<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Early Access — After Strategy</title><description>Articles tagged &quot;Early Access&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>Stronghold 4 delayed to April 20, 2027: Early Access now launches with the economic campaign</title><link>https://after-strategy.com/en/stronghold-4-delayed-early-access-april-2027/</link><guid isPermaLink="true">https://after-strategy.com/en/stronghold-4-delayed-early-access-april-2027/</guid><description>Stronghold 4 misses December 7, 2026: Steam Early Access now starts April 20, 2027, with the economic campaign included at launch. Online multiplayer is still planned for 1.0.</description><pubDate>Mon, 09 Nov 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Stronghold 4 will not enter Early Access on December 7, 2026. Firefly Studios has pushed the Steam launch to April 20, 2027, and in exchange for the extra four and a half months, it is adding the economic campaign on day one instead of saving it for a later update.&lt;/p&gt;
&lt;h2 id=&quot;a-four-and-a-half-month-delay-one-more-campaign&quot;&gt;A four-and-a-half-month delay, one more campaign&lt;/h2&gt;
&lt;p&gt;The &lt;a href=&quot;https://steamcommunity.com/games/2153760/announcements/detail/690899232979157269&quot;&gt;Steam announcement posted on November 3, 2026&lt;/a&gt; lists what the April 20 build will contain. Everything planned for December is still there: the 22-mission prequel campaign, custom skirmish, the Skirmish Trail and Free Build mode. On top of that come the economic campaign, quality-of-life improvements and an extra round of polish.&lt;/p&gt;
&lt;p&gt;Firefly links the decision to feedback on the demo it ran during Steam Next Fest. The studio says it would rather fold those requests in before launch than after, a point &lt;a href=&quot;https://worthplaying.com/article/2026/11/3/news/151343-stronghold-4-needs-more-time-steam-early-access-delayed-until-april-2027/&quot;&gt;Worthplaying&lt;/a&gt; also reports alongside the new trailer. The Steam page now shows April 20, 2027, on PC only.&lt;/p&gt;
&lt;p&gt;For reference, the &lt;a href=&quot;/en/stronghold-4-early-access-december-7-2026/&quot;&gt;schedule set in October&lt;/a&gt; listed the economic campaign among the additions expected before 1.0, right next to multiplayer. That is what changes: it has switched columns. Multiplayer has stayed exactly where it was.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-1.webp&quot; alt=&quot;Stronghold 4: coastal castle surrounded by farms and houses, with the minimap and management interface&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-1-480w.webp 480w, /images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-1-800w.webp 800w, /images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-is-still-held-back-for-version-10&quot;&gt;What is still held back for version 1.0&lt;/h2&gt;
&lt;p&gt;On this point, the Early Access section of the Steam page has not changed. Online multiplayer and a co-op Skirmish Trail will come later, before version 1.0. Firefly is still aiming for roughly six months in Early Access, while noting that this could change.&lt;/p&gt;
&lt;p&gt;A quick calculation follows: if those six months hold, the full release should not land before autumn 2027. That is a projection, not an announced date. The price is still unpublished as well. Firefly only warns that it may go up during Early Access as content is added.&lt;/p&gt;
&lt;p&gt;For players who mainly wanted to fight other lords online, the delay brings nothing. It pushes a game that will still be solo-only at launch back to April 20, 2027: the 22-mission campaign, Free Build and a skirmish mode against eight CPU opponents.&lt;/p&gt;
&lt;h2 id=&quot;why-the-economic-campaign-matters&quot;&gt;Why the economic campaign matters&lt;/h2&gt;
&lt;p&gt;Stronghold has always been played on two fronts: holding the walls and feeding the people behind them. The Steam page for this fourth entry leans hard on the management side. You balance honour, taxes and food to keep the peasantry calm. Weather gets involved too: snow slows crop growth and rain cuts archery range.&lt;/p&gt;
&lt;p&gt;A campaign built entirely around the economy gives those systems a scripted framework, rather than leaving them to Free Build alone. No source has yet detailed how many missions it has or how it unfolds. Its scope will be easier to judge once Firefly shows it in action.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-2.webp&quot; alt=&quot;Stronghold 4: assault on stone walls, with fires across the battlefield and troops in formation&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-2-480w.webp 480w, /images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-2-800w.webp 800w, /images/articles/stronghold-4-report-acces-anticipe-avril-2027/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;In practice, the verdict depends on how you play. If you open Stronghold mainly to build and run a castle, the April build will be clearly more complete than the December one would have been. If you are here for multiplayer sieges, nothing changes except a longer wait.&lt;/p&gt;
&lt;h2 id=&quot;what-to-do-before-april-20-2027&quot;&gt;What to do before April 20, 2027&lt;/h2&gt;
&lt;p&gt;The Steam demo is still available, with Free Build and skirmish. It lets you judge castle management and fights against the AI without paying anything. The risk is buying blind, so three things are worth tracking before you pre-order: the Early Access price, a date for online multiplayer and what the economic campaign actually contains.&lt;/p&gt;
&lt;p&gt;Players new to medieval city-builders can fill the gap with &lt;a href=&quot;/en/manor-lords-how-to-get-food-starvation-guide-2026/&quot;&gt;Manor Lords&lt;/a&gt;, whose food management raises problems close to the ones Stronghold 4 promises.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/stronghold-4/&quot;&gt;All our Stronghold 4 coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/stronghold-4-announced-demo-preview-2026/&quot;&gt;Stronghold 4 Revealed at PC Gaming Show 2026: Free Steam Demo on June 23&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/manor-lords/&quot;&gt;All our Manor Lords coverage&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Northgard Battlegrounds: Early Access on October 27 at $14.99, and what the demo has already changed</title><link>https://after-strategy.com/en/northgard-battlegrounds-early-access-launch-october-27-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/northgard-battlegrounds-early-access-launch-october-27-2026/</guid><description>Northgard Battlegrounds enters Early Access on Steam on October 27 at $14.99. Clans, price, Steam Deck status and what three weeks of demo have already fixed.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;northgard-battlegrounds-opens-early-access-on-october-27-at-1499&quot;&gt;Northgard Battlegrounds opens Early Access on October 27 at $14.99&lt;/h2&gt;
&lt;p&gt;Northgard Battlegrounds opens Early Access on October 27, 2026 at $14.99, after three weeks of public demo that have already pushed the studio to rework difficulty, map generation and balance. That makes this launch easy to read: you can judge the game on real fixes, not on promises.&lt;/p&gt;
&lt;p&gt;The game is a city-builder auto-battler set in the Northgard universe. &lt;a href=&quot;https://store.steampowered.com/app/4487060/Northgard_Battlegrounds/&quot;&gt;Funday Games&lt;/a&gt;, the studio behind Deep Rock Galactic: Survivor, develops it, and Shiro Unlimited, the publishing label of Shiro Games, releases it on Steam for PC only. Each round you place new buildings, the layout of your village sets the clan’s strength, and then your warriors fight automatically in asynchronous PvP battles.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-1.webp&quot; alt=&quot;Northgard Battlegrounds: three Fate cards to pick from before the fight, a mid-run selection screen&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-1-480w.webp 480w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-1-800w.webp 800w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;price-clans-and-steam-deck-at-launch&quot;&gt;Price, clans and Steam Deck at launch&lt;/h3&gt;
&lt;p&gt;The price has been official since the October 23 Steam post: $14.99, or $13.49 thanks to a 10% discount for two weeks after launch. A cosmetic Supporter Pack is announced on top. The studio also plans to raise the price gradually at version 1.0, which makes Early Access the cheapest window.&lt;/p&gt;
&lt;p&gt;On content, the demo that opened on October 6 offered the Raven and Stag clans, more than 50 structures, more than 100 Fate cards and a ranked ladder. The Wolf clan, led by Egil, joined on October 19. Borgild’s Bear clan will be playable from launch. The game is Steam Deck Verified.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-2.webp&quot; alt=&quot;Northgard Battlegrounds: the Stag clan screen with its clan skills and unique structures&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-2-480w.webp 480w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-2-800w.webp 800w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;what-three-weeks-of-demo-have-already-changed&quot;&gt;What three weeks of demo have already changed&lt;/h3&gt;
&lt;p&gt;The studio did not wait for Early Access to fix things. On October 14 a patch added one extra life before a run is lost, in ranked and free play alike. The next day it admitted that map generation feels too random and that the game can be very punishing. It then guaranteed at least one special tile in every starting area.&lt;/p&gt;
&lt;p&gt;The October 19 patch, which brings the Wolf clan, also trims the dominant structures: the strategy built on health, towers and thorns was too strong. The October 21 hotfix unblocks players whose ranked ELO went past 580 and fixes a tutorial soft lock. That pace shows a responsive team, but also balance that is still moving.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-3.webp&quot; alt=&quot;Northgard Battlegrounds: a snowy village seen from above with its buildings spread across hex tiles&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-3-480w.webp 480w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-3-800w.webp 800w, /images/articles/northgard-battlegrounds-early-access-lancement-27-octobre-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;what-to-watch-before-you-buy&quot;&gt;What to watch before you buy&lt;/h3&gt;
&lt;p&gt;The risk is balance: a demo that already has to recalibrate its best strategies every week points to an Early Access still under construction. The punishing difficulty and the luck of the map, both acknowledged by the studio, are the two points to check in the first Steam reviews.&lt;/p&gt;
&lt;p&gt;If the demo won you over, $14.99 is a reasonable entry ticket. If you are on the fence, wait for the first player feedback before paying, especially since the discounted launch price lasts two weeks.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/northgard-battlegrounds/&quot;&gt;All our Northgard Battlegrounds articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/northgard-battlegrounds-open-beta-auto-battler-2026/&quot;&gt;Northgard Battlegrounds Open Beta: The Viking Auto-Battler Is Live Until July 15&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/northgard-complete-guide-viking-rts-2026/&quot;&gt;Northgard: complete guide to the Viking RTS in 2026&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>HoMM: Olden Era — Alliances and the Advanced Random Map Generator Are Finally Here</title><link>https://after-strategy.com/en/heroes-might-magic-olden-era-alliances-random-map-generator-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/heroes-might-magic-olden-era-alliances-random-map-generator-2026/</guid><description>The September 30 patch adds co-op Alliances and an advanced random map generator to Olden Era. What these two features really change, and their limits.</description><pubDate>Fri, 23 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;On September 30, 2026, Unfrozen released what it calls the “Roadmap Patch” (v0.81.02) of Heroes of Might &amp;#x26; Magic: Olden Era. It brings &lt;strong&gt;Alliances&lt;/strong&gt;, the long-requested team play, and an &lt;strong&gt;advanced random map generator&lt;/strong&gt; designed for matches against the AI. Here is what those two additions contain, their current limits, and what has happened since.&lt;/p&gt;
&lt;h2 id=&quot;alliances-playing-together-without-waiting-for-your-ally&quot;&gt;Alliances: playing together without waiting for your ally&lt;/h2&gt;
&lt;p&gt;Alliances let you team up with friends or family, against the AI as well as against other players. Unfrozen says the feature required major changes to the interface and the core mechanics. One of the most visible choices is that simultaneous turns are always on, so everyone plays in parallel instead of waiting for the other player’s turn to end.&lt;/p&gt;
&lt;p&gt;Teammates can trade resources and request them from each other, a first for the series according to the studio. They can also pass armies between heroes, and artifacts. These exchanges are also possible through “Remote Footholds” and the “Pocket Dimension” spell. If just one player meets the map’s victory conditions, the whole team wins.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/heroes-might-magic-olden-era-alliances-generateur-cartes-2026/screenshot-1.webp&quot; alt=&quot;Heroes of Might &amp;#x26; Magic: Olden Era — hex combat interface with the Dungeon faction&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/heroes-might-magic-olden-era-alliances-generateur-cartes-2026/screenshot-1-480w.webp 480w, /images/articles/heroes-might-magic-olden-era-alliances-generateur-cartes-2026/screenshot-1-800w.webp 800w, /images/articles/heroes-might-magic-olden-era-alliances-generateur-cartes-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;how-to-start-an-alliance-game&quot;&gt;How to start an Alliance game&lt;/h2&gt;
&lt;p&gt;To play with friends, whether co-op against the AI or a team-versus-team format such as 2v2, you create a lobby in the Multiplayer menu and invite them. To play with an AI ally against other AI opponents, Quick Start offers five new templates preconfigured for Alliances. Custom Game opens more options: any existing template, or the “Broken Alliance” map.&lt;/p&gt;
&lt;p&gt;That map is not new. Taken from Heroes 2 and Heroes 6, it shipped on September 3 with Patch #14 (v0.80.49), alongside the “Prisoners” scenario. The September 30 patch lets you take it on as an Alliance. Unfrozen says more scenarios, maps and templates will support Alliances over time, and that some existing maps will get an option to play as allies.&lt;/p&gt;
&lt;h2 id=&quot;a-random-map-generator-built-for-pve&quot;&gt;A random map generator built for PvE&lt;/h2&gt;
&lt;p&gt;Since Early Access began, the game has offered more than 50 random map templates. The system delivers variety, but each template imposes predefined rules, so it brings some predictability. The studio explains that many casual PvE players asked for the opposite: unpredictable exploration, even at the expense of balance.&lt;/p&gt;
&lt;p&gt;The new generator answers that request. The player chooses:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;The victory conditions.&lt;/li&gt;
&lt;li&gt;The map size.&lt;/li&gt;
&lt;li&gt;Free-for-all or Alliances mode.&lt;/li&gt;
&lt;li&gt;The richness of the map.&lt;/li&gt;
&lt;li&gt;How many heroes are commanded at once.&lt;/li&gt;
&lt;li&gt;A symmetrical or asymmetrical map.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Once the map is configured, the game moves on to faction and hero selection, then the map is generated without drawing on the existing template pool. The template system remains available for those who prefer more predictable, balanced generation, and for PvP. Each template now shows a description and detailed information.&lt;/p&gt;
&lt;h2 id=&quot;the-rest-of-the-patch&quot;&gt;The rest of the patch&lt;/h2&gt;
&lt;p&gt;The patch is not limited to these two features. Unfrozen also adds:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Rebuilt save menus, split between Single Player and Multiplayer, with one category per campaign, per scenario and for challenges.&lt;/li&gt;
&lt;li&gt;An expanded emoji wheel, now usable in combat as well.&lt;/li&gt;
&lt;li&gt;A revised matchmaking system, with fairer calibration and losses that weigh more at higher ranks.&lt;/li&gt;
&lt;li&gt;A leaderboard reset.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The studio also says the third-quarter roadmap goals are complete and that work on the features planned for the end of the year has begun.&lt;/p&gt;
&lt;h2 id=&quot;since-the-patch-a-hotfix-and-a-balance-beta&quot;&gt;Since the patch: a hotfix and a balance beta&lt;/h2&gt;
&lt;p&gt;A hotfix (v0.81.04) followed on October 2: tournaments, multiplayer lobby, localization and network stability, with four new emojis. On October 15, Unfrozen opened a public beta branch for the big balance update announced in the September patch: a reworked damage calculation, new creatures and a stronger Global Map AI. A second beta version came out on October 21. None of these changes is final, and the date of the main release has not been set.&lt;/p&gt;
&lt;p&gt;For the detail of the balance changes already delivered, including the Necromancy rework, see our &lt;a href=&quot;/en/homm-olden-era-patch-11-necromancy-rework-2026/&quot;&gt;Patch #11 analysis&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch&quot;&gt;What to watch&lt;/h2&gt;
&lt;p&gt;The real issue is not whether the features exist but how far they go. Two limits are worth keeping in mind. First, the advanced generator is only available in Quick Start and focuses on PvE, so it changes nothing for competitive play. Second, the value of Alliances depends on the number of compatible maps and templates: five Quick Start templates and a few existing maps are enough to discover the mode, not necessarily to make it stick.&lt;/p&gt;
&lt;p&gt;The thing to follow is the next content announcement. Unfrozen promises new solo adventures, and the early September patch had already paved the way with two new PvE maps. For players who want a shared campaign-style experience, that is what matters most. If the studio extends Alliances to its next scenarios, the mode will gain in interest.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/heroes-of-might-and-magic-olden-era/&quot;&gt;All our Heroes of Might &amp;#x26; Magic: Olden Era articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/heroes-might-magic-olden-era-early-access-review-2026/&quot;&gt;Early Access analysis: factions, Laws and first impressions&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/3105440/view/676258795703240871&quot;&gt;official patch announcement on Steam&lt;/a&gt; · &lt;a href=&quot;https://gamespace.com/all-articles/news/heroes-of-might-and-magic-olden-era-introduced-alliances/&quot;&gt;Gamespace&lt;/a&gt; · &lt;a href=&quot;https://www.gamegrin.com/news/heroes-of-might-and-magic-olden-era-releases-highly-anticipated-alliances-and-random-map-generator-update-with-new-trailer/&quot;&gt;GameGrin&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Stronghold 4 Early Access launches December 7 with full campaign — online play comes later</title><link>https://after-strategy.com/en/stronghold-4-early-access-december-7-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/stronghold-4-early-access-december-7-2026/</guid><description>Stronghold 4 reaches Early Access on December 7: a 22-mission campaign, skirmish and sandbox at launch; multiplayer, economic campaign and co-op before 1.0.</description><pubDate>Tue, 13 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Stronghold 4 will reach Steam Early Access on December 7, 2026. Firefly Studios confirmed the date on October 8, as part of the Triple-I Initiative, and released a new version of the demo at the same time. The game’s Steam page details what early access will contain: a 22-mission solo campaign, a skirmish mode and a sandbox. It also states what will be missing at launch: online multiplayer, an economic campaign and a cooperative trail, all expected before version 1.0.&lt;/p&gt;
&lt;h2 id=&quot;what-early-access-contains-at-launch&quot;&gt;What Early Access contains at launch&lt;/h2&gt;
&lt;p&gt;According to the Steam page and Gematsu’s summary, the December 7 build has four pillars. The first is a 22-mission prequel campaign following Penryn of Wethel, a simple shepherd, on his quest for glory and knighthood. The voice cast includes Ben Starr, Samantha Béart, Walles Hamonde and Harry McEntire. The second is a Skirmish Trail, a run of bespoke scenarios. The third is Free Build, a sandbox mode for unrestricted construction. The last is a custom skirmish mode against eight AI-controlled opponents.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-1.webp&quot; alt=&quot;Medieval castle construction interface with fortifications and buildings in Stronghold 4&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-1-480w.webp 480w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-1-800w.webp 800w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Firefly describes this build as the one that showcases the core content, foundations and mechanics needed for a modern Stronghold experience. The game puts forward weather that affects the economy and warfare: snow slows crop growth and heavy rain shortens archery range. Maps are billed as larger than in earlier entries.&lt;/p&gt;
&lt;h2 id=&quot;what-waits-for-version-10&quot;&gt;What waits for version 1.0&lt;/h2&gt;
&lt;p&gt;Three major pieces are still to come: online multiplayer, an economic campaign and a cooperative skirmish trail. Firefly makes them its priorities for early access, which it expects to last about six months, with the caveat that this schedule can change. The Steam page also lists these among the contents of version 1.0, along with fixes shaped by player feedback.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-2.webp&quot; alt=&quot;A medieval castle under siege with soldiers and flames in Stronghold 4&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-2-480w.webp 480w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-2-800w.webp 800w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The price is not yet shown on Steam. Firefly does warn that it may raise the price as content is added during early access. That warning has a practical consequence: buying early could potentially cost less than buying late.&lt;/p&gt;
&lt;h2 id=&quot;the-steam-demo-already-gives-a-feel-for-it&quot;&gt;The Steam demo already gives a feel for it&lt;/h2&gt;
&lt;p&gt;On October 8 the demo gained Free Build on the game’s largest map, a late-game unit called The Captain, moats as a new defensive tool, and wool and weaving production chains. On October 19, for Steam Next Fest, it gained skirmish mode. That mode pits the player against three AI opponents: Penryn, the campaign’s hero, and two classic series characters, The Snake and Sir Longarm.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-3.webp&quot; alt=&quot;A medieval village with fields, houses and ramparts seen from above in Stronghold 4&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-3-480w.webp 480w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-3-800w.webp 800w, /images/articles/stronghold-4-early-access-7-decembre-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The demo covers neither the campaign nor the upcoming modes. It does let you judge castle building and the pace of a skirmish, the two activities that will occupy most players after launch.&lt;/p&gt;
