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Full Steam announcements and update articles for this title.
Ever wondered how an epic game soundtrack is made?
Join us behind the scenes as our Audio Director Linus travels to Bratislava, Slovakia with the mission to record something magical. Together with the incredible Bratislava Symphony Orchestra, we brought the Demeo x Dungeons & Dragons: Battlemarked soundtrack to life.
There’s nothing quite like the goosebumps you get watching a live orchestra turn the epic adventures of our heroes into music.
But that’s not all – you can now stream the full soundtrack. Queue it up for your next roleplaying session with your friends!
Stream the soundtrack here:
Spotify: https://reso.ly/battlemarked-spotify
Apple Music: https://reso.ly/battlemarked-applemusic
Tidal: https://reso.ly/battlemarked-tidal
Amazon Music: https://reso.ly/battlemarked-amazonmusic
YouTube Music: https://reso.ly/battlemarked-youtubemusic
— The Battlemarked Team
Are you curious about how to play the Druid? We've got you covered!
Check out this how-to-play video to get started and feel free to share your tips and tricks here in the comments.See you in the dungeons!— The Battlemarked Team
Greetings Adventurers,
The Orc Druid Gruda Razortusk has joined the party! Control the battlefield, support your party and — when diplomacy inevitably fails — transform into a massive 2x2 bear and charge at your enemies.
Unlock Gruda by completing the ‘Bear Hunting’ side quest in Campaign 1 (Embers of Chaos). Once completed, the Druid becomes permanently available. The quest becomes available after you complete the first encounter in Neverwinter Wood.
We hope you enjoy the update and we can’t wait to see how you decide to play the Druid!
Keep it wild!
— The Battlemarked Team
Version: 6.0.35766
New hero: Gruda Razortusk, the Orc Druid
New side quest: Bear Hunting
We just released a hotfix with the following:
Fixed an error that could make the party view stop functioning properly
Enjoy!
— The Battlemarked Team
We just released a hotfix with the following:
Fixed a bug preventing players from completing levels like Thundertree, even after defeating all enemies. Saved games with this bug should also be resolved.
Fixed a few VR UI elements and moved them slightly for better readability
Enjoy!
— The Battlemarked Team
Hail, Adventurers!
A Golden Opportunity has arrived in Demeo x DUNGEONS & DRAGONS: Battlemarked, bringing a brand-new standalone adventure in collaboration with Acquisitions Incorporated, alongside new rewards, multiplayer improvements, and more ways to play.
New Standalone Adventure: A Golden Opportunity Meet the infamous Omin Dran, legendary CEO of Acquisitions Incorporated, played by Jerry Holkins (co-founder of Penny Arcade) from the Acquisitions Incorporated actual-play series and podcasts.
Join Omin in a perilous get-rich-quick scheme filled with dangerous infiltrations, magical rituals, and highly questionable business decisions. Are you up for the challenge?
New Rewards Complete A Golden Opportunity to unlock:
Golden Opportunity Die
Golden Weapons
Multiplayer Room Browser Update Finding the right party is now easier than ever. Players can now:
Select a preferred language when hosting
Choose up to 3 gameplay focuses
Filter rooms by difficulty
Campaign Difficulty Settings Difficulty settings are now available for full Campaigns. Previously exclusive to One Shot Dungeons, players can now customize the challenge level across entire Campaign playthroughs.
New One Shot Dungeon: Fastness of Green Shadows By popular demand, Fastness of Green Shadows is now available as a standalone One Shot Dungeon. Challenge the infamous dragon boss from Campaign 1: Embers of Chaos whenever you dare.
As always, thank you for your continuous support. We can’t wait to see your adventures, strategies, and business ventures unfold in A Golden Opportunity.
Much love, —Battlemarked Team
Greeting Adventurers, The Acquisitions Incorporated update is out! This does not only include a new short adventure, but also a bunch of features, updates and fixes!
"A Golden Opportunity" - A new Short Adventure featuring Omin Dran of Acquisitions Incorporated! Play through a unique quest line alongside the events of Embers of Chaos and receive some golden rewards!
Find Omin Dran in the Emerald Tavern in Campaign 1 to start A Golden Opportunity, or if you've finished Campaign 1, you can play it as a Standalone Adventure in the selection menu.
