
Steam news
Full Steam announcements and update articles for this title.
Hello everyone,
been almost a month but we got a bunch of updates and fixes for you, and even a CONTENT expenasion, a whole new campaign mission that continues the story.
As always, feedback is welcome and we will continue working on the game to make it better.
First, the roadmap reminder!
We have now released a full set of Trading cards for you to earn by playing!
New entire mission is available in singleplayer, meet the Butcher!
Added “Annihilation functionality” for avatars joining battles after combat has started — a joining avatar is annihilated on entry if it would be annihilated by the strongest enemy avatar already in combat
Balancing of battles in Mission 1 & 2
Added Abilities tutorial in Mission 1
Many small bug fixes in Campaign missions
Fixed restart button on the quest-failed screen
Updated “next mission” UI on end of each mission
Fixed AI rarely getting stuck on orders and no longer moving to its target
Minor performance improvements to AI “seeking allies” behavior
Several AI behavioral balance passes and fixes
Fixed AI casting Blast on a Monolith that has a throne with no runes
Fixed AI casting level-0 runes
Fixes for AI casting behavior for Roam Free spell
Stopped AI from drafting when an enemy avatar is in the region
Added AI spell-invitation acceptance within Empire (AI can now request other AI to participate in spells)
Additional general AI behavior work and tuning passes
Multiple additional retreat-related fixes (combat retreat, camp retreat, general retreat issues)
Battlefields the player can’t join (no allies present) will now show a different color and a tooltip (work in progress) alongside the forbidden cursor icon
Fixed battlefield in manual combat changing size unexpectedly
Fixed damage from spells not correctly reflecting on unit visuals in manual combat
Fixed units not displaying in manual combat for squads with less that 10 units
Fixed morale bar bug
Each artifact has 10 levels of visual upgrades based on mana cost – added gems and VFX on higher levels
Recalculated mana costs for each artifact level
Updated naming of the artifact and visual representation of inscription of name on each artifact
Updated render scene in Forge artifact viewport
Fixed rotations for all artifacts in the Forge Artifact window viewport and on the world map
Improved Gaze of the Mother spell effect
Fix for wall tooltip to show the correct wall level that will be built
Fixed flashing tooltip issue sometimes appearing in the top-left corner
Mana animation fix and mana update display fixes
Fixed notification scroll behavior
Fixed indicator sizing and pushing/layout issue and showing empty numbers on settlements after a restart
Improved Villages UX
Fixed widget alignment issues
Fixed neutral villages influence display
Fixed flickering on widgets
Feylan Vortex Chimera spell tooltip fix for player banner influence display
Fixed Book of Ezul display in the main menu and escape menu
Fixed Credits screen display issues
Adjusted region wall effect and spell UI slot positioning
Fixed Edict of the Unmaking incorrectly showing on a neutral settlement after clicking an owned enemy settlement first
Fixed unit tooltip so it correctly displays all abilities in the Headline
Various small UI tweaks
Performance boost to region pathability via hex lookup
PCG performance win: baked costly noise production from mesh sampling
Spline PCG fix (enable/disable via console variable)
Game round manager: possible fixes for unpausing, plus additional logging
Modified GameRoundManager so TimeToNextRound no longer displays as 0 at round start, which had been throwing off spell percentage numbers
New manager implemented for spell-cast beam displays (previous cues were inadequate)
Changed objectives in the Haad High Lord quests to correspond with rewards; removed duplicate population description
Fixed the Expand Empire mission
Fixed issue where players did not start games on Day 1
Updated Erol environment props and their generation
Cleanup and minor fixes to individual unit deaths
Fixed roads showing in the middle of a destroyed region
You can talk to us on Steam forums and Discord, we are listening!
You can also submit your feedback on the game via forms here.
Now that Atre: Dominance Wars is available in Early Access, we'd really appreciate it if you took a moment to leave a Steam review. Early Access is all about working closely with the community, and your feedback helps shape improvements, future updates, and new content. Even a short review sharing how you feel about our game can make a meaningful difference and help support the development team.
Hello everyone,
there were some big changes that we needed to do so it took us a bit more time to do it, here is a full list of changes.
