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The mobile version of Crawl Tactics has been released.It is available for purchase on the Google Play Store and Apple App Store for $10 or the regional equivalent price.
Google Play Store:
https://play.google.com/store/apps/details?id=com.icefill.crawltactics
Apple App Store:
https://apps.apple.com/app/crawl-tactics/id6763542430
Thank you!
While many players prefer playing on PC, we decided to release a mobile version as well in order to meet the expectations of those who were looking forward to a mobile release like the previous title, SFD.The mobile version contains the same content as the Steam version, though Mods and Skirmish will be limited.
Pre-registration pages are already available on the Google Play Store and Apple App Store, and the official release is scheduled for May 13. (Unfortunately, purchases from Chinese app stores will likely not be possible due to licensing and approval issues.)
Thank you.
Google Play Store: https://play.google.com/store/apps/details?id=com.icefill.crawltactics
Apple App Store: https://apps.apple.com/app/crawl-tactics/id6763542430
This update adds a skirmish mode where short PvP or PvE battles can be played.
In skirmish mode, players can play short PvP or PvE matches on either pre-made maps or procedurally generated maps.
In PvP, hot seat play is possible by default, and if controllers are available, keyboard/mouse vs controller or controller vs controller play is supported.
In skirmish battles, the match does not end when a leader dies and continues until all members of one team are defeated.
The fighting party can quick start with the default party, modify the default party before battle, or select desired members from one of the existing save files.
On some pre-made maps, siege or defense events can be played.
As always, implementing new features often seems quick at first but ends up taking over a week. Ultimately, this project seems driven not by dedication or passion but by personal satisfaction. Developing a game takes a lot of time and can be stressful, but it is likely that I could continue because I found enjoyment in the development process itself. Thank you :)
This update is intended to improve classes that previously had no advanced class or required reinforcement. In addition, several classes that were suggested by the community or on Discord have been added. To support these class improvements, various skills were also added or reworked.
Added Machinist as an advanced class of Tinkerer: The Machinist is designed to automatically summon a Mechanasle at the start of battle so that scrap debris can be obtained more smoothly. It can also detonate the Mechanasle using the Kill Switch skill to deal damage to enemies.
Added Philosopher as an advanced class of Alchemist: The potion crafting abilities of the Alchemist’s skills have been enhanced, and a new Elemental Jar crafting skill has been added. The Transmute potion crafting skills now allow the player to choose one potion from several possible potions to create.
Added Elemental Blade as an advanced class of Spellsword: Elemental Blade has the class skill Knowledge is Power, which grants an INT-based damage bonus when performing melee weapon attacks.
Improved Corsair skills and added the advanced class Gambler: The Corsair’s Blade and Gun Mastery now performs an additional gun attack when a one-handed weapon attack succeeds and a gun is available. The Gambler is a class that uses cards, dice, and coin tosses. It uses passive skills that increase the new stat Luck:LCK. As LCK increases, the critical hit rate and the probability of succeeding at gambles also increase. In addition, as a final skill the class can learn Cheating, which allows all skills to hit and all gambles to succeed for one turn.
Improvements to the nature attack mage line: The advanced class Hermit has been added for Nature Mage. Since many of the Nature Mage’s attack skills had strict tile requirements, some tile restrictions have been relaxed. For example, skills that previously required dirt tiles or rock tiles were changed so that they can be used on any tile without water, or their tile restrictions were removed entirely. A new attack skill that produces different elemental attacks depending on the tile type was also added. In addition, Tornado, the ultimate offensive nature spell, has been added.
Advanced classes for the lancer line: Dragon Slayer, the advanced class of Lancer, possesses dive-type skills that leap into the sky, deal melee damage to enemies, and return. Rune Knight has been changed to an advanced class of Lancer, and an automatic weapon retrieval skill has been added so that spear-throwing skills can be used more effectively. Centurion, the advanced class of Phalanx, has also been added.
Dark magic classes: Necromancer was considered too strong compared to other classes, so its class skills were nerfed in order to change its concept. Demonologist had its class skills strengthened so that when it receives buff skills, the buffs are also applied to its summons. Enhanced Blood Magic abilities, Blood Shield and Blood Overdrive, were also added. Meanwhile, the witch-type classes had their demon summoning skills removed and instead received new or improved poison and curse related skills.
Class skills were added for the subclass Twinblade. Dual Wielder: when a one-handed weapon skill is used, the character automatically performs an additional attack with the weapon in the opposite hand. In addition, the dual-wield skill Heavy Dual Grip (which allows two two-handed weapons to be equipped) was added.
Added Greatsword as the advanced class for the knight who uses two-handed swords.
This small update changes the behavior so that existing files in the local game mod folder are not automatically deleted or overwritten even when a Workshop mod is updated.This change was made because automatically deleting mods that users may have modified locally could cause issues.Now, when a Workshop mod is updated, players must manually delete the corresponding mod from the local mod folder (\/mods/) and restart the game to use the updated version.
We have implemented Workshop support, which was one of the items on the roadmap for the last major update.
You can now enter the Workshop through the Steam client and subscribe to any mod you want. When the game starts, the subscribed mod files are copied into the in-game mod folder (\/mods/).
Subscribed mods are not automatically deleted from the in-game mod folder when you unsubscribe.However, when a Workshop mod is updated, the game compares the version information in the in-game info.json file and applies the update accordingly.
If you place a mod you created yourself into the in-game mod folder, you can upload it to the Steam Workshop.
For reference during mod creation, we have uploaded a data mod that includes all game information except for art and sound assets.After subscribing to this mod, you can open it from the in-game mod folder to see how the game data is structured.You can also modify any desired values or information and apply the mod, in which case the data in the mod will be applied and will overwrite the original in-game data.