&lt;h2 id=&quot;our-take-buy-on-day-one-or-wait&quot;&gt;Our take: buy on day one or wait?&lt;/h2&gt;
&lt;p&gt;The split is easy to read. For a solo player, the December 7 early access offers a 22-mission campaign and three modes against the AI: that is already a substantial scope for early access. For players who mostly want to face humans, the equation flips, since multiplayer is not there and its date is not set. Waiting for 1.0 would then make sense.&lt;/p&gt;
&lt;p&gt;Our position is plain: the solo content justifies early access, but the still-unknown price remains the real issue. Until Firefly publishes it, the sensible move is to play the demo, judge its castle building and not prejudge the rest.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/stronghold-4/&quot;&gt;All our Stronghold 4 articles&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/stronghold-4-announced-demo-preview-2026/&quot;&gt;Stronghold 4 Revealed at PC Gaming Show 2026: Free Steam Demo on June 23&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;p&gt;Main sources: &lt;a href=&quot;https://steamcommunity.com/games/2153760/announcements/detail/683014827293017081&quot;&gt;official announcement of October 8&lt;/a&gt;, &lt;a href=&quot;https://steamcommunity.com/games/2153760/announcements/detail/747192480015844089&quot;&gt;demo update of October 19&lt;/a&gt;, &lt;a href=&quot;https://store.steampowered.com/app/2153760/Stronghold_4/&quot;&gt;Stronghold 4 Steam page&lt;/a&gt;, &lt;a href=&quot;https://www.gematsu.com/2026/10/stronghold-4-launches-december-7&quot;&gt;Gematsu&lt;/a&gt; and &lt;a href=&quot;https://www.thesixthaxis.com/2026/10/09/stronghold-4-will-be-available-from-december-7th-in-early-access/&quot;&gt;The Sixth Axis&lt;/a&gt;.&lt;/p&gt;</content:encoded><category>rts</category></item><item><title>Frosthaven 1.0 Leaves Early Access October 15: Full Campaign and All 17 Heroes</title><link>https://after-strategy.com/en/frosthaven-1-0-leaves-early-access-17-heroes-october-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/frosthaven-1-0-leaves-early-access-17-heroes-october-2026/</guid><description>Frosthaven 1.0 launches October 15 on Steam and Epic: full campaign, 17 playable heroes, House Rules and Road to Frosthaven. €38.99 on Steam.</description><pubDate>Wed, 07 Oct 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Frosthaven leaves Early Access on October 15, 2026. Snapshot Games and Arc Games release version 1.0 of the PC adaptation of Isaac Childres’s board game that day, with the full campaign, its 17 playable heroes, House Rules and an introduction called Road to Frosthaven.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; 1.0 did launch on October 15 on Steam and the Epic Games Store, with a 30% launch discount on Steam (&lt;a href=&quot;https://www.gamespress.com/en-US/FROSTHAVEN-OFFICIALLY-LAUNCHES-INTO-PC-10-TODAY-WITH-NEW-TRAILER-REVEA&quot;&gt;Games Press&lt;/a&gt;, &lt;a href=&quot;https://finalweapon.net/2026/10/15/frosthaven-1-0-available-now-on-steam-and-epic-games-store/&quot;&gt;Final Weapon&lt;/a&gt;). On Steam, player reviews sit at “Mixed” (69% of 979 reviews, &lt;a href=&quot;https://store.steampowered.com/app/2347080/Frosthaven/&quot;&gt;Steam page&lt;/a&gt;).&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;the-long-road-to-10&quot;&gt;The long road to 1.0&lt;/h2&gt;
&lt;p&gt;Frosthaven entered Early Access on Steam on July 31, 2025. According to Notebookcheck, that first version offered only about a third of the planned content: eight characters and more than 35 quests across Acts 1 and 2. The 1.0 date was announced on June 30, 2026.&lt;/p&gt;
&lt;p&gt;The game is developed by Snapshot Games in Sofia and published by Arc Games, based on Isaac Childres’s board game (Cephalofair Games). It costs €38.99 on Steam, which is $39.99 as the reference price.&lt;/p&gt;
&lt;h3 id=&quot;full-campaign-and-17-heroes&quot;&gt;Full campaign and 17 heroes&lt;/h3&gt;
&lt;p&gt;1.0 adds the final chapter of the board game’s campaign and completes the roster at 17 playable heroes, the last one arriving at launch. Six classes are available at the start: Banner Spear, Boneshaper, Drifter, Geminate, Blinkblade and Deathwalker. The others unlock as you progress.&lt;/p&gt;
&lt;p&gt;The final character, the Shattersong, only opens very late, a few missions before the end of the story. That is what Snapshot Games’ Hristo Petkov told Wargamer. The same interview gives 137 missions, 64 of them in the main story.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-1.webp&quot; alt=&quot;Frosthaven — hex-grid combat with a hero&amp;#x27;s list of action cards, Early Access build&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-1-480w.webp 480w, /images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-1-800w.webp 800w, /images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;house-rules-road-to-frosthaven-and-co-op&quot;&gt;House Rules, Road to Frosthaven and co-op&lt;/h3&gt;
&lt;p&gt;1.0 brings customizable House Rules, which let players adjust the game to their style, and difficulty modes aimed at newcomers. Road to Frosthaven is an introduction built for the digital version, with a tutorial and an improved interface. A standalone demo has also been announced.&lt;/p&gt;
&lt;p&gt;A Codex in the game, new unlock videos presenting each hero’s playstyle and an opening cinematic complete the list. Online co-op, for 2 to 4 players, gets network improvements.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-2.webp&quot; alt=&quot;Frosthaven — party of adventurers in a torch-lit cave among scattered bones&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-2-480w.webp 480w, /images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-2-800w.webp 800w, /images/articles/frosthaven-1-0-sortie-early-access-17-heroes-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch&quot;&gt;What to watch&lt;/h2&gt;
&lt;p&gt;The main risk is online co-op stability. On paper the announced network improvements address it, but a 137-mission campaign copes badly with desyncs, and only launch will show whether they hold up.&lt;/p&gt;
&lt;p&gt;There is also how readable the adaptation is: the board game’s action cards have to stay clear on screen, and Early Access could only show that on a third of the content. For anyone undecided, waiting two to three weeks for post-launch feedback remains a prudent choice.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/frosthaven/&quot;&gt;All our Frosthaven coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/heroes-might-magic-olden-era-early-access-review-2026/&quot;&gt;Heroes of Might &amp;#x26; Magic: Olden Era — Early Access Analysis After the Million-Copy Milestone&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Crown of Hispania Early Access Launch: The Reconquista, Province by Province</title><link>https://after-strategy.com/en/crown-of-hispania-early-access-reconquista-launch-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/crown-of-hispania-early-access-reconquista-launch-2026/</guid><description>Crown of Hispania enters Steam Early Access on September 22, 2026 with 300+ Iberian provinces, free army movement and a deep population simulation, at 18,99 €.</description><pubDate>Mon, 28 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Crown of Hispania does not treat medieval Iberia as simple scenery: four developers rebuilt it province by province. Regalis Studio launched the game in Steam Early Access on September 22, 2026, with more than 300 provinces and a campaign that starts in 1035.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; Early Access is progressing, with 8 patches and updates in one month (latest hotfix 0.1.08 on October 22). The studio added 54 councilor missions, a crusade and jihad casus belli, and vassal integration. The launch discount has ended: the game costs 18,99 € and sits at 95% positive across 45 reviews.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;what-early-access-offers&quot;&gt;What Early Access offers&lt;/h2&gt;
&lt;p&gt;The action opens in 1035, after the death of Sancho III of Navarre. The Caliphate of Cordoba has already split into rival taifas, while the Christian kingdoms of the north fight over the peninsula. The studio describes the game as inspired by Crusader Kings II and Europa Universalis IV, with a deeper population simulation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Free army movement.&lt;/strong&gt; Troops move across the map without following fixed paths between provinces. Terrain changes how a battle plays out, and army size sets how fast it marches.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;A peninsula that reacts.&lt;/strong&gt; Population, religion and culture shift province by province based on your decisions. You can convert, urbanize or leave things alone, and the map answers accordingly.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Court, Council, Economy, Technology.&lt;/strong&gt; According to specialist press, these systems are in place at launch. The cultural and religious mechanics are still in development: the roadmap plans to improve them, along with rebellions, intrigue and espionage.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-1.webp&quot; alt=&quot;Armies deployed on the Iberian map in Crown of Hispania&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-1-480w.webp 480w, /images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-1-800w.webp 800w, /images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;price-tutorial-and-first-patches&quot;&gt;Price, tutorial and first patches&lt;/h2&gt;
&lt;p&gt;The game costs 18,99 € on Steam (or $19.99), with a 20% launch discount announced on September 22, which brought it to roughly 15 € during the promotion. A tutorial of about ten minutes has been in the game since the September 4 update, which also brought a new economy interface.&lt;/p&gt;
&lt;p&gt;The first days were mostly spent stabilizing the game. Patches 0.1.02 to 0.1.04, released between September 23 and 25, fixed save issues, freezes and wars that stopped when the ruler died. The studio then announced a weekly rhythm instead of a daily one, and opened a player survey on September 27.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-2.webp&quot; alt=&quot;Court and council interface in Crown of Hispania&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-2-480w.webp 480w, /images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-2-800w.webp 800w, /images/articles/crown-of-hispania-early-access-reconquista-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;how-long-until-version-10&quot;&gt;How long until version 1.0?&lt;/h2&gt;
&lt;p&gt;The Steam page says Early Access should last at least 12 months, and possibly longer. The studio would rather take time to get content, balance and AI right than aim for a fixed date. But four developers do not ship as fast as a large team: the pace of updates will be the real judge.&lt;/p&gt;
&lt;h2 id=&quot;what-to-take-away&quot;&gt;What to take away&lt;/h2&gt;
&lt;p&gt;Crown of Hispania does not have the depth of &lt;a href=&quot;/en/jeux/crusader-kings-3/&quot;&gt;Crusader Kings III&lt;/a&gt; or the economic complexity of &lt;a href=&quot;/en/jeux/europa-universalis-5/&quot;&gt;Europa Universalis V&lt;/a&gt;. For players of grand strategy who want the Reconquista as a central subject, it is still an Early Access worth watching closely, especially if the studio delivers on culture and religion.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/crusader-kings-3/&quot;&gt;Our Crusader Kings III hub&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/europa-universalis-5/&quot;&gt;Our Europa Universalis V hub&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/crown-of-hispania/&quot;&gt;All our Crown of Hispania articles&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>grand-strategy</category></item><item><title>MENACE Alien Update (v0.7.14): Blaster Queen, Harpy Queen and Evolved Warrior</title><link>https://after-strategy.com/en/menace-alien-update-new-enemies-wildlife-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/menace-alien-update-new-enemies-wildlife-2026/</guid><description>MENACE&apos;s Alien Update (v0.7.14, August 20) adds the Blaster Queen, Harpy Queen and Evolved Warrior to the alien wildlife, compatible with existing saves.</description><pubDate>Mon, 14 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;MENACE’s &lt;strong&gt;Alien Update&lt;/strong&gt; (v0.7.14) has been live since August 20, 2026. Overhype Studios adds three units to the alien wildlife, the early-game faction: the &lt;strong&gt;Blaster Queen&lt;/strong&gt;, the &lt;strong&gt;Harpy Queen&lt;/strong&gt; and the &lt;strong&gt;Evolved Warrior&lt;/strong&gt;. The update stays compatible with existing save games.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/701029225804595458&quot;&gt;Mission Selection Overhaul&lt;/a&gt; of October 1 adjusted these units. The Evolved Warrior now appears later in the campaign, Alien Warriors show up less often in early and mid-game army lists, and an Evolved Warrior’s wings no longer move once the unit is killed. The eight-to-ten-operation threshold quoted below therefore reflects the Alien Update’s release.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;strong&gt;What v0.7.14 contains:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Blaster Queen&lt;/strong&gt;: a large bioplasma-firing creature, designed as a ranged anti-armor option&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Harpy Queen&lt;/strong&gt;: a massive, fast Harpy variant with an acid spray and a discipline aura&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Evolved Warrior&lt;/strong&gt;: a winged warrior that crosses long distances and attacks with its claws&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;New skin&lt;/strong&gt; for the Stingers and &lt;strong&gt;new 3D model&lt;/strong&gt; for the Enhanced EM Assault Rifle&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Balance&lt;/strong&gt;: morale recovery doubled for all alien units&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;three-new-creatures-for-the-alien-wildlife&quot;&gt;Three new creatures for the alien wildlife&lt;/h2&gt;
&lt;p&gt;Overhype Studios says it wants to keep the aliens relevant and challenging beyond the early game, into the mid game. The three new units answer that goal with very different profiles.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;Blaster Queen&lt;/strong&gt; mixes the existing Blaster Bug with the size and staying power of the classic Queen. It hauls a massive ball of heated bioplasma over long distances, and the ball explodes on impact. The studio presents it as a new ranged anti-armor option: it can shred vehicle armor, but it is most effective against heavily armored infantry.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-1.webp&quot; alt=&quot;MENACE — Blaster Queen, a large spotted orange alien creature in a clearing&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;632&quot; srcset=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-1-480w.webp 480w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-1-800w.webp 800w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;Harpy Queen&lt;/strong&gt; is a massive, fast version of the Harpy that players must take out before it gets to attack. It sprays a wide area with acid that degrades armor and burns flesh. Like the other Queens, it brings an aura that boosts the discipline of nearby xenos, which makes it a priority target.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;Evolved Warrior&lt;/strong&gt; breaks the idea that hanging back with long-range firepower is enough. This warrior has grown wings to leap long distances, land next to troops and tear them apart with its claws. The studio sums it up: it is time to bring close-combat firepower.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-2.webp&quot; alt=&quot;MENACE — Evolved Warrior, winged green alien creatures at the edge of a forest&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;679&quot; srcset=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-2-480w.webp 480w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-2-800w.webp 800w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;when-they-appear-and-why-pricier-units&quot;&gt;When they appear, and why pricier units&lt;/h2&gt;
&lt;p&gt;At release, the new units show up roughly after the eighth to tenth operation, so players should not expect to meet them right away. Overhype Studios adds a second goal: offering more units with high point costs, so fewer units are needed to fill an army. Fewer units mean faster turns and less pressure on hardware.&lt;/p&gt;
&lt;h2 id=&quot;skin-weapon-model-balance-and-fixes&quot;&gt;Skin, weapon model, balance and fixes&lt;/h2&gt;
&lt;p&gt;The Stingers get a new skin to make them easier to spot on the battlefield, the Harpy a new attack animation and the Blaster Bug a new shooting sound. The volume of some alien idle sounds goes down, and several pirate vehicles gain backlighting.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-3.webp&quot; alt=&quot;MENACE — new Stinger skin, purple alien creatures on a dirt path&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;673&quot; srcset=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-3-480w.webp 480w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-3-800w.webp 800w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The Enhanced EM Assault Rifle, buildable through the Construct blueprints, gets its own 3D model.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-4.webp&quot; alt=&quot;MENACE — 3D model of the Enhanced EM Assault Rifle on a dark background&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;677&quot; srcset=&quot;/images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-4-480w.webp 480w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-4-800w.webp 800w, /images/articles/menace-alien-update-nouveaux-ennemis-2026/screenshot-4.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;On the balance side, the Alien Bombardier’s discipline drops from 70 to 65 and morale recovery doubles for all alien units. The fixes also cover missions: “Restore Energy Supply” had neither early-game reinforcements nor alternative map layouts, and “Escort Research Truck” had wrong reinforcement settings. The Signal Blocker OCI becomes a bridge OCI, the Counterstrike perk no longer sometimes uses the wrong fire mode, and mines are no longer destroyed by a smoke screen placed on top of them.&lt;/p&gt;
&lt;h2 id=&quot;what-changes-for-players&quot;&gt;What changes for players&lt;/h2&gt;
&lt;p&gt;For players who found the alien wildlife too easy to handle, these three units add ranged, area and melee threats that call for different answers. On paper the promise is clear, but only time will show whether they really change squad compositions.&lt;/p&gt;
&lt;p&gt;Watch two points: the spawn threshold, already adjusted since, and the effect of their high cost on mission pace. The Alien Update keeps up a steady rhythm after the &lt;a href=&quot;/en/menace-oci-rework-progression-overhaul-july-2026/&quot;&gt;July OCI Rework&lt;/a&gt; and the &lt;a href=&quot;/en/menace-terrain-update-august-2026/&quot;&gt;August Terrain Update&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/menace/&quot;&gt;All our MENACE coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-oci-rework-progression-overhaul-july-2026/&quot;&gt;OCI Rework: the Impetus progression rebuilt&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-terrain-update-august-2026/&quot;&gt;Terrain Update: rebuilt terrain, 3D weapons and skins&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/670626123911004663&quot;&gt;Alien Update — now live&lt;/a&gt; · &lt;a href=&quot;https://turnbasedlovers.com/news/new-wild-aliens-added-in-latest-menace-update/&quot;&gt;Alien Update at Turn Based Lovers&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/701029225804595458&quot;&gt;Mission Selection Overhaul&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>tour-par-tour</category><category>wargames</category></item><item><title>Manor Lords Major Update #8 Hits Main Branch — Is Now the Right Time to Return?</title><link>https://after-strategy.com/en/manor-lords-update-8-main-branch-release-august-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-update-8-main-branch-release-august-2026/</guid><description>Manor Lords Major Update #8 left beta on August 27: Construction Yard, cows, Wide Valley and Active Recipes are now live for all players without opt-in.</description><pubDate>Thu, 03 Sep 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Manor Lords Major Update #8 cleared community beta testing on August 27, 2026, and is now on the main branch — no opt-in, no branch switching required. Construction Yard, cows, Wide Valley, and the Active Recipes system are live for every player. Slavic Magic previewed these additions back in July; after weeks of beta testing, the update is now stable. Here’s what actually changes in a real playthrough.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The Perks announced for late September arrived in beta, not on the main branch. Beta 0.8.110 on September 27 adds six “Rural Foundations” Perks and makes crop rotation mandatory (&lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/696524994028504823&quot;&gt;Steam announcement&lt;/a&gt;), followed by 0.8.117 on October 24 (&lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/683016729753819026&quot;&gt;Steam announcement&lt;/a&gt;). We cover 0.8.110 in &lt;a href=&quot;/en/manor-lords-0-8-110-beta-farming-update-mandatory-rotation-2026/&quot;&gt;our dedicated article&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;construction-yard-the-mid-game-works-differently-now&quot;&gt;Construction Yard: The Mid-Game Works Differently Now&lt;/h2&gt;
&lt;p&gt;This is the mechanic with the broadest impact. Previously, placing a major building just needed resources. With Update #8, &lt;strong&gt;Advanced Structures&lt;/strong&gt; now require &lt;strong&gt;professional builders&lt;/strong&gt; assigned to a Construction Yard. The trade-off: construction gets &lt;strong&gt;50%&lt;/strong&gt; faster when the yard is properly maintained, and oxen assigned to it can haul timber in bulk.&lt;/p&gt;
&lt;p&gt;The practical consequence: you need to plan the Construction Yard early enough to avoid mid-game bottlenecks. It’s not a punishing gate — it’s a decision the game didn’t force before. Players who found the middle stages too passive get a meaningful new layer of planning. Those who want a more relaxed city-builder will feel the added management weight.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-1.webp&quot; alt=&quot;Manor Lords — Construction Yard with professional builders at work&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;cows-cider-mead-and-oats-a-richer-production-chain&quot;&gt;Cows, Cider, Mead, and Oats: A Richer Production Chain&lt;/h2&gt;
&lt;p&gt;The food and resource chain gains several new entries. &lt;strong&gt;Cows&lt;/strong&gt; (importable via the Livestock Trader) provide a passive milk yield and can be butchered for beef and hides. This diversifies mid-game food and material options when classic stockpiles start running thin.&lt;/p&gt;