Next big patch is to be expected on 20th July that will add NEW CONTENT to the game.
made Easy AI much easier, defaulted to Normal now
Regions
Upgrades villages past initial specialization
Upgrades regions smarter
Upgrades special regions
Upgrades are limited and affected by difficulties
Map
Grabs pickups on map
Grabs shrines and mana pools
Army
Unit upgrades are limited by difficulty levels.
Army compositions are managed to avoid off balance armies
Armies are reordered smartly for their combat order
Spellcasting
Spellcasting has been expanded on to avoid starving mana
Now cast Voice of God, Curtain of Souls, and Blast Monolith
Some spells are gated behind difficulty
Rune spells were altered to follow difficulty level
NEW! Changed the display for settlement indicator stats on world map
NEW! Transfer button now appears and it's visible when army can be transferred for any reason
Several user interface performance optimizations.
Several user interface display fixes.
Settlements should now display correct numbers for population increases where before it was being locked to a minimum of +1.
Some display fixes for artifact creation.
Fix for some banners not updating ownership colors.
Stats are now updated in manual combat when hovering over unit card
Removed ownership percentage if player doesn't have at least 1% on all settlements
Slightly improved readability of combat logs
Ambush will now properly display when selecting one or both avatars, fixed issues with missing ambush circle sometimes
Added several road connections during map generation to avoid huge unpathable sections.
Subdue will automatically finish expand empire quest
Double population quest is not set to > increase total population by 2000
Increased manual combat mortality from 0.23 to 0.3
When executing retreat, both of player avatars will now properly retreat
Retreating in manual combat will make you lose 5% total army
Fixes for not being able to recruit a dragon from an allied owned Ancient Beast building.
Fixed a bug where two avatars in the same region as their owner's Harvest of the Weak was causing double unit gains.
Fixed some rare cases of avatars being stuck post combat.
Fixed a rare bug with manual combat that could cause finishing it to make the day timer fail to restart.
Region destruction sound will now pause when the game is paused.
Fixed a bug that could cause Warp Monolith to sometimes cost more than it should.
Fix for Edict of the Unmaking showing on a neutral settlement after selecting any player owned settlement.
Several performance fixes for gameplay systems.
Major performance updates to the update of the region ownership display.
Improved formation so that army is stacked more tighter if specific unit type is missing
Fix for road visual remaining in the rift of a destroyed region.
Several fixes to the speed of region display generation when fog of war reveals.
Fixed Haad avatar animation in combat
Fanged lagomorph vfx changes
Defend, Mindbend and Terror have new effects in combat
Updated recruit effect
Updated curtain of souls effect
You can talk to us on Steam forums and Discord, we are listening!
You can also submit your feedback on the game via forms here.
Now that Atre: Dominance Wars is available in Early Access, we'd really appreciate it if you took a moment to leave a Steam review. Early Access is all about working closely with the community, and your feedback helps shape improvements, future updates, and new content. Even a short review sharing how you feel about our game can make a meaningful difference and help support the development team.
Hello everyone,
While we are working on next patch that will be released on 3rd July, we just wanted to give you a heads up that NEXT MISSION of the campaign will become available on 20th July.
mission expands on the story
goes indepth on the artifact tutorial
has interesting sidequests and rewards
Most of the things you earned on mission 3 will be transfered to mission 4, and old saves will continue to work.
We are also looking to add some new units by that time, we will keep you updated on that as the date comes in closer. Units that we are looking at are more siege units like ballistas or new types of spellcasters.
We are working on major AI improvement that will allow it to utilize different tactics and spells, do coordinated attacks and give you a proper challenge specially in the late game.
We are slowly going over descriptions, tutorials and improving them, improvement should be much more visible when the big patch arrives.
You can talk to us on Steam forums and Discord, we are listening!
You can also submit your feedback on the game via forms here.
Now that Atre: Dominance Wars is available in Early Access, we'd really appreciate it if you took a moment to leave a Steam review. Early Access is all about working closely with the community, and your feedback helps shape improvements, future updates, and new content. Even a short review sharing how you feel about our game can make a meaningful difference and help support the development team.