(If you modify the data, please make sure to change the folder name of the mod to prevent it from overwriting existing data.If you modify a mod downloaded from the Workshop and want to upload it again as a different mod, you must change the publishedFileID field in info.json to -1.)
We apologize for the delay in delivering the promised Workshop support.
*Note: Save files are not compatible with the previous version. If you want to continue playing with your previous beta save, please use the beta_legacy branch.
This beta update adds siege battles and defense battle events. In Dungeon Mode, siege or consecutive enemy invasion defense events have been added as special events. In Quest Mode, the Doomsday Counter has been replaced with periodic enemy invasions, and before battles you can construct structures such as cannons or barricades to block large numbers of enemies at the village entrance. Clearing exploration quests will delay enemy invasions.
Added siege special events and defense events
In Quest Mode, the Doomsday Counter has been replaced with Monster Invasion and Invasion Defense (during invasions, structures such as cannons can be placed at the village entrance)
Bug fix: Fixed an issue where the Abyss Gate would not open after clearing Dungeon Mode
Bug fix: Fixed an issue where spears and staves could not be enhanced with cores
Bug fix: Fixed an issue where the halved charge count was not applied to starting members in Quest Mode
Bug fix: Fixed an issue where cursors could not move onto rivers or spike traps when using button controls
It is now possible to drop targets onto tiles with rivers or spike traps when using Throw, Cyclone skills, or Hookshot
The halved magic charge count in Quest Mode is now explicitly displayed
Reduced the attack range and spread range of elemental summon spells
Added a Leap skill to the Spear Warrior
Increased shield mastery for the White Knight class
Increased shield mastery for the Phalanx class
Changed the Paladin's Holy Magic Knowledge level from 1 to 2
Crawl Tactics 3.0 Beta version has been uploaded. In the Steam client, right-click the game -> Properties... -> Betas, then select Beta 3.0.0 to play.
Version 3.0 Beta is not a major change compared to 2.0, but it still brings more significant updates than a typical patch. Therefore, before releasing the official update, we're sharing this beta version to gather user feedback and fix any bugs.
If you're interested in trying out the new crawl tactics or would like to lend a hand to the developers, we would greatly appreciate your opinions. Feel free to share any feedback or bug reports either here on the Steam forum or on Discord. Thank you!Notice: Before playing the beta, please back up your existing settings and save files. It is recommended to reset your settings to default, including key bindings and controller bindings, when starting the beta.
This small update is aimed at improving the controls, which have been frequently criticized. Since I lack a strong sense for UI/control design, I made changes based on player gameplay and suggestions. After updating the game, I recommend pressing the default binding button in the keyboard/mouse or gamepad settings to change to the default bindings.
Save file selection menu simplified / Open menu with cancel button:
Previously, you had to select the slot and then press the start button again, but many players considered this one of the most negative control experiences when first starting the game. So now, clicking the slot will immediately start the game. Also, in most PC games, pressing Esc during gameplay opens the menu, but Crawl Tactics didn’t follow this, causing confusion. Now, if there’s no cancelable function, pressing cancel (default Esc) will bring up the in-game menu.
Basic keyboard shortcuts reorganized for left-hand use. Default mouse wheel button set to toggle screen panning:
The previous keybindings were considered unintuitive and too spread across the keyboard. So, screen control/rotation keys have been reassigned to the left-hand side of the keyboard. Skill hotkeys are no longer assigned by default; instead, you can use them through the pie menu, which will be described below. Also, because many found screen panning inconvenient, the standard control of pressing the mouse wheel button now toggles screen panning.
Mouse buttons and their functions can now be remapped:
Default mouse functions have been changed, but since preferences vary by player, each mouse button can now be assigned a different function. Additionally, if the mouse has back and forward buttons, you can assign functions to them as well.
Added equipment window button next to quickslot when using keyboard/mouse. Pressing the selected unit again now opens pie menu instead of equipment window:
Initially, I thought it was convenient to open the equipment window by pressing the selected unit again. However, based on gameplay footage and feedback, many didn’t know how to open the equipment window. So a separate button has been added for it. Now, pressing the selected unit will bring up the pie menu instead. A dedicated button has also been set to open the pie menu when using keyboard/mouse controls.
Pie menu improvements:
The pie menu, previously used only in gamepad mode, was inspired by FPS games like Quake Remastered. However, the hold-to-select method caused confusion. Now, the pie menu appears when you press the button and disappears when you press it again. Also, with keyboard/mouse controls, moving the mouse to the bottom of the screen every time to use skills was inconvenient, so the pie menu is now available in keyboard/mouse mode too. In relation to this, when using gamepads in handheld UI mode, the bottom quickslot and skill slots no longer appear on the screen. In exploration mode, buttons were added to the pie menu for map and moving to another room. This was added because room transitions were often hard to see, obscured by terrain, or troublesome to click on. In combat prep mode, a card use button has also been added to the pie menu.
Added ability to move cursor with D-pad / Use analog stick like a mouse / Analog stick bindings now customizable:
For gamepads, many players—especially fans of classic tactics games—prefer to use the D-pad for movement. So a default binding for D-pad movement has been added. Analog stick movement remains the default, but you can switch to D-pad movement in the settings.
You can also freely assign movement or panning to the left/right analog sticks, and by request, a mouse mode has been added that allows the analog stick to be used like a mouse.
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This page aggregates Steam news feeds, patch notes, and developer announcements for Crawl Tactics, 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 Crawl Tactics 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.
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