and AI Prediction Battles.

This update made the game feel faster, clearer, and closer to the intended public combat experience.

v0.1.0

First public testbed

The first public testbed opened the battlefield so players could try the core fight loop in-browser.

4factions
3unit roles
9initial abilities and spells

Initial testbed scope

  • Created the first public fight testbed where anyone could try the available factions and units.
  • Added Chaos, Might, Life, and Nature factions with their first unit sets.
  • Added ranged, melee, and magic unit roles.
  • Implemented early ability logic for One in the Field, Shadow Touch, Double Punch, Double Shot, Handyman, Endless Quiver, and Enchanted Skin.
  • Implemented early spell logic for Summon Wolves and Helping Hand.

This was the foundation for the browser-first tactical game that the later releases built on.