AI will use Rune spells now
AI forming more empires is now tied to difficulty
Will upgrade assets based on difficulty
Will try to break free if you do not build up their assets or if you get victory condition
maps will generate with more choke points
Updated magical effects in manual and world combat
Implemented new animations for burrow units
Improved formations display in combat
More units displayed on battlefield
Burrowers have different animation now
Improved timing on assassins attack
Reduced amount of time needed to save the game to reduce hitches
Optimized world map big armies
Fixed garrison timer somtimes going in infinitive repeat
Fixed potential blocker in prologue 1 region 1
Pause cannot be used during cutscenes
Shift will no longer zoom in while adjusting mana for spells
Fixed issue where some pickups were unreachable
Avatar spawned in mission 3 can now properly ambush
Avatar stats transfer properly from first 2 missions
Fixed a bug where default researched spells wouldn't level up with library until you researched them at least once
Fix battle music during loading
Special regions that changed ownership will now properly change banner if they were assimilated into empire
Dead avatars cannot transfer armies
Fixed bug with Merge after loading an old game where capturing a settlement wouldn't stop Merge from happening
Solved issues with Rune utophey not applying if you casted higher level on existing one
Subduing someone you are at war with, will automatically end that war
Fixed some issues with declaring war
Having higher speed against your enemy will put your first unit at front properly now against neutral settlements (Terrain lore matters a lot now for first attack in manual combat)
Fixed bug where your default reserached spells wouldn't apply library bonus until you researched them at least for 1 day
added Terror and Mindbend abilities in manual combat if corresponding unit is selected
Abilities can be used as long as unit is selected in addition to it's attack (better UX coming for those soon)
Added combat log for better understanding of what is going on in combat Part 1
Slightly improved readability of all combat logs (blue is you, enemy is red)
Post Combat log properly updates after manual combat
Added more game info inside "Load game" option
Improved map editor UI graphics
Researched spells will properly display tooltip even if not having enough Omnipresence
In combination with newly added abilities, missions have been rebalanced in order to try and work with army synergies more, would love your feedback there!
You can talk to us on Steam forums and Discord, we are listening!
You can also submit your feedback on the game via forms here.
Now that Atre: Dominance Wars is available in Early Access, we'd really appreciate it if you took a moment to leave a Steam review. Early Access is all about working closely with the community, and your feedback helps shape improvements, future updates, and new content. Even a short review sharing how you feel about our game can make a meaningful difference and help support the development team.
Manual battles
additional fix for unit ordering when archers are involved
fix for avatars not being able to attack settlements in some cases after manual battles
fix for avatars properly recieving retreat after losing manual battle
fixed for duplicate units in some cases when manual battle wasn't cleared correctly
unit amounts are now properly calculated before pressing restart battle (visual only)
General
AI will now subjugate each other more often resulting in bigger AI empires over longer game
fix for camera rotation post battle
fixes for some saves that were loading 3-5 min (you will need to resave in order to speed it up)
summoning spells now automatically summon units at first slot in order to tank hits
fixed crash in metasounds
fix hitches when certain quests from atre lords were happening
small optimization for some meshes on lower scalability settings
UI/UX
added explanation about which stats are passively improved for each Avatar level of specific race (they are marked with *)
improved tooltip in research manu, now casting speed and casting mana is under "Knowledge" showing spellcasting speed
slight improvement to transfer units tutorial im mission 3
added tab for skirmish/story under load
Hello everyone,
thank you all for supporting us and believing in us!
To close in on the first week we want to adress all the updates we did so you have them in one place
First of all we would like to thank Perafilozof for making this AWESOME guide.
It's a really great guide that helps explain the details of the game, and addresses the most crucial information that has been missed by our tutorials while we improve them.
Before we go into recap let's see what's coming next week!