&lt;p&gt;Two new beverages arrive at the Brewery:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Cider&lt;/strong&gt;: 4 apples per 1 cider&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mead&lt;/strong&gt;: 1 honey per 1 mead&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Oats&lt;/strong&gt; round out the new crop options. They share fertility with barley but resist poor conditions better — a genuine alternative for low-quality soil that used to produce almost nothing.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;Active Recipes&lt;/strong&gt; system replaces Production Focus: artisans no longer lock onto a single task but instead run a configurable priority queue. &lt;a href=&quot;/en/manor-lords-beta-active-recipes-cheese-mead-analyse-2026/&quot;&gt;Our beta breakdown covers the mechanic in detail&lt;/a&gt;, as it worked in the beta.&lt;/p&gt;
&lt;h2 id=&quot;wide-valley-hud-overhaul-and-balance-changes&quot;&gt;Wide Valley, HUD Overhaul, and Balance Changes&lt;/h2&gt;
&lt;p&gt;The new &lt;strong&gt;Wide Valley&lt;/strong&gt; map joins the pool; PC Gamer describes it as a river map. The patch notes detail neither its resources nor its geography, so it will take a few runs to judge it.&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;main HUD has been fully redesigned&lt;/strong&gt; with new layout, new features, and updated art. It’s among the most visible improvements for a returning player after several months away.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-2.webp&quot; alt=&quot;Manor Lords — Wide Valley map with the redesigned main HUD&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-2-800w.webp 800w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The balance side carries a few sharp edges: &lt;strong&gt;vegetable yields drop by about 30%&lt;/strong&gt; and fruit yields by about 10%. Players who leaned heavily on garden plots in the early game will feel this. Construction times also increased on most buildings — consistent with the Construction Yard’s role, but a meaningful pace change.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-for-next&quot;&gt;What to Watch for Next&lt;/h2&gt;
&lt;p&gt;A &lt;strong&gt;Perks update&lt;/strong&gt; is confirmed for &lt;strong&gt;late September 2026&lt;/strong&gt;. Slavic Magic promises “a bunch of new Perks” without detailing them. What matters is replayability, which only the Perks actually shipped can show.&lt;/p&gt;
&lt;p&gt;Should you return now? If you left Manor Lords before the summer, the current version is very different: the HUD, the Construction Yard and cattle did not exist. &lt;a href=&quot;/en/manor-lords-two-years-early-access-review-2026/&quot;&gt;Our two-year early access review&lt;/a&gt; gives an overview of how far it’s come since launch. If you’re waiting for 1.0 to commit fully, late September will be a better assessment point.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-3.webp&quot; alt=&quot;Manor Lords — Active Recipes production management interface&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-3-480w.webp 480w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-3-800w.webp 800w, /images/articles/manor-lords-update-8-sortie-branche-principale-aout-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/manor-lords/&quot;&gt;All our Manor Lords coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-0-8-110-beta-farming-update-mandatory-rotation-2026/&quot;&gt;Beta 0.8.110: mandatory rotation and rural Perks&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-beta-construction-cattle-wide-valley-2026/&quot;&gt;The July preview: Construction Yard, cattle and Wide Valley&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-major-update-7-pathfinding-2026/&quot;&gt;Major Update 7: the pathfinding overhaul and whether it is time to return&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>ZeroSpace Fully Funded Through 1.0: September Roadmap Detailed</title><link>https://after-strategy.com/en/zerospace-funding-confirmed-roadmap-september-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/zerospace-funding-confirmed-roadmap-september-2026/</guid><description>Starlance says Early Access sales fund ZeroSpace through 1.0 and promises a September Galactic War season, new units, campaign content and a UI redesign.</description><pubDate>Tue, 25 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Three weeks after ZeroSpace launched in Early Access, Starlance Studios made a clear statement: sales were strong enough to &lt;strong&gt;fund development through the 1.0 release&lt;/strong&gt;. The message sits in an August 8 update to backers, which Massively Overpowered relayed on August 10. It answers the question hanging over any early access purchase: will the studio last?&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; part of the September promises arrived. The &lt;a href=&quot;https://store.steampowered.com/news/app/1605850/view/690894224252469970&quot;&gt;September 12 patch&lt;/a&gt; added two co-op missions and a new difficulty tier, but pushed back the new commander and the new units. The &lt;a href=&quot;https://store.steampowered.com/news/app/1605850/view/688644326827229720&quot;&gt;October 3 update&lt;/a&gt; then launched Galactic War Season 1 with the Xol, a commander and a first batch of the interface overhaul.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;what-the-studio-actually-says&quot;&gt;What the studio actually says&lt;/h2&gt;
&lt;p&gt;In its backer message, Starlance writes that Early Access sales were strong enough to fund development costs through the 1.0 release. That is a studio claim, not an accounting audit. It is still rare this early after an early access launch.&lt;/p&gt;
&lt;p&gt;The message also says the versus playerbase has stayed very stable and that average concurrent ranked games rose over the previous ten days. More than 350,000 wishlists have not yet turned into purchases, though. For the studio, that headroom matters as much as the initial sales figure.&lt;/p&gt;
&lt;h2 id=&quot;a-promised-cadence-and-fixes-already-visible&quot;&gt;A promised cadence, and fixes already visible&lt;/h2&gt;
&lt;p&gt;Starlance aims for weekly changes, with bug fixes and minor balance tweaks, and larger content updates roughly every month. The promise already shows on the Steam page: updates landed on August 11, 14 and 19, after the season closed on August 6.&lt;/p&gt;
&lt;p&gt;That season, Season Zero, ended with a &lt;a href=&quot;https://store.steampowered.com/news/app/1605850/view/678506154328850648&quot;&gt;victory for the Keeper Council led by Winter&lt;/a&gt;. A pirate warlord then took the galactic zenith, which sets up the next stage of the war.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-1.webp&quot; alt=&quot;ZeroSpace — ship bridge where the crew gathers between campaign missions&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;515&quot; srcset=&quot;/images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-1-480w.webp 480w, /images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-1-800w.webp 800w, /images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-september-is-meant-to-bring&quot;&gt;What September is meant to bring&lt;/h2&gt;
&lt;p&gt;For the following month, Starlance announces a new Galactic War season, more units, extra campaign and co-op content, and “more”. The studio also confirms an in-game UI redesign and an icon update, with an emphasis on usability and visual cohesion. Massively Overpowered adds that optimization and bug fixing remain a priority.&lt;/p&gt;
&lt;p&gt;Galactic War is a persistent seasonal mode: alliances fight for galaxy territory through co-op missions. It is not the solo campaign, and the two should not be confused. The exact schedule of the updates is not specified beyond the month.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-2.webp&quot; alt=&quot;ZeroSpace — galaxy map screen with a planet and the competing alliances&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1196&quot; height=&quot;675&quot; srcset=&quot;/images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-2-480w.webp 480w, /images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-2-800w.webp 800w, /images/articles/zerospace-financement-confirme-roadmap-septembre-2026/screenshot-2.webp 1196w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-it-changes-for-hesitant-players&quot;&gt;What it changes for hesitant players&lt;/h2&gt;
&lt;p&gt;The announced funding says nothing about content quality, but it changes the risk calculation. Development has a budget, the cadence is set and the September content is due before the end of the year. For a player torn between buying now and waiting for 1.0, the case for waiting weakens.&lt;/p&gt;
&lt;p&gt;The risk is judging on trust. It remains to be seen whether the new Galactic War season brings enough depth to keep players around, and whether the new units upset competitive compositions or simply add to them. After Strategy has not played the game, so both points remain to be checked.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/zerospace/&quot;&gt;All our ZeroSpace articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/zerospace-early-access-rts-rpg-launch-2026/&quot;&gt;ZeroSpace in Early Access: what the campaign and factions really contain&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://zerospace.backerkit.com/hosted_preorders/project_updates&quot;&gt;Starlance’s backer update (BackerKit)&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>MENACE Terrain Update (v0.7.11): Rebuilt Terrain, 3D Weapons and Alien Skins</title><link>https://after-strategy.com/en/menace-terrain-update-august-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/menace-terrain-update-august-2026/</guid><description>MENACE&apos;s Terrain Update (v0.7.11, August 6) rebuilds terrain on every planet and adds 3D weapon models and alien skins, with save-game compatibility.</description><pubDate>Wed, 19 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;MENACE’s &lt;strong&gt;Terrain Update&lt;/strong&gt; has been live since August 6, 2026. Shipped as version &lt;strong&gt;v0.7.11&lt;/strong&gt;, this Overhype Studios update rebuilds the terrain of every existing planet. It also adds new 3D weapon models and new skins for two alien creatures. It stays compatible with existing save games.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/701029860219291472&quot;&gt;October 9 roadmap&lt;/a&gt; places the environment and asset overhaul of all planets among the 2027 projects. It sets that work after the Balancing Overhaul, Squad Leader Update #2 and Main Story Expansion #1, all expected before the end of the year. The Terrain Update therefore remains a first, technical step.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;&lt;strong&gt;What v0.7.11 contains:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Rebuilt terrain&lt;/strong&gt; on every existing planet, using precomputed “baseplates” and “stamps”&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;New 3D models&lt;/strong&gt; for the anti-materiel rifle and the MOD-C MAAL HE rocket launcher&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;New skins&lt;/strong&gt; for the Harpy and the Blaster Bug&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Stat growth&lt;/strong&gt; for squad leaders shown on the mission result screen and in the Armory&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Two quick fixes&lt;/strong&gt;: Hotfix #11 (v0.7.12) on August 7 and Hotfix #12 (v0.7.13) on August 11&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;terrain-generation-precomputed&quot;&gt;Terrain generation, precomputed&lt;/h2&gt;
&lt;p&gt;Dev Diary #50, published on July 24, explains the change. The old terrain was computed during play, with many shortcuts. The result looked “pretty much generated”, generation could take several seconds in some cases, and the studio had little art-direction control over the landscape. A lake was just a ditch in the ground, with no wet sand and no reeds.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-1.webp&quot; alt=&quot;MENACE — snowy map with a truck convoy, fences and a watchtower&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-1-480w.webp 480w, /images/articles/menace-terrain-update-aout-2026/screenshot-1-800w.webp 800w, /images/articles/menace-terrain-update-aout-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The studio therefore moved the heavy computation upstream. A “baseplate” is projected onto the 336 x 336 m play area, then smaller chunks and “stamps” are scattered and blended into that base. Each piece carries its terrain layers, points and meshes, so every tile’s surface type can be derived from the data. Mission seeds still produce new layouts drawn from a large pool of stamps.&lt;/p&gt;
&lt;p&gt;The visible effects are concrete. Reeds now grow around ponds and debris follows the water channels. Forests, denser in the middle and thinner toward the edges, are no longer cut through by roads, and the studio says it fixed cases where units could get trapped inside them. Boulders become real meshes instead of stretched planes.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-2.webp&quot; alt=&quot;MENACE — forest map with a pond, pine trees and military buildings seen from above&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-2-480w.webp 480w, /images/articles/menace-terrain-update-aout-2026/screenshot-2-800w.webp 800w, /images/articles/menace-terrain-update-aout-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Overhype Studios also claims a performance gain of up to 250% in some areas, mostly on low-spec PCs, and shorter loading on the mission preparation screen. Those figures come from its own measurements. The Dev Diary adds that the rework reuses existing environment assets: a dedicated 3D artist for textures and materials is announced for later.&lt;/p&gt;
&lt;h2 id=&quot;weapons-skins-and-improvements&quot;&gt;Weapons, skins and improvements&lt;/h2&gt;
&lt;p&gt;The v0.7.11 changelog adds new 3D models for the “Crocodile” anti-materiel rifle and the MOD-C MAAL HE rocket launcher. The Harpy and the Blaster Bug receive new skins. Squad leader stat growth now appears on the result screen and in the Armory.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-3.webp&quot; alt=&quot;MENACE — 3D model of the Crocodile anti-materiel rifle on a dark background&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;677&quot; srcset=&quot;/images/articles/menace-terrain-update-aout-2026/screenshot-3-480w.webp 480w, /images/articles/menace-terrain-update-aout-2026/screenshot-3-800w.webp 800w, /images/articles/menace-terrain-update-aout-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Other changes touch tactics. Light, medium and heavy vehicle weapons can be compared with each other, and allied AI now avoids tiles with effects (fire, acid, mines). Several bugs are fixed, including a freeze when a single mine destroyed a truck and its passengers, and airdropped bunkers that gave no cover. On the balance side, the Explosives Workshop OCI goes from 1 to 3 uses at a cost of 90 instead of 60, and the Short Squeeze perk reaches 10 tiles.&lt;/p&gt;
&lt;h2 id=&quot;the-fixes-that-followed&quot;&gt;The fixes that followed&lt;/h2&gt;
&lt;p&gt;Hotfix #11 (v0.7.12), released on August 7, repairs three problems introduced the day before. Enemies, recoverable objects and structures sometimes spawned on isolated tiles, which made some objectives impossible. Units could be placed on large boulders during mission preparation. Finally, half-cover sometimes floated in the air.&lt;/p&gt;
&lt;p&gt;Hotfix #12 (v0.7.13), on August 11, fixes a Rogue Army Battle Tank that was too passive and did not use its main weapon. It also fixes enemy vehicles still spawning on enclosed tiles, and the Short Squeeze tooltip. The pace echoes Hotfixes #9 and #10, which followed the &lt;a href=&quot;/en/menace-oci-rework-progression-overhaul-july-2026/&quot;&gt;July OCI Rework&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;what-changes-for-players&quot;&gt;What changes for players&lt;/h2&gt;
&lt;p&gt;For players who set MENACE aside, this Terrain Update mostly changes how the maps look and run, not the content. Terrain gains coherence, but biomes are still built from the same assets: the real visual catch-up comes later, according to the roadmap.&lt;/p&gt;
&lt;p&gt;Watch two things: the performance gains announced for modest machines, and the robustness of the new generator. The two hotfixes of the following week, centered on isolated or enclosed tiles, show that a modular system still needs running in. To place the game as a whole, see the &lt;a href=&quot;/en/menace-early-access-review-overhype-studios-battle-brothers-2026/&quot;&gt;Early Access write-up of MENACE&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/menace/&quot;&gt;All our MENACE coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-oci-rework-progression-overhaul-july-2026/&quot;&gt;OCI Rework: the Impetus progression rebuilt&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-alien-update-new-enemies-wildlife-2026/&quot;&gt;Alien Update: MENACE’s wild fauna&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/693142853115707649&quot;&gt;Terrain Update — now live&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/713407782495191702&quot;&gt;Dev Diary #50: Terrain Update&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/693142853115707967&quot;&gt;Hotfix #11&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/693142853115708877&quot;&gt;Hotfix #12&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/701029860219291472&quot;&gt;2026 roadmap&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>tour-par-tour</category><category>wargames</category></item><item><title>Manor Lords: Do Active Recipes Actually Fix Production Management?</title><link>https://after-strategy.com/en/manor-lords-beta-active-recipes-cheese-mead-analyse-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-beta-active-recipes-cheese-mead-analyse-2026/</guid><description>Active Recipes, cows, cheese and mead have been on Manor Lords&apos; main branch since August 27, 2026. An analysis of the production trade-offs they create.</description><pubDate>Sun, 16 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Manor Lords’ Production Focus had a specific flaw: it pointed a workshop at a single production at a time, with no priority order. Major Update #8 replaces that setting with &lt;strong&gt;Active Recipes&lt;/strong&gt;, then builds cows, cheese, cider and mead around it. The patch reached the beta branch on August 1, 2026, and landed on the main branch on August 27. This analysis rests on Slavic Magic’s official notes and specialist press coverage, not on personal hands-on play.&lt;/p&gt;
&lt;h2 id=&quot;where-manor-lords-stands-on-october-26-2026&quot;&gt;Where Manor Lords stands on October 26, 2026&lt;/h2&gt;
&lt;p&gt;Beta 0.8.097 appeared on Steam on August 1, 2026. Fixes followed until the main-branch release, announced by the studio on August 27 under the title “Major Update #8: Wide Valley, Cows, Cider, Advanced Construction &amp;#x26; More”. The notes cover versions 0.8.090 to 0.8.104.&lt;/p&gt;
&lt;p&gt;Events have moved past the summer beta. Manor Lords reports more than four million copies sold across all platforms, and the studio has already published a 0.8.110 beta on September 27 and a 0.8.117 beta on October 24. Both rework farming, which feeds the very chains described here. The beta password that circulated in August no longer matters for this content, since it now ships in the main game.&lt;/p&gt;
&lt;h2 id=&quot;active-recipes-a-priority-queue-instead-of-a-single-focus&quot;&gt;Active Recipes: a priority queue instead of a single focus&lt;/h2&gt;
&lt;p&gt;According to the official notes, Production Focus only let artisans aim at one production at a time. Active Recipes let players choose the order in which productions run. Artisans start with no active recipe, so the player has to set them.&lt;/p&gt;
&lt;p&gt;Here is what this changes for day-to-day management:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;A workshop that can make several goods now follows an explicit order instead of a single setting.&lt;/li&gt;
&lt;li&gt;Priority becomes a design choice for the whole chain, to be revisited when the village’s needs change.&lt;/li&gt;
&lt;li&gt;The rival AI now also selects a production focus for its artisans, according to the same notes.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;PCGamesN and GameLuster both describe the change as finer priority control for artisans. The real gain is readability: someone running a sawmill, a forge and a brewery in parallel no longer has to redirect one focus whenever a stock comes under pressure.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Seasonal assignments&lt;/strong&gt; complete the picture. A building can automatically cycle its assigned families from one season to the next. That saves reassigning families by hand at every change of season.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-1.webp&quot; alt=&quot;The large stone church under construction with scaffolding in Manor Lords&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;539&quot; srcset=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;One question remains open. The notes do not say what happens when an ingredient runs out in the middle of the queue: does the workshop wait, or move on to the next recipe? On a long chain such as milk, salt and then cheese, the answer changes how stocks should be organized. This uncertainty is the main point to watch for players building large production chains.&lt;/p&gt;
&lt;h2 id=&quot;cows-oats-and-animal-feed-a-winter-trade-off&quot;&gt;Cows, oats and animal feed: a winter trade-off&lt;/h2&gt;
&lt;p&gt;Cows are imported through the &lt;strong&gt;Livestock Trader&lt;/strong&gt;. They provide milk passively and can be butchered for beef and hides. Calves also arrive, and the notes specify that calves and lambs yield half as much as adults at the butcher.&lt;/p&gt;
&lt;p&gt;The defining constraint comes in winter. Cows and sheep get hungry and consume &lt;strong&gt;animal feed&lt;/strong&gt; every month, or they die. That feed is crafted from &lt;strong&gt;oats&lt;/strong&gt;, a new crop that shares barley’s fertility while being more resilient. The official notes give a ratio of 1 oats for 2 feed, made at the Livestock Farm, formerly called the Sheep Farm.&lt;/p&gt;
&lt;p&gt;Oats can also be eaten directly by the population. That double use forces a choice the old system never imposed: reserve fields for villagers’ food, or feed the herd through to spring. Pastures also need 2.2 times the area for the same pasture space, the studio says, which puts pressure on available land.&lt;/p&gt;
&lt;p&gt;Seasonal rhythms reinforce this logic:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Cows breed in summer and sheep in autumn, with offspring arriving in spring.&lt;/li&gt;
&lt;li&gt;Sheep can only be sheared once a year, in summer.&lt;/li&gt;