Working on AI patch that will hopefully be delivered by the begining of next week
Improved army visuals and formations
A lot of UI/UX improvements (specially for transfer and recruit army)
More optimizations
Improved map procedural generation (so it's less "flat")
Bugfixes
After subduing your enemy, and if you do not defend them or build them or treat them well, they will rebel
They will be smarter about actions they do (not attacking you mindlesly)
Extend the pool of spells that AI uses
More specialized AI builds instead of generalist ones
Major issues resolved
FIXED: There were crashes regarding hardware raytracing that was happening to some users, games were crashing during normal play
FIXED: People had trouble starting and playing the game on older PCs (10 years+), this is still not perfect but at least game can run now and be very ugly, we upgraded and extended our scalability settings
FIXED: To our knowledge all issues regarding player stuck has been resolved
REBALANCED: Mission 3 has been rebalanced
Visuals
Formation update part 1 - unit formations are now slightly better represented in manual combat
Mission 3 - The First Voidstone
Added starting artifact to player (15 terrain lore, 10 charisma)
Initial enemy avatars will not go directly to your throne snowballing player into bad situation
Enabled Fiery tower and Walls in mission
Removed time pressure for player to win
Removed one enemy attacking avatar
Fixed issue where Tarnished champion wouldn't trigger in certain situations
All artifact rewards in campaign are now properly given with their stats
AI cannot upgrade garrisons to 3000 anymore making this mission extremely hard for player
General
Increased mortality of units in manual combat to speed it up (higher risk but higher reward)
Small AI adjustments (in preparation for bigger upcoming AI patch)
Bugs
They will persist before and after combat now
Partially fixed blocker in mission 3 where you couldn't pass southern wall (if it doesn't work reload the game)
FSR was causing crashes on some PCs so we stripped it until player specifically selects it
Additional bugs fixed with pathfinding and anti-stuck mechanic
Reduced some texture sizes to ease up on memory usage
Improved pathfinding to reduce issues where you can get stuck
Fixed issue where you could end up with black screen if you pressed manual combat while in pause
Fixed bugs with environment spawning in WUD and EROL special regions
Traditional CN was missing from language selection in UI > fixed
Fixed issue with bird particle sometimes causing crashes on some GPUs
UI
Notifications now normally appear in mission 3 of campaign
Unit comparisons will take into account unit power, unit size and big units (in case of dragons)
Fixed issue with combat self-casted spells staying too long on avatar after being used
Added name to small village indicators and they now have name of building type included in them
Small icon tweaks and their brightness
Slightly improve readability on main HUD regarding casting spell tooltip
Terrain lore in UI on avatar properly updates when picking up artifacts
Added confirmation for delete save file
Disabled restart battle if you won the battle in manual combat
Added loading screen states for loading
Slighly improved small village indicators
Disabled console since it was causing issues with WASD controls
You can talk to us on Steam forums and Discord, we are listening!
You can also submit your feedback on the game via forms here.
Now that Atre: Dominance Wars is available in Early Access, we'd really appreciate it if you took a moment to leave a Steam review. Early Access is all about working closely with the community, and your feedback helps shape improvements, future updates, and new content. Even a short review sharing how you feel about our game can make a meaningful difference and help support the development team.
Hello Elders,
first of all, thank you all for your support on the launch!
Early Access is one of the most difficult and hardcore game development processes there is, and there are tons of reservations that come with an EA game. But we have opted to launch in EA because we are confident we can do it, and that we can deliver a better game because of it.
We are a small team in Croatia, and while we cannot compete with some of the AAA projects, we can at least provide you with an alternative for an indie price and a little bit of innovation in the field, and we are proud to do so.
We present you with the first roadmap, which may change based on your feedback and as the game develops. The roadmap is not set up chronologically, but we will focus on what's most urgent and most required based on your feedback.
Community inspired update* is an update inspired by your suggestions and feedback in case we missed something.
Also, here are the details from the latest patch. We've tried to address the most urgent issues first. If we missed something and it's really frustrating to you, please do not hesitate to reply to this post. We're monitoring!
Campaign
- Fixed issue where Tarnished champion wouldn't trigger in certain situations
- All artifact rewards in campaign are now properly given with their stats
- AI cannot upgrade garrisons to 3000 anymore making this mission extremely hard for player
UI
- Notifications now normally appear in mission 3 of campaign
- Unit comparisons will take into account unit power, unit size and big units (in case of dragons)
Bugs
- Improved pathfinding to reduce issues where you can get stuck
- Fixed issue where you could end up with black screen if you pressed manual combat while in pause
- fixed bugs with environment spawning in WUD and EROL special regions
- Traditional CN was missing from language selection in UI > fixed
- fixed issue with bird particle sometimes causing crashes on some GPUs
We are currently working on solving memory and video codec issues that some of you are having, and further optimizing the game as well as solving the bugs that were reported. Thank you again!
Greetings, Elders,
we had to ask High Lords of Steam to help us out and they did. Now we are good to go!
ATRE: Dominance Wars has officially launched into Steam Early Access.