&lt;li&gt;Cows are milked monthly, except in winter.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Milk therefore arrives in windows rather than as a continuous flow. For players, this turns livestock into annual planning rather than simple passive production.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-2.webp&quot; alt=&quot;Pasture and livestock in Manor Lords after Major Update #8&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;634&quot; srcset=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-2-800w.webp 800w, /images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;cheese-cider-and-mead-chains-tied-to-the-village-tier&quot;&gt;Cheese, cider and mead: chains tied to the village tier&lt;/h2&gt;
&lt;p&gt;The &lt;strong&gt;Cheesemonger&lt;/strong&gt; unlocks at Burgage Plot level 3 and makes cheese from milk and salt. Putting cheese behind a village tier and an extra resource to produce, salt, creates a supply-chain decision in the mid-game. Cheese is not something to start in the first few months.&lt;/p&gt;
&lt;p&gt;The brewery gains two recipes. Cider is made from apples, at 4 apples for 1 cider in the studio’s announcement, and mead from honey at 1 to 1. Honey in turn depends on apiaries, which were reworked: they are now seasonal, accumulate yield through spring and summer, then are harvested in autumn. Their output depends on the Wilding affinity and the meadow environment.&lt;/p&gt;
&lt;p&gt;The same notes adjust fruit balance: apple cost rises by 23%, pear cost by 11%, and fruit yields drop by roughly 10%. Launching a large cider chain therefore takes more investment than before. The new drink logic also means families will no longer drink a beverage that does not match their distribution, nor in a tavern with no assigned workers.&lt;/p&gt;
&lt;p&gt;The interest of these chains lies in their interdependence. Milk depends on livestock, so on oats, so on fields. Cider depends on orchards and mead on apiaries. None of this is an isolated content addition: each product weighs on another.&lt;/p&gt;
&lt;h2 id=&quot;the-construction-yard-and-advanced-structures&quot;&gt;The Construction Yard and advanced structures&lt;/h2&gt;
&lt;p&gt;The patch also adds a &lt;strong&gt;Construction Yard&lt;/strong&gt;. Workers store construction material there and distribute it to building sites by handcart, which improves logistics. Construction runs 50% faster when the Construction Yard is properly maintained, per the announcement and two press articles that repeat it.&lt;/p&gt;
&lt;p&gt;Oxen assigned to the Construction Yard use a new ox cart that can carry timber in bulk. Some buildings become &lt;strong&gt;advanced structures&lt;/strong&gt;: they need professional builders assigned to the Construction Yard. Unassigned families still help with transport and basic tasks such as flattening the ground. An upgrade, the large stone church, joins them.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-3.webp&quot; alt=&quot;The Wide Valley map and a village in Manor Lords&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;671&quot; height=&quot;501&quot; srcset=&quot;/images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-3-480w.webp 480w, /images/articles/manor-lords-beta-active-recipes-fromage-mead-analyse-2026/screenshot-3.webp 671w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;wide-valley-and-the-rest-of-the-patch&quot;&gt;Wide Valley and the rest of the patch&lt;/h2&gt;
&lt;p&gt;The new &lt;strong&gt;Wide Valley&lt;/strong&gt; map is described as a river map. It is too early to say which mill or fishing locations will be optimal there: none of the sources consulted documents it. The map matters mostly as a starting ground for trying the new chains on a fresh settlement.&lt;/p&gt;
&lt;p&gt;The patch also includes a reworked main interface, storage filters on Trading Posts and many AI adjustments. The announcement also notes a broad rebalance: construction times generally lengthened, vegetable yields cut by about 30%, rye yield cut by 12.5%.&lt;/p&gt;
&lt;h2 id=&quot;what-the-later-betas-have-already-changed&quot;&gt;What the later betas have already changed&lt;/h2&gt;
&lt;p&gt;Beta 0.8.110, released on September 27, adds six Rural Foundations perks, a Dunghill and fertilizer production from animal dung. It makes crop rotation mandatory and officially separates winter and spring crops. Wheat and rye are winter crops, while flax, barley and oats are spring crops, according to the specialist press.&lt;/p&gt;
&lt;p&gt;This directly touches livestock: animals produce dung, which feeds the fields, which produce the herd’s oats. The loop closes. Beta 0.8.117 of October 24 further tweaks field fertility and rye, according to the official notes. Both versions remain betas according to the Steam announcements consulted, so the final behavior is still to be confirmed.&lt;/p&gt;
&lt;h2 id=&quot;verdict-what-matters&quot;&gt;Verdict: what matters&lt;/h2&gt;
&lt;p&gt;Active Recipes is a targeted improvement, not a revolution. It tackles a real problem of conflicting priorities in workshops. The new chains add decisions that depend on the stage of the game: cheese requires level 3, mead requires apiaries, and oats force a choice between humans and animals.&lt;/p&gt;
&lt;p&gt;The real issue remains readability. As the number of interdependent resources grows, a workshop’s queue has to stay clear to remain useful. The notes for Major Update #8 add a dedicated help button for Active Recipes and help pages on pasture animals. For players who set Manor Lords aside for lack of new content, that is a serious reason to start a fresh settlement, preferably on Wide Valley.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;The &lt;a href=&quot;/en/manor-lords-complete-guide-strategy-city-builder-2026/&quot;&gt;complete Manor Lords guide&lt;/a&gt; covers the city-builder basics before diving into these new chains.&lt;/li&gt;
&lt;li&gt;The wider early-access context is in the &lt;a href=&quot;/en/manor-lords-two-years-early-access-review-2026/&quot;&gt;two-year Early Access review&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;All coverage of the game is gathered on the &lt;a href=&quot;/en/jeux/manor-lords/&quot;&gt;Manor Lords page&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/678507423258904140&quot;&gt;Steam — Major Update #8&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/696519918583023238&quot;&gt;Steam — beta 0.8.097&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/696524994028504823&quot;&gt;Steam — beta 0.8.110&lt;/a&gt; · &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/683016729753819026&quot;&gt;Steam — beta 0.8.117&lt;/a&gt; · &lt;a href=&quot;https://www.pcgamesn.com/manor-lords/update-august-2026-beta&quot;&gt;PCGamesN&lt;/a&gt; · &lt;a href=&quot;https://gameluster.com/manor-lords-update-0-8-097-cows-construction-tiers/&quot;&gt;GameLuster&lt;/a&gt; · &lt;a href=&quot;https://cogconnected.com/2026/08/manor-lords-celebrates-4-million-sales-with-a-huge-new-update/&quot;&gt;CogConnected&lt;/a&gt; · &lt;a href=&quot;https://simulationdaily.com/news/manor-lords-0-8-110-beta/&quot;&gt;SimulationDaily&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>rts</category></item><item><title>Expeditions: Samurai Hits Steam Early Access — The Tactical RPG Arrives in Feudal Japan</title><link>https://after-strategy.com/en/expeditions-samurai-early-access-feudal-japan-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/expeditions-samurai-early-access-feudal-japan-2026/</guid><description>Campfire Cabal launches Expeditions: Samurai into Steam Early Access on August 7, 2026 at 29.99 EUR: tactical RPG, 8 companions, stealth and co-op in 1600 Japan. Buy now or wait for 2027?</description><pubDate>Wed, 12 Aug 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;On August 7, 2026, Campfire Cabal and THQ Nordic launched Expeditions: Samurai in Early Access on Steam at 29.99 €. The fourth game in the series leaves ancient Europe for Japan in 1600, in the middle of the Sengoku civil war. Its premise is simple: the navigator William Adams never left England, and your crew beats him to Japan aboard the Dutch frigate De Albatros.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; the game is still in Early Access at 29.99 €, and Steam shows “Mixed” reviews (57% positive across 290 reviews). Early Access Update 1 on September 30 notably rebalanced stealth: an enemy who sees an ally fall now escalates straight to combat. The full release is still targeted for the first quarter of 2027.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;a-turn-based-tactical-rpg-with-history-as-its-backdrop&quot;&gt;A Turn-Based Tactical RPG With History as Its Backdrop&lt;/h2&gt;
&lt;p&gt;The core stays in the series’ lineage: turn-based tactical combat, a party of companions to manage, narrative choices with consequences. The combat system lets movement, attacks and interruptions play out simultaneously, and you can split your team to position it in real time before an ambush.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-1.webp&quot; alt=&quot;Tactical combat interface in Expeditions: Samurai inside a Japanese building&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-1-480w.webp 480w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-1-800w.webp 800w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Japan in 1600 is more than scenery. You arrive as the leader of a crew of privateers, caught in a civil war near its climax, and you draw the attention of warlords whose struggle will decide the country’s future. Eight companions join you, each with a personal story and a dedicated quest chain. You have to earn their trust for an ally to become a friend, a rival or more. Early press previews mostly praise the writing and the presentation.&lt;/p&gt;
&lt;h2 id=&quot;what-early-access-contains-and-what-it-does-not-yet&quot;&gt;What Early Access Contains, and What It Does Not Yet&lt;/h2&gt;
&lt;p&gt;At launch the game offers the first act, roughly 6 to 8 hours of play according to Campfire Cabal. The team is explicit: the current version is not the final one, and its price is deliberately a little lower than at full release. A 34% launch discount runs until August 14.&lt;/p&gt;
&lt;p&gt;The studio’s roadmap is specific. Update 1 is due shortly after launch to react to the first feedback. Update 2 brings act 2 around the middle of the Early Access period, with an estimated 6 to 10 extra hours of content. Update 3 focuses mostly on equipment and character options. Version 1.0 is targeted for the first quarter of 2027, with the complete story and a village you take charge of.&lt;/p&gt;
&lt;h2 id=&quot;stealth-and-co-op-two-tactical-axes&quot;&gt;Stealth and Co-op: Two Tactical Axes&lt;/h2&gt;
&lt;p&gt;What really changes with Samurai, beyond the setting: stealth and gadgets are part of combat. Avoiding a fight, slipping past a sentry or throwing a firecracker to distract a guard are options that enrich your trade-offs without moving the center of gravity of the game: managing your companions and living with your choices.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-2.webp&quot; alt=&quot;Dialogue with a samurai in Expeditions: Samurai, with response choices on screen&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-2-480w.webp 480w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-2-800w.webp 800w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Co-op is the second strong signal. It is the first time an Expeditions game can be played cooperatively by 2 players, in drop-in/drop-out mode: alone you play Captain Flynn, with a friend you play twins. Dialogue becomes a contest: when you both talk to a character, you wrestle for the decision or for a companion’s affection. That aims the game at an audience that plays slow, narrative tactics in pairs, a long way from the solo players of &lt;a href=&quot;/en/xcom-2-complete-guide-tactical-strategy-2026/&quot;&gt;XCOM&lt;/a&gt;, and alongside &lt;a href=&quot;/en/songs-of-conquest-yulan-dlc-review-2026/&quot;&gt;Songs of Conquest&lt;/a&gt; or Wartales.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch&quot;&gt;What to Watch&lt;/h2&gt;
&lt;p&gt;The first act shows the ambition: this is Expeditions with stealth, co-op and a carefully built Japan. What will play out in the coming months is the delivery of act 2, the balance of the companions and Campfire Cabal’s ability to keep up the announced update pace.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-3.webp&quot; alt=&quot;Night stealth route in Expeditions: Samurai through a lantern-lit garden&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-3-480w.webp 480w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-3-800w.webp 800w, /images/articles/expeditions-samurai-early-access-japon-feodal-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;For players who are unsure, 6 to 8 hours of playable content at 29.99 € is a reasonable bet only if you already like the series. If 1.0 keeps its promises, Expeditions: Samurai will probably have won over some skeptics. Until then, the entry fee is a bet on a studio that has not yet delivered its strongest argument.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Expeditions: Samurai is available in Early Access on PC via Steam, at 29.99 €.&lt;/em&gt;&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/expeditions-samurai/&quot;&gt;All our Expeditions: Samurai articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/xcom-2-complete-guide-tactical-strategy-2026/&quot;&gt;XCOM 2: complete guide to tactical strategy&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/songs-of-conquest-yulan-dlc-review-2026/&quot;&gt;Songs of Conquest: Yulan DLC review&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Endless Legend 2: Retold Tales Rebuilds the Quest Window and Two Faction Quests</title><link>https://after-strategy.com/en/endless-legend-2-retold-tales-update-roadmap-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/endless-legend-2-retold-tales-update-roadmap-2026/</guid><description>ENDLESS Legend 2&apos;s Update #29, Retold Tales (July 1, 2026), rebuilds the quest window, rewrites the Kin of Sheredyn and Necrophage quests and resets the roadmap.</description><pubDate>Fri, 31 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Update #29 of ENDLESS Legend 2, Retold Tales, went live on July 1, 2026, while the game was still in Early Access. It replaces the quest window, rewrites the main quests of the Kin of Sheredyn and the Necrophage, and adds new artwork. The point is simple: a complaint raised in the first weeks, a story that took too many clicks, finally gets a concrete answer.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; ENDLESS Legend 2 reached version 1.0 on September 17, 2026, with the Sandshapers, two Rogue Factions (Order of Zelevas and Severed Claw) and the Mangrove of Harmony. See the &lt;a href=&quot;https://steamcommunity.com/games/3407390/announcements/detail/708909256508702876&quot;&gt;launch announcement on Steam&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;a-rebuilt-quest-window&quot;&gt;A rebuilt quest window&lt;/h2&gt;
&lt;p&gt;Amplitude explains in the &lt;a href=&quot;https://steamcommunity.com/games/3407390/announcements/detail/698768548504275366&quot;&gt;Update #29 notes&lt;/a&gt; that the community missed the narrative presentation of the first Endless Legend and found the old one too click-heavy. Quests now open in a larger window, with an opening text that sets the scene and a piece of art. Dialogue plays on its own, text speed is set in the options, and a left click shows the full line.&lt;/p&gt;
&lt;p&gt;The rework was also a chance to add 2D art for major and minor factions. Minor factions that still lack their illustration share a temporary picture. The resource panel stays visible during events, which helps compare choices and rewards, according to the &lt;a href=&quot;https://steamcommunity.com/games/3407390/announcements/detail/683005314840136081&quot;&gt;June state of the game&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-1.webp&quot; alt=&quot;ENDLESS Legend 2: view of a Saiadha city with its red-roofed districts&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-1-480w.webp 480w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-1-800w.webp 800w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;the-kin-of-sheredyn-and-necrophage-quests&quot;&gt;The Kin of Sheredyn and Necrophage quests&lt;/h2&gt;
&lt;p&gt;The Kin of Sheredyn quest is the oldest in the game, and the faction has changed a lot since. Chapters 1 and 2 are swapped: you start with a cautious builder chapter, then move to exploration objectives. Nested choices create four branches from chapter 1, to vary playthroughs. Chapter 3 becomes an investigation rather than another rescue of Pryjza, and the tie to the United Empire from Endless Space 2 is made clearer.&lt;/p&gt;
&lt;p&gt;The Necrophage quest is rewritten for tone. The designers want a hive driven by instinct, dangerous rather than merely strong. Some Necrophage see outsiders as prey, others as a source of knowledge about the world. Rarely triggered branches are cut, such as the one that asked you to ransack a hero haven, in favor of more compelling objectives.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-2.webp&quot; alt=&quot;ENDLESS Legend 2: hero on a sandstone cliff among red trees&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-2-480w.webp 480w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-2-800w.webp 800w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;resources-and-roadmap&quot;&gt;Resources and roadmap&lt;/h2&gt;
&lt;p&gt;The resource window gains three heavily requested tools: automatic selling above the maximum stock, bulk buying and selling, and automatic booster renewal. Events also become less frequent, and lone wolf events only trigger after the hero reaches level 7.&lt;/p&gt;
&lt;p&gt;The summer roadmap is the part to read carefully. According to &lt;a href=&quot;https://www.shacknews.com/article/149865/endless-legend-2-dev-roadmap-update-july-2026&quot;&gt;Shacknews&lt;/a&gt;, it places faction world quests, minor faction improvements and quality-of-life tweaks in a July-August window. A new playable faction and more minor factions are planned for 2026, undated. Custom Factions and the Endless Monsoon are not part of it: they shipped on March 12, 2026 with &lt;a href=&quot;https://steamcommunity.com/games/3407390/announcements/detail/497222951593050269&quot;&gt;Update #16&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-3.webp&quot; alt=&quot;ENDLESS Legend 2: strategic map of a city and its hex territory&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-3-480w.webp 480w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-3-800w.webp 800w, /images/articles/endless-legend-2-retold-tales-roadmap-custom-factions-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch&quot;&gt;What to watch&lt;/h2&gt;
&lt;p&gt;The July public branch, opened on July 16, already tests what comes next. It redoes the awakening quests for each major faction, partly disables simultaneous turns so the AI only moves its units after you end your turn, sharpens minor faction asymmetry and buffs the Necrophage, per the &lt;a href=&quot;https://steamcommunity.com/games/3407390/announcements/detail/717910748082209039&quot;&gt;public branch announcement&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The risk is a two-speed story: only two of five faction quests are redone, and Amplitude says art is still to be finished for some minor factions. The 1.0 date had not been announced by the end of July.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/endless-legend-2/&quot;&gt;Our Endless Legend 2 hub&lt;/a&gt;: every article on the game.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/endless-legend-2-release-date-1-0-sandshapers-september-2026/&quot;&gt;Endless Legend 2 1.0 release date and the Sandshapers&lt;/a&gt;: what came after the roadmap.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/endless-legend-2-faction-guide-1-0-2026/&quot;&gt;Endless Legend 2 faction guide for 1.0&lt;/a&gt;: the playable factions.&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>4x</category><category>tour-par-tour</category></item><item><title>Manor Lords: Construction Yard, Cattle, and Wide Valley in the Next Beta</title><link>https://after-strategy.com/en/manor-lords-beta-construction-cattle-wide-valley-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-beta-construction-cattle-wide-valley-2026/</guid><description>Slavic Magic previews skilled builders, cattle, cheese, seasonal jobs, and Wide Valley. The beta is targeted for late July, not confirmed live.</description><pubDate>Sun, 26 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Manor Lords presented its next substantial content batch in a July 19 post. It is not yet safe to describe that content as playable. Slavic Magic’s &lt;strong&gt;Update Preview&lt;/strong&gt; targets the beta branch for late July and the main branch for late August. The post does not assign a version number to this new build.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The announced schedule held. Beta 0.8.097 opened on August 1 (&lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/696519918583023238&quot;&gt;Steam announcement&lt;/a&gt;), then &lt;a href=&quot;/en/manor-lords-update-8-main-branch-release-august-2026/&quot;&gt;Major Update #8&lt;/a&gt; reached the main branch on August 27 with the Construction Yard, cows, cheese and Wide Valley (&lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/678507423258904140&quot;&gt;official announcement&lt;/a&gt;).&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;That distinction prevents confusion with the earlier betas (&lt;strong&gt;0.8.086&lt;/strong&gt; on June 30, then &lt;strong&gt;0.8.089&lt;/strong&gt; in early July). The Construction Yard, cattle, cheese, and Wide Valley belong to the next step. They should not be retroactively attached to that version.&lt;/p&gt;
&lt;h2 id=&quot;the-construction-yard-separates-ordinary-and-advanced-projects&quot;&gt;The Construction Yard separates ordinary and advanced projects&lt;/h2&gt;
&lt;p&gt;The planned system divides structures into Basic and Advanced groups. Ordinary workers can continue building Basic Structures. &lt;strong&gt;Advanced Structures&lt;/strong&gt; require skilled builders employed at the new &lt;strong&gt;Construction Yard&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;The yard also acts as a logistics hub. Handcarts move construction resources, while oxen and ox carts can carry several timber logs in one trip. Guides will visibly load those carts instead of resources disappearing into an abstract delivery step.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-1.webp&quot; alt=&quot;Official large stone church construction site with scaffolding in Manor Lords&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;539&quot; srcset=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The large stone church demonstrates the intended scale. Water, mortar, scaffolding, and cranes appear as construction advances. Slavic Magic also says Advanced Structures take longer to complete. The Construction Yard therefore looks less like a checkbox and more like a labor and scheduling decision.&lt;/p&gt;
&lt;p&gt;The missing values matter. The preview gives no final cost, build time, or ideal number of assigned families. It is too early to recommend a build order or claim that every settlement needs the yard during its first year.&lt;/p&gt;
&lt;h2 id=&quot;cattle-and-cheese-create-a-seasonal-production-chain&quot;&gt;Cattle and cheese create a seasonal production chain&lt;/h2&gt;