After years of development, countless playtests, community feedback, and an incredible journey alongside strategy fans and a succesfull Kickstarter, we're finally opening the gates to the world of Atre.
In ATRE: Dominance Wars, you begin as a powerful Sorcerer seeking the ultimate prize: Godhood. Build thriving cities, command legendary heroes, forge magical artifacts, master devastating spells, and carve your path through a living fantasy world where alliances are temporary and betrayal is often inevitable.
As the mysterious force known as The Merge slowly consumes the world, every decision matters. Expand too slowly and valuable territories may be lost forever. Grow too quickly and you may find yourself surrounded by rivals eager to claim your Throne.
The Early Access version is fully playable and includes:
Three levels of Story Campaign
Four unique factions with distinct playstyles
Single-player, co-op, and multiplayer gameplay
Hero progression and army customization
Artifact forging
City building and empire management
Research, spells, mutations, and powerful magical abilities
Massive multiplayer matches with up to 32 players
The ability to ascend to Godhood and wield God spells
Whether you prefer conquest, diplomacy, manipulation, or outright betrayal, there are many paths to dominance.
ATRE has always evolved through player feedback.
Throughout development, our community has helped shape everything from gameplay systems and balance to user interface improvements and quality of life features. Early Access allows us to continue that collaboration and build the best possible version of the game together.
Over the coming months, we plan to expand the game with:
A complete story campaign
Additional handcrafted maps
Improved AI
Enhanced procedural world generation
More faction heroes
Additional spells and units
Further UI and quality of life improvements
Community-requested features and refinements
Our current goal is to remain in Early Access for no longer than one year while we work closely with players to bring ATRE to its full potential.
To everyone who wishlisted the game, joined our playtests, backed us, shared feedback, reported bugs, and supported us throughout development, thank you!
This launch is only the first step.
And when the time comes...
Ascend.
Team from Ironward
Hello everyone!
BIG NEWS
After extensive testing and our players feedback, we decided that we want to grow this game through our community feedback, and this is why we are transitioning to EARLY ACCESS.
We understand that Early Access is not easy mode, but Ironward has already released one early access game before - The Red Solstice.
Moving the release to Early Access does not mean we're putting less effort in this game. On the contrary, it means we feel that the game has a lot more potential that can only be achieved by working with our community. We have already released one early access game before, The Red Solstice, and by listening to player feedback, it became a huge success for us. We want to do the same with Atre: Dominance Wars.
To give you a high level idea what you can expect in EARLY ACCESS:
Three levels of Story Campaign
Skirmish solo play / saving and loading is enabled
play with up to 32 players online + hotjoin or leave game as you please
map editor
All of this is has minimal of 20 hours of content, and if you really want to dig into Skirmish and get all the achievements it will be much much more.
Campaign
You play as a Sorcerer who is searching for a Throne
These 3 levels introduce you to the lore, and teach basic game mehcanics
First 2 levels are focused on your hero, third level is focused on battling 1 on 1 vs first rival elder, with additional tooltips, hints and tutorials
All of this should give you at least 8h of gameplay, and prepare you nicely to dig into the complexity of Skirmish battles.
Skirmish
Can be played up to 32 elders/players
Customize your Elder, choose your avatars
Research and cast over 80 spells across 4 factions, including 7 god spells
Play with over 22 different units
Procedurally generated maps
Game length for skirmish can vary between 1-5 hours or more, depends on your playstyle, map size and game speed.
For new players or players who like to have time for their actions or like to play it more "chill" time we recommend setting day speed to "5 seconds", for players who like more faster RTS experience, you can go for "4 seconds"/day.
We support manual battles, and you can play them in both campaign and skirmish, due to nature of Multiplayer and battles being TURN-BASED, manual battles are disabled for Multiplayer sessions.
We truly hope that you will be satisfied with our game and support us into developing it, our plan to stay in Early Access is no longer then 1 year, in which we plan to polish it, react to feedback, add features so that the game will launch with full story campaign.
Few days after the release we will post a roadmap so you know what to expect and when.
Our general plan is to patch any hotfixes on our release if needed, and then patch the game once every week, with bigger updates coming at the start of each next month.
Thank you for your attention and see you on the release! Would be nice to get some 32 multiplayer games going.
Your support is everything, thank you!
Official release date Everyone, we're right at the end!