&lt;p&gt;Pastures will support imported and locally bred cattle. Livestock Farm workers collect milk, cattle can provide beef, and a new &lt;strong&gt;Cheesemonger&lt;/strong&gt; turns milk into cheese.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-2.webp&quot; alt=&quot;Cattle grazing in an official Manor Lords pasture screenshot&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;634&quot; srcset=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-2-800w.webp 800w, /images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The chain adds costs as well as food. Pastures will require planks, their construction cost scales with size, and winter shelters become part of the site. Oats can feed families or be processed into animal feed. Livestock that enters winter without enough feed risks starvation.&lt;/p&gt;
&lt;p&gt;On paper, that creates a clear tradeoff: dedicate land and labor to oats in exchange for milk, cheese, and beef. Its real value will depend on yields, storage behavior, and import prices. The preview explains the pieces, not their balance.&lt;/p&gt;
&lt;h2 id=&quot;seasonal-assignments-could-remove-a-recurring-chore&quot;&gt;Seasonal assignments could remove a recurring chore&lt;/h2&gt;
&lt;p&gt;Workplaces will support assignments by season. A family can work the harvest when fields need attention, then return to another job after that window closes.&lt;/p&gt;
&lt;p&gt;This addresses an old Manor Lords friction point: manually moving families around sowing, harvest, and winter. It matters even more when livestock production is seasonal too. Trading Posts will also receive storage filters so players can decide which goods each post handles.&lt;/p&gt;
&lt;h2 id=&quot;wide-valley-is-a-map-promise-not-a-strategy-guide&quot;&gt;Wide Valley is a map promise, not a strategy guide&lt;/h2&gt;
&lt;p&gt;The preview introduces &lt;strong&gt;Wide Valley&lt;/strong&gt;, a new map whose screenshot shows waterways. The post gives no written description; its screenshots establish a visual direction. They do not reveal confirmed mill locations, fishing points, resource distribution, or an optimal settlement site.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-3.webp&quot; alt=&quot;Official screenshot of the Wide Valley map announced for Manor Lords&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;671&quot; height=&quot;501&quot; srcset=&quot;/images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-3-480w.webp 480w, /images/articles/manor-lords-beta-construction-elevage-wide-valley-2026/screenshot-3.webp 671w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Final terrain, deposits, and usable river sections need to be inspected in the released build. Turning two visible rivers into a precise opening would treat promotional art as a data map.&lt;/p&gt;
&lt;h2 id=&quot;when-should-players-start-a-new-campaign&quot;&gt;When should players start a new campaign?&lt;/h2&gt;
&lt;p&gt;The useful trigger is not the estimated date in the preview. It is the official beta release post. That announcement should provide a version number, access instructions, mod warnings, and save compatibility guidance.&lt;/p&gt;
&lt;p&gt;The preview is promising because its systems connect: skilled builders, visible logistics, seasonal farming, and automated labor assignments. Their costs remain unknown. Until the beta is actually published, this is a coherent design direction rather than a verdict on how the game now plays.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/manor-lords/&quot;&gt;All our Manor Lords coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-update-8-main-branch-release-august-2026/&quot;&gt;Major Update #8 on the main branch&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-beta-active-recipes-cheese-mead-analyse-2026/&quot;&gt;Do Active Recipes actually fix production management?&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/677378351435875655&quot;&gt;official Manor Lords Update Preview&lt;/a&gt; · &lt;a href=&quot;https://www.pcgamesn.com/manor-lords/advanced-structures&quot;&gt;PCGamesN overview of Advanced Structures&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>rts</category></item><item><title>MENACE&apos;s OCI Rework Rebuilds the Progression Layer — Dev Diary 49 Explained</title><link>https://after-strategy.com/en/menace-oci-rework-progression-overhaul-july-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/menace-oci-rework-progression-overhaul-july-2026/</guid><description>Released July 14 after a July 10 dev diary, MENACE&apos;s OCI Rework keeps three Impetus slots, moves to 12 faction OCIs, and refunds existing investments.</description><pubDate>Fri, 24 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;the-update-that-makes-you-want-to-start-over--almost&quot;&gt;The update that makes you want to start over — almost&lt;/h2&gt;
&lt;p&gt;Five months into Early Access, MENACE gets what the studio calls its biggest change of Early Access. Overhype Studios detailed it in Dev Diary #49 on July 10 before releasing it on July 14. OCI stands for Operational Capability Improvement (per Dev Diary #8): the upgrades installed on the Impetus ship between operations. Spent OCI points are automatically refunded, although the studio recommends starting a fresh campaign.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The system has kept evolving. The &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/701029225804595458&quot;&gt;Mission Selection Overhaul&lt;/a&gt; of October 1 adds a fixed amount of OCI points per operation based on its rating and lets enemies use off-map abilities. The &lt;a href=&quot;https://store.steampowered.com/news/app/2432860/view/712289492929610060&quot;&gt;Balancing Update&lt;/a&gt; of October 14 then raises the cost of several OCIs, such as Automated Supply Compartments (from 100 to 130).&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Overhype Studios says it treated the old system as a temporary system before delivering the more detailed version it had in mind. The rework rebuilds the progression layer that connects operations, but it also spills into tactics: off-map abilities, the authority cap and the squaddie limit change too.&lt;/p&gt;
&lt;h3 id=&quot;three-renamed-slots-and-always-available-base-ocis&quot;&gt;Three renamed slots and always-available base OCIs&lt;/h3&gt;
&lt;p&gt;The Impetus keeps three OCI slots, renamed to better fit certain modules: &lt;strong&gt;Bridge&lt;/strong&gt;, &lt;strong&gt;Hull&lt;/strong&gt;, and &lt;strong&gt;Armament&lt;/strong&gt;. Each slot ships with “base OCIs” that are always unlocked, with no faction trust required: Command Room (+1 squaddie per mission), Intelligence Center (+1 intelligence), Quarters, Garage, Main Battery, Armed Dropship or Support Module. Faction OCIs then layer on top of these bases as your trust with a faction grows, eventually replacing them. Each unlocked OCI comes with an upgraded version, usually more expensive to install, that can change what the module does in a fundamental way.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-1.webp&quot; alt=&quot;MENACE official Armament tree with base and faction OCI choices&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;635&quot; srcset=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-1-480w.webp 480w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-1-800w.webp 800w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Factions now offer 12 OCIs to unlock and 12 trust levels, instead of 8. Each slot gets an OCI tree that gives a clear at-a-glance picture of what’s available and what’s already installed. Progression becomes readable at a glance.&lt;/p&gt;
&lt;h3 id=&quot;off-map-support-changes-how-you-plan&quot;&gt;Off-map support changes how you plan&lt;/h3&gt;
&lt;p&gt;Off-map capabilities — airstrikes, orbital support — now operate per-operation instead of per individual mission. They’re resources to manage across a full operation, with timing that actually matters. Burning your support early in mission one can leave later missions without a safety net. Orbital abilities take 2 turns to arrive but hit harder; airpower abilities rely on dropships that can loiter near the battlefield for only one turn, and a ready ability not used in time is wasted.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-3.webp&quot; alt=&quot;MENACE Show of Force aircraft ability striking a tactical battlefield&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-3-480w.webp 480w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-3-800w.webp 800w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;What changes with off-map support is the planning: planning an operation no longer means optimizing each mission in isolation — it means thinking about the campaign as a whole.&lt;/p&gt;
&lt;h3 id=&quot;should-you-restart&quot;&gt;Should you restart?&lt;/h3&gt;
&lt;p&gt;Existing saves remain compatible. Spent OCI points are automatically refunded, which lets players redistribute their investments without starting from scratch. Overhype Studios still recommends launching a new campaign, because the update changes progression and balance quite a bit.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-2.webp&quot; alt=&quot;MENACE official Bridge tree showing OCI choices for the Impetus&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;641&quot; srcset=&quot;/images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-2-480w.webp 480w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-2-800w.webp 800w, /images/articles/menace-oci-rework-progression-update-juillet-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Patch 0.7.8 also touches company composition: maximum authority is capped at 120 and each hired squad leader or pilot removes 4, while the number of squaddies the Impetus can hold is limited, with the Quarters OCI raising it. Enemy reinforcements were also reworked to be fairer.&lt;/p&gt;
&lt;h3 id=&quot;what-to-watch-next&quot;&gt;What to watch next&lt;/h3&gt;
&lt;p&gt;The real impact on campaign longevity and faction balance will show up over the next few weeks. Hotfix #9, released July 16, has already corrected several OCI values, so the numbers are still moving. For the broader context, see the &lt;a href=&quot;/en/menace-early-access-review-overhype-studios-battle-brothers-2026/&quot;&gt;MENACE Early Access analysis&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/menace/&quot;&gt;All our MENACE coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-terrain-update-august-2026/&quot;&gt;The Terrain Update: what the August patch changes&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/menace-alien-update-new-enemies-wildlife-2026/&quot;&gt;The Alien Update: the alien faction reworked&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://steamcommunity.com/games/2432860/announcements/detail/695390848783751296&quot;&gt;Dev Diary #49 — OCI Rework&lt;/a&gt; · &lt;a href=&quot;https://steamcommunity.com/games/2432860/announcements/detail/679629698986149632&quot;&gt;OCI Rework release notes&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>tour-par-tour</category></item><item><title>ZeroSpace in Early Access: What the Campaign and Factions Really Contain</title><link>https://after-strategy.com/en/zerospace-early-access-rts-rpg-launch-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/zerospace-early-access-rts-rpg-launch-2026/</guid><description>ZeroSpace blends RTS, an RPG campaign and a galactic war. Here is what is actually playable at launch, and what is still planned for version 1.0.</description><pubDate>Wed, 22 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;ZeroSpace arrives with a promise broad enough to raise doubts: a narrative campaign, dialogue, four armies, mercenaries, co-op, PvP and a persistent galactic war. The right question is not whether it “reinvents the RTS”, but how much of that list has been playable since Early Access opened on July 20.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; Season Zero ended on August 2 with a victory for the Keeper Council led by Winter. The &lt;a href=&quot;https://store.steampowered.com/news/app/1605850/view/688644326827229720&quot;&gt;October 3 update&lt;/a&gt; then added the Xol to every mode, ranked 1v1 included, with an epilogue mission for Act 1. The launch discount ended on August 3.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The &lt;a href=&quot;https://store.steampowered.com/app/1605850/ZeroSpace/&quot;&gt;Steam page&lt;/a&gt; is more precise than the marketing pitch: a solo campaign, four main factions, six mercenary factions and ten heroes are available from day one. Other elements are still announced for the full version.&lt;/p&gt;
&lt;h2 id=&quot;four-main-factions-six-mercenary-groups-more-than-90-units-and-heroes&quot;&gt;Four main factions, six mercenary groups, more than 90 units and heroes&lt;/h2&gt;
&lt;p&gt;At launch, ZeroSpace offers four main factions: the &lt;strong&gt;Protectorate&lt;/strong&gt; (humans), the &lt;strong&gt;Grell&lt;/strong&gt; (a plant-like species), the &lt;strong&gt;Legion of Truth&lt;/strong&gt; (a fanatical empire) and the &lt;strong&gt;Xol&lt;/strong&gt; (a robotic civilization). In its “current state” section, Steam lists &lt;strong&gt;six mercenary factions and ten heroes&lt;/strong&gt;, for more than 90 units and heroes in total.&lt;/p&gt;
&lt;p&gt;The Xol are at an earlier stage, though. The studio says they will join ranked play once community balance feedback has been folded in. Another section of the page mentions seven mercenary factions and fourteen commanders in the game’s overall vision. That gap reads as the difference between current content and the announced target, not as seven groups already available.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/zerospace-early-access-rts-rpg-2026/screenshot-1.webp&quot; alt=&quot;ZeroSpace — ship bridge where the crew gathers between campaign missions&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;515&quot; srcset=&quot;/images/articles/zerospace-early-access-rts-rpg-2026/screenshot-1-480w.webp 480w, /images/articles/zerospace-early-access-rts-rpg-2026/screenshot-1-800w.webp 800w, /images/articles/zerospace-early-access-rts-rpg-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;a-campaign-of-12-or-13-missions-still-incomplete&quot;&gt;A campaign of 12 or 13 missions, still incomplete&lt;/h2&gt;
&lt;p&gt;The official sources do not give exactly the same number. Steam lists &lt;strong&gt;13 story missions&lt;/strong&gt;, while the studio’s launch announcement presents Act 1 as a campaign of &lt;strong&gt;12 missions&lt;/strong&gt; as Prefect Aster, commander of the Protectorate. Either way, the player alternates missions with interactive dialogue with the crew.&lt;/p&gt;
&lt;p&gt;The description of the final content mentions 15 main missions, 10 loyalty missions and 15 side arcs, 40 missions across several categories. That total is a development target, not forty missions already playable. Between missions, the dialogue trees, which Steam compares to those of Mass Effect and Baldur’s Gate, are meant to make decisions weigh on the story. After Strategy has not played the game, so that effect remains to be checked in practice.&lt;/p&gt;
&lt;h2 id=&quot;galactic-war-survival-ranked-and-skirmish&quot;&gt;Galactic War, survival, ranked and skirmish&lt;/h2&gt;
&lt;p&gt;The campaign is only part of the offer. &lt;strong&gt;Galactic War&lt;/strong&gt; gathers ten co-op missions in a persistent, seasonal mode where alliances fight for control of the Orion Sector. &lt;strong&gt;Survival&lt;/strong&gt; pits two players against endless waves of Grell, &lt;strong&gt;ranked&lt;/strong&gt; offers 1v1 and 2v2 queues, and &lt;strong&gt;skirmish&lt;/strong&gt; allows 1v1, 2v2 or free-for-all against friends or AI.&lt;/p&gt;
&lt;h2 id=&quot;season-zero-and-the-first-contact-invitational&quot;&gt;Season Zero and the First Contact Invitational&lt;/h2&gt;
&lt;p&gt;To accompany the launch, Starlance runs &lt;strong&gt;Galactic War Season Zero&lt;/strong&gt;, from July 20 to August 2, 2026. Players join one of three alliances led by the creators Winter, Neo and uThermal, and every co-op match moves their side forward on the galaxy map. The winning alliance crowns its creator the first “Galactic Emperor” in the game’s history.&lt;/p&gt;
&lt;p&gt;In parallel, the &lt;strong&gt;First Contact Invitational&lt;/strong&gt; brings together RTS veterans such as Harstem, TheViper and Lowko. They climb the ranked ladder from July 20, then a final tournament takes place on August 9.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/zerospace-early-access-rts-rpg-2026/screenshot-2.webp&quot; alt=&quot;ZeroSpace — galaxy map screen with a planet and the competing alliances&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1196&quot; height=&quot;675&quot; srcset=&quot;/images/articles/zerospace-early-access-rts-rpg-2026/screenshot-2-480w.webp 480w, /images/articles/zerospace-early-access-rts-rpg-2026/screenshot-2-800w.webp 800w, /images/articles/zerospace-early-access-rts-rpg-2026/screenshot-2.webp 1196w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;price-length-of-early-access-and-what-to-watch&quot;&gt;Price, length of Early Access and what to watch&lt;/h2&gt;
&lt;p&gt;ZeroSpace costs $39.99, with a 10% launch discount ($35.99) valid until August 3. Starlance plans roughly a year of Early Access and warns that the price could rise as content is added. The full version is meant to bring more campaign and co-op missions, new skirmish maps up to 4v4, new factions, co-op commanders and mercenaries.&lt;/p&gt;
&lt;p&gt;The current content is dense enough for an Early Access entry, but buying depends on tolerance for an unfinished campaign. The risk specific to early access is that the RPG layers and the persistent galaxy are the hardest to balance at scale. For players who mainly want multiplayer, ranked, survival and skirmish already offer play well beyond the first missions. For those who come for the complete story, waiting is the safer call.&lt;/p&gt;
&lt;p&gt;The point to watch is how fast Starlance adds the announced missions, character events, factions and mercenaries. The &lt;a href=&quot;/en/zerospace-funding-confirmed-roadmap-september-2026/&quot;&gt;1.0 funding confirmation and the September roadmap&lt;/a&gt; give a first answer on that pace.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/zerospace/&quot;&gt;All our ZeroSpace articles&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/zerospace-funding-confirmed-roadmap-september-2026/&quot;&gt;ZeroSpace: 1.0 funding confirmed and September roadmap&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1605850/ZeroSpace/&quot;&gt;ZeroSpace on Steam&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>Manor Lords Major Update 7: Pathfinding Overhauled — Time to Return?</title><link>https://after-strategy.com/en/manor-lords-major-update-7-pathfinding-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-major-update-7-pathfinding-2026/</guid><description>Manor Lords Major Update 7 rebuilds pathfinding, redesigns squad formations and adds gamepad support. Slavic Magic&apos;s next stop: more content.</description><pubDate>Sun, 19 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;Four months on the beta branch, a long list of fixes, one goal: stop Manor Lords from undermining its own sessions through technical failures. &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/698769997400375323&quot;&gt;Major Update 7&lt;/a&gt;, released July 10, 2026, is one of the broadest technical overhauls Slavic Magic has shipped since the Early Access launch. No new castles, no new factions. This one targets the foundations.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Update, October 26, 2026:&lt;/strong&gt; The promised content has shipped. After a beta opened on August 1 (version 0.8.097), &lt;a href=&quot;/en/manor-lords-update-8-main-branch-release-august-2026/&quot;&gt;Major Update #8&lt;/a&gt; reached the main branch on August 27 with the Construction Yard, cows and the Wide Valley map, according to &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/678507423258904140&quot;&gt;Slavic Magic’s official announcement&lt;/a&gt;.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h2 id=&quot;what-actually-changes-in-update-7&quot;&gt;What Actually Changes in Update 7&lt;/h2&gt;
&lt;h3 id=&quot;pathfinding-rewritten-from-scratch&quot;&gt;Pathfinding Rewritten From Scratch&lt;/h3&gt;
&lt;p&gt;The patch targets the most-reported issue since launch: units spending seconds searching for a route before freezing or taking an absurd detour. A new island detection system rejects impossible paths between isolated zones, such as a river with no bridge or a closed castle gate. Slavic Magic says the affected calculations now resolve much faster.&lt;/p&gt;
&lt;p&gt;Character locomotion has also been refactored with proper substeps to reduce behavioral differences between game speeds. A long campaign is still needed to verify how reliably that holds at ×3 or ×5.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-1.webp&quot; alt=&quot;Medieval map of Manor Lords showing roads, moving units, and village buildings&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;squads-that-actually-read-the-terrain&quot;&gt;Squads That Actually Read the Terrain&lt;/h3&gt;
&lt;p&gt;Squad movement logic has been redesigned. A short right-click command now defaults to:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Wide line&lt;/strong&gt; in open terrain&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Three-column march&lt;/strong&gt; on a road&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Scattered formation&lt;/strong&gt; in built-up areas&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The old single-formation behavior is still available via the ALT key. On paper, town defense should require less correction because squads receive a terrain-aware default without extra micromanagement.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-2.webp&quot; alt=&quot;Manor Lords squads in formation marching along a rural medieval path&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-2-800w.webp 800w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;economic-rebalancing-ale-and-raiders&quot;&gt;Economic Rebalancing: Ale and Raiders&lt;/h3&gt;
&lt;p&gt;Two balance changes affect early-game pacing directly. Level 1 families &lt;strong&gt;no longer consume ale&lt;/strong&gt;, which takes one supply constraint off basic households. Ale crafting output also drops from two units to one per cycle, so surpluses shrink accordingly.&lt;/p&gt;
&lt;p&gt;Raiders have also been recalibrated: they try to fill their inventory while looting, but leave once 50% of the settlement’s loot is taken or 40% of its buildings have burned. The notes aim for more predictable behavior.&lt;/p&gt;
&lt;p&gt;For Manor Lords’ economic systems, the &lt;a href=&quot;/en/manor-lords-complete-guide-strategy-city-builder-2026/&quot;&gt;complete city-builder strategy guide&lt;/a&gt; covers the essentials.&lt;/p&gt;
&lt;h3 id=&quot;what-to-watch-next&quot;&gt;What to Watch Next&lt;/h3&gt;
&lt;p&gt;The update also ships &lt;strong&gt;full gamepad support&lt;/strong&gt; a logistics tutorial, a redesigned Game Setup screen and smoother panel animations. On the performance side, the notes list AI calculation optimizations, lower memory use for interface textures and much less stutter when building panels open.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-3.webp&quot; alt=&quot;Manor Lords — medieval battle between two infantry formations near a village&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-3-480w.webp 480w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-3-800w.webp 800w, /images/articles/manor-lords-update-7-pathfinding-ia-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;In its announcement, Slavic Magic writes a short line: &lt;strong&gt;“Next stop: more content.”&lt;/strong&gt; That’s the signal. Update 7 was the technical groundwork. What follows should focus on expanding what players can actually do — new mechanics, maps, or game modes the community has been requesting since launch.&lt;/p&gt;
&lt;p&gt;If pathfinding frustrations drove you away, Update 7 gives you a reason to retest your save. It does not yet prove that every blockage is gone, and version 1.0 still has no date.&lt;/p&gt;
&lt;h2 id=&quot;going-further&quot;&gt;Going further&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;/en/jeux/manor-lords/&quot;&gt;All our Manor Lords coverage&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-update-8-main-branch-release-august-2026/&quot;&gt;Manor Lords Major Update #8 Hits Main Branch&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;/en/manor-lords-two-years-early-access-review-2026/&quot;&gt;Manor Lords — two years into Early Access (2026 status review)&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;em&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/news/app/1363080/view/698769997400375323&quot;&gt;Steam — Manor Lords Major Update #7&lt;/a&gt; · &lt;a href=&quot;https://simulationdaily.com/news/manor-lords-update-7/&quot;&gt;Simulation Daily&lt;/a&gt; · &lt;a href=&quot;https://www.pcgamesn.com/manor-lords/update-7&quot;&gt;PCGamesN&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;</content:encoded><category>rts</category></item><item><title>HoMM Olden Era: Mysterious Island Coming, Papyjama Joins Unfrozen</title><link>https://after-strategy.com/en/homm-olden-era-mysterious-island-papyjama-pve-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/homm-olden-era-mysterious-island-papyjama-pve-2026/</guid><description>Papyjama, creator of the iconic Heroes III map, joins Unfrozen — and brings the Mysterious Island to Olden Era as its first giant PvE content.</description><pubDate>Tue, 07 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;The Mysterious Island is one of the most-played Heroes of Might and Magic III maps of the past two decades. Unfrozen has just announced it’s coming to Olden Era — and that its creator, Papyjama, is joining the studio.&lt;/p&gt;
&lt;h2 id=&quot;papyjama-joins-unfrozen-what-this-hire-actually-means&quot;&gt;Papyjama joins Unfrozen: what this hire actually means&lt;/h2&gt;
&lt;p&gt;In the Heroes III community, Papyjama needs no introduction. His version of the Mysterious Island — a scenario inspired by Jules Verne’s novel — became one of the definitive references for solo play. Unfrozen has hired him as Level Designer, with the recreation of that map as his first project.&lt;/p&gt;
&lt;p&gt;This hire isn’t routine. Since launching in Early Access on April 30, 2026, Olden Era has focused heavily on competitive play: matchmaking, templates, PvP balance. Solo players have been waiting for a signal. That signal just arrived.&lt;/p&gt;
&lt;p&gt;Papyjama will create additional maps and scenarios after the Mysterious Island. His role isn’t a one-off collaboration — it’s the foundation of a long-term PvE offering.&lt;/p&gt;
&lt;h2 id=&quot;the-mysterious-island-olden-eras-first-giant-pve-content&quot;&gt;The Mysterious Island: Olden Era’s first giant PvE content&lt;/h2&gt;
&lt;p&gt;The map will be the first of “giant” size in the game, a category that didn’t previously exist in Olden Era. In Heroes III, a giant map fundamentally changed the scope of a session: between 10 and 15 hours of non-linear exploration, scripted events and interlinked objectives.&lt;/p&gt;
&lt;p&gt;The announcement states the map is “in advanced stages of development.” No confirmed date, but the timeline suggests a release within the next major content patches.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-1.webp&quot; alt=&quot;Heroes of Might and Magic Olden Era — hero exploring the adventure map with resources and buildings visible&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-1-480w.webp 480w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-1-800w.webp 800w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;What made the original Mysterious Island special was its chained quests, hidden bosses, and the way thorough exploration was rewarded. Recreating that in Olden Era’s engine — with its new hero mechanics, subskills, and reworked factions — is genuine design work, not a simple file import.&lt;/p&gt;
&lt;h2 id=&quot;patch-8-summon-avatar-reworked-competitive-meta-shifted&quot;&gt;Patch #8: Summon Avatar reworked, competitive meta shifted&lt;/h2&gt;
&lt;p&gt;Patch #8, released late May/early June 2026, brought the most significant mechanical change since launch. The Summon Avatar has been completely redesigned: it moves from a hybrid skill to a purely magical one.&lt;/p&gt;
&lt;p&gt;In practice, the Avatar no longer loses standard HP. Instead, it can absorb a fixed number of hits depending on the skill level: 2 hits at level 1, 3 at level 2, 4 at expert. Attack power is now tied to the hero’s Spell Power — not Attack. Expert Murmuring subskills have been rewritten to match this new logic.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-2.webp&quot; alt=&quot;HoMM Olden Era — tactical combat interface on the hex grid showing hero stats and unit placement&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-2-480w.webp 480w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-2-800w.webp 800w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The patch also closed several major exploits: the Alt+F4 disconnect abuse and the bug allowing free creature upgrades. Jebus Cross templates were enriched to make side zones more interesting. Sprint, Harmony, and Exodus were adjusted to speed up the pace of play.&lt;/p&gt;
&lt;h2 id=&quot;patch-10-and-early-access-state-in-july-2026&quot;&gt;Patch #10 and Early Access state in July 2026&lt;/h2&gt;
&lt;p&gt;The most recent Patch #10 focused on tactical ergonomics. Formations are now saved between battles: no more manually repositioning units before each engagement. The visual and audio display during the tactics phase has also been revised.&lt;/p&gt;
&lt;p&gt;These changes are less dramatic than Patch #8, but they fix friction that regular players had flagged since the early weeks. The tactics phase was one of the few spots where Olden Era still felt rough around the edges.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-3.webp&quot; alt=&quot;HoMM Olden Era — strategic map view with hero in motion and resources scattered across the terrain&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-3-480w.webp 480w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-3-800w.webp 800w, /images/articles/homm-olden-era-ile-mysterieuse-papyjama-pve-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;Olden Era is currently available at 25% off on Steam. The game remains in Early Access with no confirmed 1.0 release date. Upcoming milestones from the &lt;a href=&quot;/en/homm-olden-era-1-million-sold-roadmap-2026/&quot;&gt;roadmap revealed in early June 2026&lt;/a&gt; include a Teamplay mode planned for Q3 2026 and a matchmaking overhaul for Q4. For a breakdown of the current faction standings, the &lt;a href=&quot;/en/heroes-olden-era-faction-tier-list-2026/&quot;&gt;updated tier list&lt;/a&gt; remains the reference.&lt;/p&gt;
&lt;h2 id=&quot;what-to-watch-now&quot;&gt;What to watch now&lt;/h2&gt;
&lt;p&gt;The release date for the Mysterious Island is not yet confirmed. “Advanced stages of development” suggests weeks to months — but without a guarantee.&lt;/p&gt;
&lt;p&gt;The real question: how does this solo content hold up against competitive modes that have benefited from ten patches of refinement? If the Mysterious Island delivers, Olden Era will finally have a strong argument for players who don’t want to spend their evenings in 1v1 ranked.&lt;/p&gt;
&lt;p&gt;Also worth watching: whether other Heroes III community creators join the team after Papyjama. That would confirm PvE is a structural commitment, not a one-off PR move.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/&quot;&gt;Official Steam page for Heroes of Might &amp;#x26; Magic: Olden Era&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/games/olden-era/&quot;&gt;Official Heroes of Might &amp;#x26; Magic: Olden Era website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>The Guild Europa 1410: The Medieval Dynasty Sim Returns in Early Access on July 16</title><link>https://after-strategy.com/en/the-guild-europa-1410-early-access-preview-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/the-guild-europa-1410-early-access-preview-2026/</guid><description>The Guild Europa 1410 launches Early Access on Steam July 16, 2026. Build a medieval dynasty in 4 cities, choose from 11 professions and master politics and trade.</description><pubDate>Sat, 04 Jul 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;twenty-four-years-later-the-medieval-dynasty-sim-is-back&quot;&gt;Twenty-Four Years Later, the Medieval Dynasty Sim Is Back&lt;/h2&gt;
&lt;p&gt;In 2002, &lt;em&gt;Europa 1400: The Guild&lt;/em&gt; introduced a unique genre: a medieval simulation where you played not as a king or a general, but as a craftsman or merchant building a powerful family legacy. Twenty-four years later, Ashborne Games and THQ Nordic are reviving the formula with &lt;strong&gt;The Guild – Europa 1410&lt;/strong&gt;, arriving in &lt;strong&gt;Early Access on Steam on July 16, 2026&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-1.webp&quot; alt=&quot;The Guild Europa 1410 official screenshot showing map, units or combat 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-1-480w.webp 480w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-1-800w.webp 800w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;
The stakes are real. The Guild 3, released in 2017, left a bitter taste: invasive bugs, broken AI, and a divisive art direction had tarnished the series’ reputation. Europa 1410 takes the opposite approach, going back to the foundations that made the original so compelling.&lt;/p&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of Contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#rebuilding-a-series-after-the-guild-3&quot;&gt;Rebuilding a Series After The Guild 3&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#4-cities-11-professions-one-dynasty-to-build&quot;&gt;4 Cities, 11 Professions, One Dynasty to Build&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#economy-politics-and-intrigue-the-three-pillars&quot;&gt;Economy, Politics, and Intrigue: The Three Pillars&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#what-to-expect-from-early-access&quot;&gt;What to Expect From Early Access&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;rebuilding-a-series-after-the-guild-3&quot;&gt;Rebuilding a Series After The Guild 3&lt;/h3&gt;
&lt;p&gt;Ashborne Games, a Czech studio staffed by genre veterans, was brought in by THQ Nordic to restore the franchise. The title choice is symbolic: by going back to &lt;strong&gt;1410&lt;/strong&gt; — a more typical medieval setting than The Guild 3’s 16th century — the developers signal a clear return to the series’ DNA.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-2.webp&quot; alt=&quot;The Guild Europa 1410 official screenshot showing map, units or combat 2&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-2-480w.webp 480w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-2-800w.webp 800w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;
Powered by &lt;strong&gt;Unreal Engine 5&lt;/strong&gt;, the visual leap is significant, but the stated ambition goes beyond graphics. The demo shown at &lt;strong&gt;Steam Next Fest in June 2026&lt;/strong&gt; ranked in the top 25 most-played demos — strong evidence that appetite for this type of simulation is alive and well.&lt;/p&gt;
&lt;p&gt;The official announcement came at the &lt;strong&gt;THQ Nordic Digital Showcase in August 2025&lt;/strong&gt;, where a live-action trailer set the stage: rival families, bustling medieval streets, and the promise of a living world where every NPC pursues their own ambitions.&lt;/p&gt;
&lt;h3 id=&quot;4-cities-11-professions-one-dynasty-to-build&quot;&gt;4 Cities, 11 Professions, One Dynasty to Build&lt;/h3&gt;
&lt;p&gt;The Early Access launch will feature four cities inspired by Central European medieval history:&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-3.webp&quot; alt=&quot;The Guild Europa 1410 official screenshot showing map, units or combat 3&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-3-480w.webp 480w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-3-800w.webp 800w, /images/articles/the-guild-europa-1410-early-access-preview-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Kuttenberg&lt;/strong&gt; (today’s Kutná Hora, Czech Republic) — a mining and trading hub&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Nuremberg&lt;/strong&gt; (Germany) — a commercial and political crossroads&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Graz&lt;/strong&gt; (Austria) — an aristocratic city&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Wroclaw&lt;/strong&gt; (Poland) — a flourishing trade port&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Each city has its own districts, factions, and economic dynamics. On the profession side, 11 trades will be available from day one: &lt;strong&gt;blacksmith, alchemist, tailor, stonemason&lt;/strong&gt;, plus farmer, baker, brewer, and even criminal for those who prefer the shadowy path.&lt;/p&gt;
&lt;p&gt;The central objective remains unchanged since 2002: start with nothing and &lt;strong&gt;build an influential dynasty&lt;/strong&gt;. You run a workshop, expand it, hire employees, marry a strategic partner and have children who carry on after your death. Dynastic continuity was at the heart of the original — it returns as the backbone of Europa 1410.&lt;/p&gt;
&lt;h3 id=&quot;economy-politics-and-intrigue-the-three-pillars&quot;&gt;Economy, Politics, and Intrigue: The Three Pillars&lt;/h3&gt;
&lt;p&gt;Gameplay rests on three mutually reinforcing systems:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Trade and Crafts&lt;/strong&gt;: manage your production chains, set prices, and forge contracts with other merchants. The higher your reputation, the better your margins and opportunities.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Politics&lt;/strong&gt;: running for official positions (advisor, guild master, bailiff) grants privileged access to information and levers of power. Rivals can be pushed aside through political favor… or blackmail.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Intrigue&lt;/strong&gt;: espionage, manipulation, and well-placed arrests — social climbing in The Guild has never been clean. Europa 1410 promises to restore this dimension that made the original so memorable.&lt;/p&gt;
&lt;p&gt;Multiplayer will be added progressively during the Early Access phase, opening the door to dynastic rivalries between players.&lt;/p&gt;
&lt;h3 id=&quot;what-to-expect-from-early-access&quot;&gt;What to Expect From Early Access&lt;/h3&gt;
&lt;p&gt;THQ Nordic has clarified that Early Access will primarily be used to refine economic balance and add content (additional cities, professions, and advanced dynastic mechanics). The studio has learned from The Guild 3 by communicating a &lt;strong&gt;clear roadmap&lt;/strong&gt; and involving the community from the demo stage.&lt;/p&gt;
&lt;p&gt;The duration of Early Access hasn’t been specified, but the stated ambition — a living medieval world, credible rival AI, and a complete dynasty system — suggests the road to 1.0 will be long. What matters is that the foundations appear solid.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Guild – Europa 1410&lt;/strong&gt; is available to &lt;strong&gt;wishlist on Steam&lt;/strong&gt; (App ID 2977260) ahead of its July 16 Early Access launch. Fans of medieval management games may also want to check out our coverage of &lt;a href=&quot;/en/manor-lords-complete-guide-strategy-city-builder-2026/&quot;&gt;Manor Lords&lt;/a&gt;, another ambitious medieval game still in active development.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/2977260/The_Guild__Europa_1410/&quot;&gt;Official Steam page for The Guild - Europa 1410&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://theguild.thqnordic.com/&quot;&gt;Official The Guild - Europa 1410 website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item><item><title>MENACE in Early Access: Overhype swaps the sword for the rifle, not the tension</title><link>https://after-strategy.com/en/menace-early-access-review-overhype-studios-battle-brothers-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/menace-early-access-review-overhype-studios-battle-brothers-2026/</guid><description>MENACE carries Battle Brothers&apos; cruelty into tactical sci-fi. After the SL Update 1, its Early Access finally shows a far clearer direction.</description><pubDate>Mon, 29 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;MENACE does not need to sell itself as “XCOM in space.” The label helps place it, but it also shrinks it. What makes Overhype Studios interesting is not that shields became rifles: it is that they kept a very specific obsession, making every tactical decision leave a scar on the campaign.&lt;/p&gt;
&lt;p&gt;The game arrived on Steam in Early Access on &lt;strong&gt;February 5, 2026&lt;/strong&gt;, published by Hooded Horse, and it has already had a first major course correction. The &lt;strong&gt;SL Update 1&lt;/strong&gt; was not a cosmetic patch: it removed the unpopular &lt;em&gt;promotion tax&lt;/em&gt;, adjusted supply costs, and reworked the Construct faction.&lt;/p&gt;
&lt;p&gt;What matters now is not whether MENACE is “already finished.” It is not. Our reading is clear: it rewards patient players because it dares to be rough, but it will only become great if Overhype separates smart harshness from pointless friction.&lt;/p&gt;
&lt;h2 id=&quot;you-dont-command-heroes-you-manage-losses&quot;&gt;You don’t command heroes, you manage losses&lt;/h2&gt;
&lt;p&gt;The real difference with XCOM is emotional scale. XCOM turns each soldier into an individual, almost cinematic piece. MENACE thinks more in terms of &lt;strong&gt;squads&lt;/strong&gt;, resources, accumulated casualties and trade-offs. Losing people does not just fail a mission: it spends future.&lt;/p&gt;
&lt;p&gt;That nuance matters because Overhype has always handled discomfort well. Battle Brothers was not brilliant for its pretty duels, but because every victory could leave you worse off than before: a one-eyed veteran, a broken economy, a company too battered to take the next contract. MENACE tries to move that cruel arithmetic onto an interplanetary front.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-1.webp&quot; alt=&quot;MENACE presents turn-based tactical combat with squads deployed between buildings and industrial cover&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-1-480w.webp 480w, /images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-1-800w.webp 800w, /images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;The sci-fi dressing is not just scenery. It lets the game bring in vehicles, heavy weapons, orbital support, rival human factions and threats less legible than a band of raiders. MENACE aims for that rare zone where turn-based tactics meets the light wargame: enough simulation to generate emergent stories, without turning every mission into a spreadsheet.&lt;/p&gt;
&lt;h2 id=&quot;sl-update-1-fixes-the-wrong-kind-of-friction&quot;&gt;SL Update 1 fixes the wrong kind of friction&lt;/h2&gt;
&lt;p&gt;The most important data point of these months is not an average score or a Steam tag. It is the kind of change Overhype chose to make first.&lt;/p&gt;
&lt;p&gt;The &lt;em&gt;promotion tax&lt;/em&gt; penalised unit promotions with extra costs. In theory it protected squad balance. In practice it turned good news into a chore: progressing could feel like a fine. Overhype removed it and rebalanced supply costs to compensate. A small decision on the surface, but revealing in editorial terms.&lt;/p&gt;
&lt;p&gt;A healthy Early Access is not the one that adds content endlessly. It is the one that identifies which part of its harshness produces tension and which part only produces chafing. MENACE needs to be severe. It does not need to punish the player for feeling their squad advance.&lt;/p&gt;
&lt;p&gt;The same update touched the &lt;strong&gt;Construct&lt;/strong&gt;. According to the summary published by PC Gamer, drones became more numerous but individually more fragile, soldiers lost their rockets, and Guncrawlers inherited the anti-vehicle threat role. A high-tier support unit also arrived.&lt;/p&gt;
&lt;p&gt;That redesign heads the right way: an enemy faction should not be hard because it soaks more damage. It should force you to re-read the map.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-2.webp&quot; alt=&quot;MENACE uses science-fiction maps with vehicles, cover and objectives that force careful positioning and resource management&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-2-480w.webp 480w, /images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-2-800w.webp 800w, /images/articles/menace-early-access-review-overhype-studios-battle-brothers-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;what-menace-inherits-from-battle-brothers&quot;&gt;What MENACE inherits from Battle Brothers&lt;/h2&gt;
&lt;p&gt;There is a direct line between Battle Brothers and MENACE, but not in genre. It is in the way mistakes turn into narrative.&lt;/p&gt;
&lt;p&gt;In Battle Brothers, a bad pursuit could end with two brothers dead, a failed contract and the company selling gear to pay wages. In MENACE, the same logic shifts to soldiers, vehicles, supplies and factions. The fantasy is no longer “my small band survives the medieval mud,” but “my military operation tries not to break in a hostile system.”&lt;/p&gt;
&lt;p&gt;That is where the strong promise appears: campaigns you do not just win, but endure. Missions where a timely retreat is worth more than clearing the map. Decisions where sending more soldiers raises immediate safety but drains a reserve you may need later.&lt;/p&gt;
&lt;p&gt;It is a less clean fantasy than the perfect strike team. And that suits it. Memorable tactics games do not make you feel smart all the time: they force you to tell apart a good plan, an expensive plan, and a plan that only looks good because you have not yet paid its consequences.&lt;/p&gt;
&lt;h2 id=&quot;what-it-still-has-to-prove&quot;&gt;What it still has to prove&lt;/h2&gt;
&lt;p&gt;Caution is still in order. MENACE is in Early Access, and Overhype plans a long development runway before version 1.0. In a game like this, balance can change completely: costs, factions, maps, campaign pacing, event variety and economic pressure.&lt;/p&gt;