The official release date for Atre: Dominance Wars is June 8!
Time: 5 PM CEST / 8 AM PDT
Mark your calendars and see you on the battlefield
It will be released on both Steam and GOG! Once again, thank you for making this happen!
Hello everyone,
UPCOMING PUBLIC PLAYTEST
We are doing a playtest this weekend as we are coming closer to our release.
TIME
START: 8th May, Friday at 17:00 (5:00 PM) CET (Central European Time, UTC+1)
END: 10th May, Sunday at 21:00 (9:00 PM) CET (Central European Time, UTC+1)
We would like to invite you all to join up and see where the game is right now, and this is one of the last chances for feedback.
Check out this new thingies we've been working on, and play with them over the weekend.
Hope to see you there! :)
Spread the news, invite your friends and join our discord! Wishlist here!
Hello everyone,
We are introducing The Merge,
it's a cataclysmic event that reshapes the world, if you do not bind this region to your Throne in time, it will be permanently deleted from the map, you can try this now in the our NEW DEMO in Dominance Campaign mode.
Fixed various prologue bugs
Added Sticky selection to option
Added Merge mechanic to skirmish
Have in mind that all localization is placeholder and will be improved with time and before release
experience a story with choices and consequences
find out about the Merge event and the lore
get introduced to basics of manual combat
play a PvE or PvP match with your friends
research spells
upgrade units
develop cities
conquer your enemies
Game Settings: Adjust your Day speed for faster or slower game overall
*Have in mind that content in demo is limited when compared to final game and manual battles are not enabled in the Dominance Campaign
Spread the news, invite your friends and join our discord! Wishlist here!
Hello everyone,
We are participating in Steam Next Fest!
Tell us what bugs you, what to work on, and overall how you like the game. We hope you will enjoy it.
Prologue part 1 and part 2
Dominance Campaign game (limited content)
Online PvPvE / PvP modes
A glimpse of Manual battles (prologue only)
Have in mind that all localization is placeholder and will be improved with time and before release
experience a story with choices and consequences
find out about the Merge event and the lore
get introduced to basics of manual combat
play a PvE or PvP match with your friends
research spells
upgrade units
develop cities
conquer your enemies
*Have in mind that content in demo is limited when compared to final game and manual battles are not enabled in the Dominance Campaign
Inside our demo you will be able to tweak game settings to adjust the game speed to your own liking.
Spread the news, invite your friends and join our discord! Wishlist here!
Hello everyone,
our DEMO is finally LIVE!
Join the journey with us as we prepare for STEAM NEXT FEST.
Tell us what bugs you, what to work on, and overall how you like the game. We hope you will enjoy it.
DEMO CONTENT
Prologue part 1 and part 2
Skirmish game (very limited spells)
Online PvPvE / PvP modes
A glimpse of Manual battles (prologue only)
Inside our demo you will be able to tweak game settings to adjust the game speed to your own liking.
STEAM NEXT FEST UPDATE (coming on 23rd Feb):
New content: New units!
New content: More powerful spells!
Spread the news, invite your friends and join our discord! Wishlist here!
Hello everyone,
we're back with 2 new playtests that starts at
30th JAN - Friday and ends on Sunday at the same time.
6th FEB - Friday and ends on Sunday at the same time.
8:00 PM CEST (Europe)
2:00 PM EST (New York)
11:00 AM PT (Los Angeles)
Make sure to apply in time if you want to participate.
Whats new in this playtest
revamped prologue and added manual battles(only there atm.)
a lot if tooltips/polish
added PLACEHOLDER localization for multiple languages (Chinese, German etc..) so that people can at least try out the game
optimized performance and loading
lot of gameplay changes and spell changes for better gameplay flow
picking up artifacts on map / destroying them for mana
A screenshot from Call of the Guardian wrecking some havoc.
Hope to see you there! And don't forget to apply for playtest!
Hello everyone, first of all entire team in Ironward whishes you a very Happy holidays!
1. Combat!
Some of you have already seen our combat prototype and experiments from our Kickstarter campaign. We haven't found the funds to fully implement our entire vision but this enabled us to implement something that will be satisfying while still being fast and responsive.
- Your feedback on battles from playtest was well received, and we are changing stuff!
The prototype currently looks like this:
2. Campaign
- Preparing everything for the Men campaign! More news on that soon, it will continue where the prologue ended. (Which will be improved based on your feedback!)
3. Spells
- We are working on adding bonuses for each spell research and empowering spells.
- Another thing we are experimenting with is that players will be able to reserve casting spells, in order for them to hit at that right special moment to devastate your enemy, or maybe even friend?
4. Economy, City building, additional buildings
-We are also adding additional buildings so that players who want to focus more on economy instead of warfare have this fully viable for them. And significantly changing how old building work.
5. Diplomacy
- One of the big things we never implemented properly, art of diplomacy will soon be there, as we complete this we will reveal more!
6. Persistent Games
- Experimenting with "dedicated" servers, idea is to have an ongoing sessions lasting up to few weeks with one winner on top with 30 min one day duration(essentially a timed turn based game), we will see where that leads us, just an idea, not a promise!
(In this scenario avatars would move like in Heroes of Might and magic)
We are aiming it to be on last Weekend in January 2026 lasting for 3 days.
Hope to see you there! And don't forget to apply for playtest!
Hello Elders,
We have succeeded in our original goal, now we are aiming to grab that stretch goal before the end. Stretch goal includes improved combat for battles that are happening on the world map, if you want to ignore the auto-battle and dive deep inside the combat with some orders and actions, you are free to do so.
Have in mind that for ultimate strategists, you might not even need to go in the field, but it can be still fun to look at how combat played out in the recap.
Things players would be able to do
Pre-targeting of your units targets
Tactics for flanking
Casting magic to targeted enemy group
Craft combat speech for combat bonuses!
You can read more info on the combat itself in the Kickstarter update.
Help us achieve it!
Next playtest will be in the middle of January 2026.
Hello everyone,
Reminder to start playtest simply click below > "Request Access" on the main store page
We have just launched a Kickstarter that is aimed at story campaign, better battles and polish of the overall game!
Check out a short summary of a skirmish game:
Hello everyone,
Reminder to apply for playtest simply click below > "Request Access" on the main store page
Tomorrow we will be launching a Kickstarter for Atre: Dominance Wars that will be focused on delivering you a Story Campaign, multiple endings, all the cool stuff.
Check our Kickstarter page here:
Let's make history together and make this gem as shiny as possible!
October 28th
Kickstarter launch
Gameplay reveal trailer
Second playtest - Play the prologue demo ~20-30 min gameplay
Wishlist us here:
Hello everyone,
Reminder to apply for playtest simply click below > "Request Access" on the main store page
We will be launching a big Kickstarter for Atre: Dominance Wars that will be focused on delivering you Campaign to play the game, multiple endings, all the cool stuff.
Check our Kickstarter page here:
Let's make history together and make this gem as shiny as possible!
On the same date we will be also launching Second Playtest
October 28th
Kickstarter launch
Gameplay reveal trailer
Second playtest - Play the prologue demo ~20-30 min gameplay
Wishlist us here:
Hello Elders,
Ok first thing's first, we will need to move game release back to first half of 2026, there is a lot of things we still want to do, and a lot of polish that we feel that this game needs so all of you can have a nice and smooth game experience.
There are few major areas that we are focusing on
more content
a game that can run on 10 year old PCs (yes you heard correctly) - we still have some work to do here but idea is to optimize the game as much as possible while keeping highest possible GFX settings
UI polish
We also had a very small closed alpha, which went very well!
Keep applying for playtest as we will be having more of those happening usually on weekends and letting more people in. They will become more and more public up to the major huge playtest with more then few thousands players who have already applied!
To apply for playtest simply click below > "Request Access" on the main store page
Also Kickstarter is going up soon, don't miss it :)
And some figurines ideas that might be in the works? How would you feel about owning those units?
More news coming soon!
Link to kickstarter: Kickstarter
Hello everyone,
Well.. let's start with trailer :)
To apply for playtest simply click below > "Request Access" on the main store page
We are also preparing a kickstarter to go for final polish of the game, and to give you the best possible version of it. Check our story here:
More news coming soon! In the meantime, some new screens.
Wishlist us here!
That's it for now, closed beta is heavily in the works, we just need to fix all the bugs before that, you know how it goes, get's a bit tricky sometimes with all those spellcasters around :)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Atre: Dominance Wars, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Atre: Dominance Wars statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.