&lt;p&gt;The main risk is not technical. It is identity. If MENACE becomes too gentle, it loses the tension that makes it special. If it becomes too opaque, it will only speak to players who already forgave every rough edge in Battle Brothers. The fine line sits between the two: explain more clearly without domesticating, punish less through the interface and more through decisions.&lt;/p&gt;
&lt;p&gt;That balance will be measured through consequences, not the size of the patch notes. A casualty can create a memorable campaign when the player understands which choice exposed the squad and what could change next time. It becomes mere irritation when the relevant information appears only after the punishment. Future updates need to preserve tactical uncertainty while making campaign costs legible enough for failure to teach something.&lt;/p&gt;
&lt;p&gt;The real breadth of the campaign also remains to be seen. Impressions published by GamesRadar stress the strength of its missions and how each loss turns into strategic pressure. That is promising, but a tactics game of this kind lives or dies on repetition: how many times it can ask for “one more mission” before maps, enemies and objectives start to sound alike.&lt;/p&gt;
&lt;p&gt;Variety alone will not solve that problem. MENACE also needs operations to ask different strategic questions: when to risk a vehicle, when to preserve an experienced squad, when a retreat protects more value than an objective provides. If every mission rewards the same cautious formation, the campaign layer will become bookkeeping. If enemy factions and supply constraints keep changing the acceptable cost of victory, Overhype will have translated the best part of Battle Brothers rather than merely borrowing its reputation.&lt;/p&gt;
&lt;h2 id=&quot;buy-in-now-or-wait&quot;&gt;Buy in now or wait&lt;/h2&gt;
&lt;p&gt;Buying in now makes sense for three profiles: Battle Brothers fans who want to watch Overhype learn in real time, turn-based tactics players who enjoy hard systems, and anyone who accepts that a campaign can change between patches. It is not a universal recommendation.&lt;/p&gt;
&lt;p&gt;If you want a finished campaign, stable balance and an experience without visible patchwork, wait. The good news is that MENACE seems to be asking the right questions: SL Update 1 fixed structural friction, not just numbers, and the Construct rework aims at enemies with more identity, not more hit points. The recommendation stays conditional: yes for patient tactical players, no for anyone expecting a 1.0 disguised as Early Access. For more of Hooded Horse’s tactical lineup, our &lt;a href=&quot;/en/xcom-2-complete-guide-tactical-strategy-2026/&quot;&gt;complete XCOM 2 guide&lt;/a&gt; covers the benchmark this genre keeps measuring itself against.&lt;/p&gt;
&lt;p&gt;Sources: &lt;a href=&quot;https://store.steampowered.com/app/2432860/MENACE/&quot;&gt;Steam — MENACE&lt;/a&gt;, &lt;a href=&quot;https://steamstore-a.akamaihd.net/news/externalpost/steam_community_announcements/1836506165549150&quot;&gt;Steam — SL Update 1&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/games/strategy/menace-launch-time-release-date/&quot;&gt;PC Gamer — launch date&lt;/a&gt;, &lt;a href=&quot;https://www.pcgamer.com/games/strategy/menaces-first-major-early-access-update-overhauls-its-least-interesting-faction-and-jettisons-its-reviled-promotion-tax-system-we-have-done-away-with-it/&quot;&gt;PC Gamer — SL Update 1&lt;/a&gt;, &lt;a href=&quot;https://www.gamesradar.com/games/strategy/after-losing-92-soldiers-in-menace-ill-never-call-xcom-brutal-again/&quot;&gt;GamesRadar — impressions after launch&lt;/a&gt;.&lt;/p&gt;</content:encoded><category>tour-par-tour</category></item><item><title>HoMM Olden Era faction tier list 2026 — which army should you pick?</title><link>https://after-strategy.com/en/heroes-olden-era-faction-tier-list-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/heroes-olden-era-faction-tier-list-2026/</guid><description>Complete tier list of all 6 factions in Heroes of Might &amp; Magic: Olden Era — Dungeon, Necropolis, Grove, Temple, Hive and Schism ranked by power, playstyle and accessibility.</description><pubDate>Wed, 24 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;six-factions-six-combat-philosophies&quot;&gt;Six factions, six combat philosophies&lt;/h2&gt;
&lt;p&gt;Heroes of Might &amp;#x26; Magic: Olden Era crossed one million copies sold within its first month following Early Access launch on April 30, 2026 — a milestone that confirms the enduring appeal of the HoMM formula. But with six factions offering genuinely distinct mechanics developed by Unfrozen, choosing your starting army can be decisive, especially in multiplayer or on the most competitive random maps.&lt;/p&gt;
&lt;p&gt;This tier list ranks all six factions across three axes: &lt;strong&gt;raw power&lt;/strong&gt; in the current meta, &lt;strong&gt;accessibility&lt;/strong&gt; for players new to the game, and &lt;strong&gt;versatility&lt;/strong&gt; against both AI and human opponents.&lt;/p&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#h-s-tier&quot;&gt;S-Tier: Dungeon&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-a-tier&quot;&gt;A-Tier: Necropolis and Grove&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-b-tier&quot;&gt;B-Tier: Temple and Hive&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-c-tier&quot;&gt;C-Tier: Schism&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-pick&quot;&gt;Which faction suits your playstyle?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#h-tips&quot;&gt;Faction Laws and morale: two rules you can’t ignore&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;h-s-tier&quot;&gt;S-Tier: Dungeon — the power of the Alvar Pact&lt;/h3&gt;
&lt;p&gt;Dungeon represents the Alvar Pact, an underground coalition of dark elves, minotaurs, medusae and dragons. It is the strongest faction in the current Early Access, and that dominance rests on a single defining principle: &lt;strong&gt;every unit can switch between two attack modes&lt;/strong&gt; depending on the situation. This tactical flexibility — unique to Dungeon — lets you adapt in real time to enemy compositions, counter specific threats and maintain constant pressure across all stages of the game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Onyx Dancers&lt;/strong&gt; rank as the best starting units in the game according to most community tier lists: mobile, versatile, they let you set an aggressive pace from turn one. Their only weakness is low Initiative, which demands more forward planning when sequencing actions compared to other factions.&lt;/p&gt;
&lt;p&gt;Mid-game, Dungeon deepens with high-damage units that benefit from faction synergies. A fully developed late-game army with dragons is simply overwhelming when the scaling goes to plan. Dungeon rewards players who want to dominate — and equally rewards mastery of its advanced mechanics.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-1.webp&quot; alt=&quot;Hexagonal battle in Heroes of Might &amp;#x26; Magic: Olden Era — tactical faction combat on the hex grid&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-1-480w.webp 480w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-1-800w.webp 800w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;h-a-tier&quot;&gt;A-Tier: Necropolis and Grove — powerful and more forgiving&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Necropolis (Shadowspire)&lt;/strong&gt; is the undead faction, ruled by Necromancers and Vampires. Its signature mechanic: units that fall in combat rise again after each battle as skeletons or undead, generating a continuous stream of passive reinforcements. This accumulation mechanic makes Necropolis especially threatening in long campaign games where every engagement strengthens rather than depletes the army.&lt;/p&gt;
&lt;p&gt;Its weakness is a slow early game. Opening turns are less explosive than Dungeon’s, and impatient players may feel at a disadvantage before the snowball begins. In experienced hands on longer maps, however, Necropolis becomes very difficult to stop.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Grove (Murmurwoods)&lt;/strong&gt; brings together the creatures of the forest — elemental spirits, fey folk and spellcasters. It is the &lt;strong&gt;most accessible faction for beginners&lt;/strong&gt; without sacrificing competitive viability. Its early advantage comes from ranged damage spread across multiple unit tiers: Fauns, Faun Archers, Aqualotls and Herbomancers provide consistent backline output that teaches positioning and rear-line management naturally.&lt;/p&gt;
&lt;p&gt;Grove also forgives early mistakes more than most factions, particularly positioning errors in the opening turns.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-2.webp&quot; alt=&quot;Heroes of Might &amp;#x26; Magic: Olden Era adventure map — turn-based exploration with heroes and resource management&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-2-480w.webp 480w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-2-800w.webp 800w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;h-b-tier&quot;&gt;B-Tier: Temple and Hive — solid but more specialized&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Temple&lt;/strong&gt; represents humans guided by the High Inquisition. Its starting cavalry is strong, its economy scales stably and its buff mechanics are among the most intuitive in the game. For these reasons, &lt;strong&gt;Temple is the other faction recommended for beginners&lt;/strong&gt;: it teaches HoMM fundamentals — frontline tanking, buffing key units, controlling resources — without throwing confusing mechanics at new players.&lt;/p&gt;
&lt;p&gt;Its power ceiling is lower than Dungeon or Necropolis in advanced mid-game, however. Against experienced players, Temple lacks the flexibility to reverse unfavorable situations. A solid faction for learning the game, less ideal for pushing competitive ladders.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Hive&lt;/strong&gt; plays on a swarm mentality: fast units, precise strikes, quantity over individual quality. The faction shines in aggressive early rushes and quick confrontations but struggles in long attrition games where the depth of other factions expresses itself fully. Its swarm interaction kit demands a learning curve that beginners may find counterintuitive.&lt;/p&gt;
&lt;h3 id=&quot;h-c-tier&quot;&gt;C-Tier: Schism — promising, watch for patches&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Schism&lt;/strong&gt; is a splinter group of the Alvar Pact that awakened eldritch monsters from the Plane Between Planes. It is the most thematically original faction and the least optimized mechanically in the current Early Access state.&lt;/p&gt;
&lt;p&gt;Its eldritch units have unpredictable behaviors that can catch opponents off guard — but can also backfire against their own army. This asymmetry is fascinating in theory and difficult to master in practice. Unfrozen has confirmed balance passes in its 2026 roadmap; Schism is worth reassessing after each major update.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-3.webp&quot; alt=&quot;Heroes of Might &amp;#x26; Magic: Olden Era town screen — faction unit recruitment and building management interface&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-tier-list-factions-2026/screenshot-3-480w.webp 480w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-3-800w.webp 800w, /images/articles/homm-olden-era-tier-list-factions-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;h-pick&quot;&gt;Which faction suits your playstyle?&lt;/h3&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;
































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Playstyle&lt;/th&gt;&lt;th&gt;Recommended faction&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;Complete beginner&lt;/td&gt;&lt;td&gt;Grove or Temple&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Aggressive, early tempo&lt;/td&gt;&lt;td&gt;Dungeon or Hive&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Economy and long attrition&lt;/td&gt;&lt;td&gt;Necropolis&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Map exploration, campaign&lt;/td&gt;&lt;td&gt;Necropolis or Grove&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Advanced mastery, multiplayer&lt;/td&gt;&lt;td&gt;Dungeon&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;Experimentation, asymmetric play&lt;/td&gt;&lt;td&gt;Schism&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;h3 id=&quot;h-tips&quot;&gt;Faction Laws and morale: two rules you can’t ignore&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Faction Laws&lt;/strong&gt; are chains of upgrades unique to each faction, unlocked through points accumulated during combat. These progressive bonuses define your army’s identity from mid-game onward. Two players running the same faction can produce very different results depending on their Law choices — this is one of the layers of depth that sets Olden Era apart from a classic HoMM game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Army morale&lt;/strong&gt;: units from different factions within the same army suffer a Morale penalty that reduces their stats in combat. Prefer single-faction compositions or split factions across two distinct heroes if you want to leverage cross-faction synergies without the morale hit.&lt;/p&gt;
&lt;p&gt;With 90% positive reviews on Steam and one million copies sold, Olden Era is one of the most successful strategy releases of 2026. Our &lt;a href=&quot;/en/heroes-might-magic-olden-era-early-access-review-2026/&quot;&gt;full Early Access review&lt;/a&gt; and the breakdown of the &lt;a href=&quot;/en/homm-olden-era-1-million-sold-roadmap-2026/&quot;&gt;1 million sold milestone and 2026 roadmap&lt;/a&gt; give you a complete picture of where the game stands today.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/&quot;&gt;Official Steam page for Heroes of Might &amp;#x26; Magic: Olden Era&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/games/olden-era/&quot;&gt;Official Heroes of Might &amp;#x26; Magic: Olden Era website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>HoMM Olden Era: 1 Million Copies Sold and an Ambitious Early Access Roadmap</title><link>https://after-strategy.com/en/homm-olden-era-1-million-sold-roadmap-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/homm-olden-era-1-million-sold-roadmap-2026/</guid><description>Heroes of Might &amp; Magic: Olden Era hits 1 million Early Access sales and reveals its 2026 roadmap: Teamplay in Q3, matchmaking overhaul in Q4, and underground.</description><pubDate>Sat, 06 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;heroes-of-might--magic-olden-era-crosses-1-million-copies-and-reveals-its-early-access-roadmap&quot;&gt;Heroes of Might &amp;#x26; Magic: Olden Era Crosses 1 Million Copies and Reveals Its Early Access Roadmap&lt;/h2&gt;
&lt;p&gt;Released in Early Access on &lt;strong&gt;April 30, 2026&lt;/strong&gt;, &lt;strong&gt;Heroes of Might &amp;#x26; Magic: Olden Era&lt;/strong&gt; — developed by &lt;strong&gt;Unfrozen&lt;/strong&gt;, published by &lt;strong&gt;Hooded Horse&lt;/strong&gt; — surpassed 500,000 copies sold in its first 72 hours. On &lt;strong&gt;May 28, 2026&lt;/strong&gt;, the studio announced crossing the &lt;strong&gt;one million copies milestone&lt;/strong&gt; in under a month, simultaneously releasing a detailed &lt;strong&gt;preliminary Early Access roadmap&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;One million copies, concrete timelines, and structured stages: this revival of the legendary strategy franchise is built to last.&lt;/p&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of Contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#game-state&quot;&gt;Where Is the Game Now?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#stage-1&quot;&gt;Stage 1 — Q3 2026: Teamplay and Advanced Map Generator&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#stage-2&quot;&gt;Stage 2 — Q4 2026: Matchmaking, Subclasses, and Replays&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#long-term&quot;&gt;Long-Term Goals: Underground, Roguelike, and Full Campaign&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#franchise&quot;&gt;What This Means for the Franchise&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;game-state&quot;&gt;Where Is the Game Now?&lt;/h3&gt;
&lt;p&gt;The Early Access already features six playable factions — Temple, Grove, Dungeon, Necropolis, Schism, and Hive — with customizable heroes, city development, and turn-based tactical battles on hexagonal battlefields. The game is priced at &lt;strong&gt;$39.99 on Steam&lt;/strong&gt; and is also part of &lt;strong&gt;PC Game Pass&lt;/strong&gt; since launch.&lt;/p&gt;
&lt;p&gt;Since April, Unfrozen has shipped several patches: multiplayer UI improvements, turn-timer refinements for fairer online matches, crash fixes, and a new “Moderate” difficulty setting. For a full look at the game’s launch state, check out our &lt;a href=&quot;/en/heroes-might-magic-olden-era-early-access-review-2026/&quot;&gt;HoMM: Olden Era Early Access review&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1.webp&quot; alt=&quot;HoMM: Olden Era faction selection screen — six factions available in Early Access&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;stage-1&quot;&gt;Stage 1 — Q3 2026: Teamplay and Advanced Map Generator&lt;/h3&gt;
&lt;p&gt;The community’s most requested feature leads the roadmap. &lt;strong&gt;Stage 1&lt;/strong&gt; (planned for Q3 2026) includes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Teamplay Mode&lt;/strong&gt; — team vs team (2v2, 3v3) against other players or AI. Unfrozen confirmed this is the single most-requested feature.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Advanced Random Map Generator&lt;/strong&gt; — more customization options: density settings, zone types, and events for greater variety.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hero Skills Rebalance&lt;/strong&gt; — in-depth revision of the skill system to break rigid metas and encourage build diversity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Emote Wheel Update&lt;/strong&gt; — social experience improvements for online play.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;stage-2&quot;&gt;Stage 2 — Q4 2026: Matchmaking, Subclasses, and Replays&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stage 2&lt;/strong&gt; (Q4 2026) focuses on competitive infrastructure and class depth:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Matchmaking System Rework&lt;/strong&gt; — redesigned queue for more balanced games, especially in ranked modes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Subclass System Rebalance&lt;/strong&gt; — revising advanced class progression for more viable tournament diversity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Observer Mode &amp;#x26; Replays&lt;/strong&gt; — watch live games or review your own battles; essential for competitive improvement.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Alternative Creature Upgrade Rebalance&lt;/strong&gt; — upgrade choices should carry greater strategic weight.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2.webp&quot; alt=&quot;Random multi-faction map in HoMM: Olden Era — strategic board overview&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;long-term&quot;&gt;Long-Term Goals: Underground, Roguelike, and Full Campaign&lt;/h3&gt;
&lt;p&gt;Beyond the two stages, the roadmap lists &lt;strong&gt;general Early Access objectives&lt;/strong&gt;:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;












































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Feature&lt;/th&gt;&lt;th&gt;Details&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Underground Layer&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;A simultaneous map level with unique terrain, objects, and music — a HoMM III hallmark&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Thieves’ Guild&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Return of the espionage institution from the classic series&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Tier 8 Neutral Creatures&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;High-tier neutral creatures populating the maps&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Map Editor Improvements&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Enhanced editor and map-sharing between players&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Ironman Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Permadeath for the solo campaign&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Match Statistics&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;End-of-match data for performance analysis&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;New PvE Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;An alternative co-op or solo mode in development&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Roguelike Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Procedural runs — currently being explored&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Complete Solo Campaign&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Finalizing the game’s main story&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;The Underground Layer is particularly anticipated — it’s one of HoMM III’s defining mechanics, and its absence in the current build remains the clearest sign that the game is still under development.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3.webp&quot; alt=&quot;Tactical hexagonal battle in HoMM: Olden Era — turn-based combat phase&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;franchise&quot;&gt;What This Means for the Franchise&lt;/h3&gt;
&lt;p&gt;One million copies in under a month — for an Early Access title in a franchise that had been dormant for years — sends an unmistakable signal: the demand was real. Unfrozen delivered something solid enough to win over players well beyond nostalgic HoMM III fans.&lt;/p&gt;
&lt;p&gt;The roadmap is clearly structured with concrete timelines, a sharp contrast with vague Early Access projects that keep milestones intentionally fuzzy. If Unfrozen delivers on the Q3/Q4 schedule, Olden Era could reach a very complete state before end of 2026, well ahead of a full 1.0 launch.&lt;/p&gt;
&lt;p&gt;Whether you’re a HoMM III veteran or new to the franchise, this is a strong moment to jump in.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/&quot;&gt;Official Steam page for Heroes of Might &amp;#x26; Magic: Olden Era&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/games/olden-era/&quot;&gt;Official Heroes of Might &amp;#x26; Magic: Olden Era website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Heroes of Might &amp; Magic: Olden Era — Early Access Analysis After the Million-Copy Milestone</title><link>https://after-strategy.com/en/heroes-might-magic-olden-era-early-access-review-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/heroes-might-magic-olden-era-early-access-review-2026/</guid><description>Olden Era passed one million Early Access copies. We break down Unfrozen&apos;s factions, Faction Laws and game modes — no hype, no hands-on claims.</description><pubDate>Wed, 13 May 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;a-million-copies-settles-the-credibility-question&quot;&gt;A Million Copies Settles the Credibility Question&lt;/h2&gt;
&lt;p&gt;On May 28, 2026, Unfrozen announced that Heroes of Might &amp;#x26; Magic: Olden Era had passed one million copies sold. The milestone landed less than a month after its Early Access launch on April 30. Sales say nothing about the content itself, but they change the question. The franchise has already come back commercially. What does this Early Access build contain once the launch noise fades?&lt;/p&gt;
&lt;p&gt;Ten years separate the quiet release of Heroes of Might &amp;#x26; Magic VII in 2015 from this comeback, built by independent studio Unfrozen and distributed by Hooded Horse. In between, the franchise mostly survived through mobile spin-offs and re-releases, never through a genuine turn-based successor. This gap explains part of why the million-copy figure landed so hard in strategy circles.&lt;/p&gt;
&lt;p&gt;This piece does not claim any hands-on time with Olden Era. It analyzes what the studio and the Steam listing confirm, faction by faction and system by system, without repeating the unverifiable numbers and impressions that circulated at launch.&lt;/p&gt;
&lt;h3 id=&quot;an-early-access-build-not-a-finished-release&quot;&gt;An Early Access Build, Not a Finished Release&lt;/h3&gt;
&lt;p&gt;Worth stating plainly before going further: Olden Era is sold and presented as Early Access, not a full release. Every system described below should be read with that distinction in mind. A Faction Laws tree or a game mode confirmed today can still be adjusted, expanded, or rebalanced before version 1.0, and Unfrozen’s own communication doesn’t claim otherwise.&lt;/p&gt;
&lt;p&gt;That structural caution shapes how the rest of this article should be read. Each section describes a system confirmed by Steam or by Unfrozen, not a verdict on its balance or its staying power over long sessions. Making that call needs playtime this article doesn’t claim to have.&lt;/p&gt;
&lt;h3 id=&quot;six-confirmed-factions-at-early-access-launch&quot;&gt;Six Confirmed Factions at Early Access Launch&lt;/h3&gt;
&lt;p&gt;Early Access ships with six playable factions: &lt;strong&gt;Temple, Dungeon, Schism, Grove, Necropolis and Hive&lt;/strong&gt;. No seventh faction has been confirmed at this stage by Unfrozen or by the Steam listing; any longer list circulating online is community speculation, not official information.&lt;/p&gt;
&lt;p&gt;Each faction has its own Faction Laws tree and its own active abilities, two systems covered in more detail below. That architecture, more than the raw faction count, is what carries the real promise of the game: reviving the series’ turn-based formula instead of settling for a graphical reskin of Heroes III. Six factions at an Early Access launch is a solid number for this kind of release; whether that number grows is for version 1.0 to prove, not for this article to predict.&lt;/p&gt;
&lt;p&gt;Judging that roster against a franchise entry’s full, post-expansion lineup would be an unfair comparison at this stage. Olden Era is a first Early Access build, not a finished product with years of content updates behind it. The fairer question is whether these six factions play differently enough from each other to justify the wait, and that’s a question only the Faction Laws system, detailed next, can really answer.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-1.webp&quot; alt=&quot;Strategic map of Heroes of Might &amp;#x26; Magic: Olden Era showing terrain exploration and resource nodes to capture&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-1-480w.webp 480w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-1-800w.webp 800w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;faction-laws-and-active-abilities-the-two-systems-to-watch&quot;&gt;Faction Laws and Active Abilities: the Two Systems to Watch&lt;/h3&gt;
&lt;p&gt;Unfrozen presents the &lt;strong&gt;Faction Laws&lt;/strong&gt; system as the mechanic that separates each side beyond its unit roster. In practice it’s a ruleset unique to each faction, unlocked over the course of a match, that reshapes how that faction is meant to be played. Without direct access to the game, there’s no way to judge real balance here. Only the structure of the system is confirmed by official sources, not how it feels across a full campaign.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Active abilities&lt;/strong&gt; round out that system in combat: they trigger on command, unlike passive bonuses that apply automatically every round. Together, Faction Laws and active abilities form the customization layer Unfrozen points to as the justification for Early Access rather than an immediate full launch.&lt;/p&gt;
&lt;p&gt;Every modular rule tree carries the same risk: if one Law clearly outperforms the rest, the entire tree collapses into a single optimal path and the promise of customization falls apart. That’s something only time and a community that has picked the system apart can verify — not launch-day marketing copy.&lt;/p&gt;
&lt;p&gt;The opposite risk exists too. A tree that’s too flat can make every choice feel interchangeable, which kills strategic interest just as effectively as one Law that clearly outperforms the rest. Between those two traps, Unfrozen’s margin for error is narrow, and it’s exactly the kind of tuning an Early Access period is supposed to sharpen before a final release.&lt;/p&gt;
&lt;h3 id=&quot;solo-content-tutorial-campaign-act-one-and-ready-made-scenarios&quot;&gt;Solo Content: Tutorial, Campaign Act One, and Ready-Made Scenarios&lt;/h3&gt;
&lt;p&gt;Solo content in Early Access is deliberately limited: a &lt;strong&gt;tutorial&lt;/strong&gt;, the &lt;strong&gt;first act&lt;/strong&gt; of the narrative campaign, and a handful of &lt;strong&gt;ready-made scenarios&lt;/strong&gt; playable independently of the main story. That reduced scope lines up with Early Access status — Unfrozen doesn’t promise a complete campaign at launch, and neither does the store listing.&lt;/p&gt;
&lt;p&gt;A player who wants a full, complete narrative experience right now won’t find it in Early Access yet. But for anyone testing the core strategic loop — exploration, town management, tactical combat — before committing to version 1.0, this slice is already enough to get a feel for the game’s skeleton.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-2.webp&quot; alt=&quot;Hexagonal combat in Olden Era: Temple units face off against the Necropolis&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-2-480w.webp 480w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-2-800w.webp 800w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;classic-single-hero-and-arena-three-modes-solo-and-multiplayer&quot;&gt;Classic, Single Hero and Arena: Three Modes, Solo and Multiplayer&lt;/h3&gt;
&lt;p&gt;Three modes ship with Early Access: &lt;strong&gt;Classic&lt;/strong&gt;, the full formula of exploration, town management and combat, and &lt;strong&gt;Single Hero&lt;/strong&gt;, a leaner variant built around a single commander. &lt;strong&gt;Arena&lt;/strong&gt; rounds out the lineup, geared toward faster, more direct fighting. All three are playable both solo against the AI and in multiplayer, which gives Early Access several distinct entry points.&lt;/p&gt;
&lt;p&gt;A player short on time can stick to Arena for quick matches, while a series veteran will likely head straight for Classic to find the franchise’s full loop. How these three modes balance against each other over the long run is a question only sustained community playtime, spread across months, can settle properly.&lt;/p&gt;
&lt;p&gt;Multiplayer being available across all three modes from day one of Early Access is worth flagging on its own. Many strategy titles push that piece to a later update, precisely because it demands heavy synchronization and anti-cheat work. Shipping it at launch says more about where Unfrozen puts its priorities — competitive online play — than any marketing statement could.&lt;/p&gt;
&lt;h3 id=&quot;the-million-copy-milestone-what-it-actually-changes&quot;&gt;The Million-Copy Milestone: What It Actually Changes&lt;/h3&gt;
&lt;p&gt;The May 28, 2026 announcement puts Olden Era among the fastest strategy Early Access titles to reach that threshold in recent years. For an independent studio like Unfrozen, that number most likely secures funding for the rest of this year’s promised roadmap — it doesn’t guarantee anything about the finished game’s quality.&lt;/p&gt;
&lt;p&gt;The practical consequence for players is different. A title that has already hit this sales level statistically stands a better chance of getting real ongoing support than a niche Early Access release struggling to fund its own roadmap. That’s not a quality guarantee, but it’s an economic signal that would be dishonest to ignore when weighing the risk of buying into Early Access.&lt;/p&gt;
&lt;p&gt;This signal should still be read for what it is: a sales figure, not a quality score. An Early Access title can sell a million copies on nostalgia for the license alone, then stall on content if the studio doesn’t follow through. Nothing in the May 28 announcement prejudges what comes next — it simply documents a strong commercial starting point, one to weigh against the update pace the community observes in the months ahead.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-3.webp&quot; alt=&quot;Open spellbook in Heroes of Might &amp;#x26; Magic: Olden Era, showing the abilities available to a hero&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-3-480w.webp 480w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-3-800w.webp 800w, /images/articles/heroes-of-might-and-magic-olden-era-test-early-access-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;what-to-watch-now&quot;&gt;What to Watch Now&lt;/h3&gt;
&lt;p&gt;Top priority to track: how balance shakes out across the six factions once the community has fully theorycrafted the Faction Laws trees. A second priority is how quickly Unfrozen adds campaign content beyond the confirmed first act. What to avoid for now: buying purely on the promise of a complete campaign, since that content remains limited to its first act at this stage.&lt;/p&gt;
&lt;p&gt;Anyone deciding whether to buy in now versus waiting for a later Early Access build should weigh two things separately. The first is whether the current strategic loop — exploration, town management, tactical combat across three modes — is already enough to hold interest. The second is whether they’re comfortable with systems that may still shift before 1.0. Those are two different risk tolerances, and conflating them is how buyers end up disappointed by a build that never claimed to be finished. For more on the game’s commercial trajectory, our &lt;a href=&quot;/en/homm-olden-era-1-million-sold-roadmap-2026/&quot;&gt;post-million-copies roadmap recap&lt;/a&gt; covers the next steps the studio has announced.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Developer&lt;/strong&gt;: Unfrozen.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Publisher&lt;/strong&gt;: Hooded Horse.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Platform&lt;/strong&gt;: PC (Steam).&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Price&lt;/strong&gt;: $39.99.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Status&lt;/strong&gt;: Early Access since April 30, 2026.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Steam App ID&lt;/strong&gt;: 3105440.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;sources&quot;&gt;Sources&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3105440/Heroes_of_Might__Magic_Olden_Era/&quot;&gt;Steam listing for Heroes of Might &amp;#x26; Magic: Olden Era&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/games/olden-era/&quot;&gt;Official Unfrozen page — Olden Era&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/news/faq/&quot;&gt;Official Unfrozen FAQ&lt;/a&gt;.&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Manor Lords: Complete Guide Strategy City-Builder 2026</title><link>https://after-strategy.com/en/manor-lords-complete-guide-strategy-city-builder-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/manor-lords-complete-guide-strategy-city-builder-2026/</guid><description>Complete 2026 Manor Lords guide: optimal start, village management, economy, tactical battles, mods and tips to dominate your medieval lordship.</description><pubDate>Wed, 25 Feb 2026 00:00:00 GMT</pubDate><content:encoded>&lt;p&gt;&lt;strong&gt;Manor Lords&lt;/strong&gt;, the &lt;strong&gt;cult indie game&lt;/strong&gt; developed by one man (Greg Styczeń / Slavic Magic) and published by Hooded Horse, has revolutionized the &lt;strong&gt;medieval city-builder&lt;/strong&gt; genre since its Early Access release in April 2024. A unique blend of &lt;strong&gt;village management&lt;/strong&gt;, &lt;strong&gt;realistic historical economy&lt;/strong&gt; and &lt;strong&gt;Total War-style tactical battles&lt;/strong&gt;, it’s one of the most anticipated strategy games of recent years. Here’s the complete 2026 guide.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/cover.webp&quot; alt=&quot;Manor Lords medieval town with fields, market and village resources&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;800&quot; height=&quot;450&quot; srcset=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/cover-480w.webp 480w, /images/articles/manor-lords-complete-guide-strategy-city-builder-2026/cover.webp 800w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-1.webp&quot; alt=&quot;Manor Lords official screenshot showing a medieval settlement in a wooded valley 1&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-1-480w.webp 480w, /images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-1-800w.webp 800w, /images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-2.webp&quot; alt=&quot;Manor Lords — official in-game screenshot&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;800&quot; height=&quot;450&quot; srcset=&quot;/images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-2-480w.webp 480w, /images/articles/manor-lords-complete-guide-strategy-city-builder-2026/screenshot-2.webp 800w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;
Watch the official trailer:&lt;/p&gt;
&lt;a class=&quot;yt-facade&quot; href=&quot;https://www.youtube.com/watch?v=R_sPZ4s1UT0&quot; data-yt=&quot;R_sPZ4s1UT0&quot; data-title=&quot;YouTube video&quot; aria-label=&quot;Play the video on YouTube&quot;&gt;&lt;img src=&quot;https://i.ytimg.com/vi/R_sPZ4s1UT0/hqdefault.jpg&quot; alt=&quot;&quot; width=&quot;480&quot; height=&quot;360&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot;&gt;&lt;span class=&quot;yt-facade__play&quot; aria-hidden=&quot;true&quot;&gt;&lt;/span&gt;&lt;/a&gt;
&lt;h2 id=&quot;why-manor-lords-is-a-hit&quot;&gt;Why Manor Lords is a hit&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Solo developer&lt;/strong&gt; — inspiring story, an artisanal project with clear vision&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Stunning historical realism&lt;/strong&gt;: 14-15th century agricultural economy, fertility mechanics, seasonal production, medieval rhythms&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Tactical battles&lt;/strong&gt;: formations, maneuvers, terrain — inspired by Total War but at village scale&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Unique atmosphere&lt;/strong&gt;: beautiful graphics, frictionless UI, contemplative experience&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;2M+ sales in Early Access&lt;/strong&gt; — a 2024-2026 phenomenon&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;the-3-game-modes&quot;&gt;The 3 game modes&lt;/h2&gt;
&lt;h3 id=&quot;1-challenge-rise-to-prosperity&quot;&gt;1. Challenge (Rise to Prosperity)&lt;/h3&gt;
&lt;p&gt;Main mode: start with one family, develop a prosperous village, manage seasonal economy, survive winters. &lt;strong&gt;Goal&lt;/strong&gt;: reach a wealth and population level.&lt;/p&gt;
&lt;h3 id=&quot;2-restoration-on-the-edge&quot;&gt;2. Restoration (On the Edge)&lt;/h3&gt;
&lt;p&gt;Post-war reconstruction scenario. Specific bonuses/penalties. More narrative.&lt;/p&gt;
&lt;h3 id=&quot;3-conquest-restoring-the-peace&quot;&gt;3. Conquest (Restoring the Peace)&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Regional domination&lt;/strong&gt; goal: conquer neighboring villages via diplomacy, economy or force. The most ambitious.&lt;/p&gt;
&lt;h2 id=&quot;optimal-start&quot;&gt;Optimal start&lt;/h2&gt;
&lt;h3 id=&quot;first-30-minutes&quot;&gt;First 30 minutes&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Place your starting point&lt;/strong&gt; near a forest (wood), a river (water) and fertile soil (agriculture)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Assign&lt;/strong&gt; families: 2 families to forestry (wood), 1 to field, 1 to foraging, 1 to market&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Build&lt;/strong&gt;: Lumber Camp, Forge, Well, Shepherd, Market Stall&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Plant&lt;/strong&gt;: rye on fertile soil in autumn&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 id=&quot;stable-economy-1-2-game-hours&quot;&gt;Stable economy (1-2 game hours)&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Diversified food&lt;/strong&gt;: bread production (rye → mill → bakery), meat (shepherd), vegetables (garden), eggs (chicken coop)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Market Stall&lt;/strong&gt;: each stall requires 1 dedicated family, supplies the whole village&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Firewood&lt;/strong&gt;: essential for winter. 1 “Forester” family = whole village supplied&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;advanced-development-5-hours&quot;&gt;Advanced development (5+ hours)&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Trading Post&lt;/strong&gt;: external trade. Sell what you produce abundantly (wool, eggs, honey), buy what’s missing (wine, salt, spices)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Upgraded Burgage Plots&lt;/strong&gt;: level 2 and 3 houses unlock workshops (tailors, cobblers, brewers)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Manor&lt;/strong&gt;: your lordly seat, attracts elite militia&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id=&quot;seasonal-economy&quot;&gt;Seasonal economy&lt;/h2&gt;
&lt;h3 id=&quot;spring-mar-may&quot;&gt;Spring (Mar-May)&lt;/h3&gt;
&lt;p&gt;Field preparation, planting, lamb births, first trade after winter.&lt;/p&gt;
&lt;h3 id=&quot;summer-jun-aug&quot;&gt;Summer (Jun-Aug)&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Abundance period&lt;/strong&gt;: everything grows, max morale, full construction. &lt;strong&gt;Take advantage to stockpile resources before winter.&lt;/strong&gt;&lt;/p&gt;
&lt;h3 id=&quot;autumn-sep-nov&quot;&gt;Autumn (Sep-Nov)&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Critical harvest.&lt;/strong&gt; Harvest your rye, wheat, vegetables. Stock at least &lt;strong&gt;6 months of food&lt;/strong&gt; to get through winter peacefully.&lt;/p&gt;
&lt;h3 id=&quot;winter-dec-feb&quot;&gt;Winter (Dec-Feb)&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Survival.&lt;/strong&gt; Agriculture blocked, max firewood consumption. If you prepared well, winter passes peacefully. If you underestimated, your villagers die.&lt;/p&gt;
&lt;h2 id=&quot;combat-and-militia&quot;&gt;Combat and militia&lt;/h2&gt;
&lt;p&gt;Unlike classic city-builders, &lt;strong&gt;Manor Lords integrates Total War-style tactical battles&lt;/strong&gt;.&lt;/p&gt;
&lt;h3 id=&quot;unit-types&quot;&gt;Unit types&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Popular militia&lt;/strong&gt;: free but low morale and equipment&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Retainers&lt;/strong&gt;: elite troops paid via manorial tax&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Cavalry&lt;/strong&gt;: mobility, flank charges&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Archers&lt;/strong&gt;: support, harassment&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;basic-tactics&quot;&gt;Basic tactics&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;&lt;strong&gt;Defensive line&lt;/strong&gt;: infantry in tight formation&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Flanking&lt;/strong&gt;: cavalry that circles around and charges from behind&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Supporting fire&lt;/strong&gt;: archers behind infantry&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Terrain&lt;/strong&gt;: use hills (bonus), forests (cover), rivers (slowdown)&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id=&quot;pro-tips&quot;&gt;Pro tips&lt;/h2&gt;
&lt;h3 id=&quot;optimize-your-families&quot;&gt;Optimize your families&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;Each family produces differently based on assigned job&lt;/li&gt;
&lt;li&gt;Reassign seasonally: less agriculture in winter, more construction&lt;/li&gt;
&lt;li&gt;Maximum &lt;strong&gt;30-40 families&lt;/strong&gt; for a stable village (more = logistics problems)&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;manage-influence&quot;&gt;Manage influence&lt;/h3&gt;
&lt;p&gt;Your &lt;strong&gt;regional influence&lt;/strong&gt; determines your ability to expand/conquer. Develop it via:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Active trade (Trading Post)&lt;/li&gt;
&lt;li&gt;Prestigious buildings (Church, Manor level 2+)&lt;/li&gt;
&lt;li&gt;Battles won&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;cycle-economy&quot;&gt;Cycle economy&lt;/h3&gt;
&lt;p&gt;The final goal = &lt;strong&gt;virtuous cycle&lt;/strong&gt;: agricultural production → surplus → sale → money → hiring → more production.&lt;/p&gt;
&lt;h2 id=&quot;manor-lords-mods-to-watch&quot;&gt;Manor Lords mods to watch&lt;/h2&gt;
&lt;p&gt;Game being Early Access, mods are still limited. Some Steam Workshop additions:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Realistic Slowdown&lt;/strong&gt; — slows time for more immersion&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;UI Enhanced&lt;/strong&gt; — improved interface&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Faster Construction&lt;/strong&gt; — accelerates construction (more casual)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Manor Lords Discord community is very active for sharing tips, map configurations and strategies.&lt;/p&gt;
&lt;h2 id=&quot;conclusion&quot;&gt;Conclusion&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Manor Lords&lt;/strong&gt; is one of the &lt;strong&gt;most promising strategy games&lt;/strong&gt; of this decade. Its unique blend of &lt;strong&gt;city-builder&lt;/strong&gt;, &lt;strong&gt;realistic medieval economic management&lt;/strong&gt; and &lt;strong&gt;tactical battles&lt;/strong&gt; offers an incomparable experience. Wait for 1.0 release for full content, but even in Early Access, the game is well worth the price.&lt;/p&gt;
&lt;p&gt;For other medieval strategies, see our &lt;a href=&quot;/en/ck3-console-commands-cheats-complete-guide-2026/&quot;&gt;Crusader Kings III guide&lt;/a&gt; and our &lt;a href=&quot;/en/best-pc-strategy-games-2026-top-10-ultimate-ranking/&quot;&gt;top 10 PC strategy games 2026&lt;/a&gt;.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/1363080/Manor_Lords/&quot;&gt;Official Steam page for Manor Lords&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://manorlords.com/&quot;&gt;Official Manor Lords website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>rts</category></item></channel></rss>