Campaigns can now be played with varying difficulties (Easy, Normal, Hard, Very Hard). Previous default difficulty matches "Normal".
Campaigns can now be played with the "No Respawns" setting active. This will apply to the dungeons in the adventure (since encounters don't have respawning enemies)
Additional optional difficulty settings for all game modes are being explored for a potential future release.
"Fastness of Green Shadows" is now playable as a One Shot Dungeon.
A lot of traits have gotten new names.
Enemies attacking from fog of war will now be briefly visible to make it clearer what is going on.
UX:
Redesigned Room Browser
Added optional "focuses" to the room browser so that the host can signal intentions (like "Story", "Happy to help", "Relaxed"). Voice chat language can be explicitly set.
Added filters so players looking for a game can find one that matches their intentions
New Recently played with section added to the friends menu.
Added hover state with detailed info on status effects icons for mouse & keyboard.
Fixed cause for map marker UI miss clicks.
Added joining game loading messages.
Hide multiplayer settings during single player.
UI:
Main Menu rework
Fixed Scrap Card clipping with screen edges
Fixed status effect icons not mirroring in VR when using the opposite hand.
Campaign 2 multilevel dungeon map markers now use correct visuals.
VR:
Added laser pointer snapping to UI.
Fixed laser pointer render sorting error with hovered card.
Enemies attacking from fog of war will now be briefly visible to make it more clear what is happening.
Paladin
Divine Smite damage reduced from 7 to 6.
Cooldown increased from 1 to 2 turns.
Thunderous Smite damage increased from 7 to 8.
Wrathful Smite damage reduced from 7 to 5.
Wrathful Smite’s Frightening effect area has been increased and it should more consistently hit more targets.
Bard
Glyph of Warding can now be played on objects to protect them. Giving the object the Glyph of Warding Status Effect.
Glyph of Warding (Status Effect) - "Warded. Melee Attackers take Lightning Damage."
Glyph of Warding damage bounces between pieces instead of being a set area. This is more in line with other Lightning attacks.
Magical Secrets can now be used on enemy spell casters as well.
Fighter
Goading Attack cost reduced from 1 to 0.
Ranger
Lightning Arrow damage increased from 3 to 4.
Rogue
Poisoner's Kit - Poison Coating duration has been increased from 1 to 3 turns and damage from 1 to 3.
Stealth can be used to move up to 2 tiles, with the Rogue ending up stealthed on the indicated location.
Blinkstrike damage reduced from 10 to 8.
Sleight of Hand can now be used on most creatures.
Sorcerer
Burning Hands damage increased from 1 to 3.
General
All Psychic damage now ignores physical armor.
Traits
Combat Magic duration reduced from 3 to 1 turn.
Unflinching Focus has been changed to differentiate it from the trait Resilient. It will now reduce spell damage by 1 if the player piece is at 80% or higher health.
Enemies
All kobolds can now benefit from Kobold Pack Tactics
Kobold Pack Tactic (Status Effect) - "Deals +1 Damage and has increased Hit Chance while other Kobolds are nearby."
The Ground Pound card should no longer push around pieces meant to be immovable such as large bosses. Targets hit by it should now animate properly on impact.
Improved card playing behavior when targeting into fog of war.
Improved enemy behavior when they are acting from fog of war.
Enemies with status effects that should block them from performing certain actions should now work properly. For instance, Counterspell should now block spellcasters from using spells.
Fixed bug on non-VR platforms that could cause some NPC dialogue to not be played at an audible level, such as some of the customers in Emerald Tavern.
Fixed a bug that could cause levels with a kill enemies objectives to get confused if said target enemies got polymorphed.
When a piece is transformed such as by Polymorph, status effects already on the piece during the transformation should no longer play a notification as if reapplied.
Big pieces should now align their base plates better with the ground and clip less with the terrain.
Smoke Tiles can be removed by some other tile effects.
Fixed some missing trait trigger notifications.
Confused Enemies should no longer attack while Paralyzed.
Frightened enemies should no longer move around if they are affected by another Incapacitated Status Effect such as Sleep or Stunned.
Vicious Mockery, Bardic Inspiration, Counterspell and Disarm should not be able to target pieces if they have no effect on the target.
Uncanny Dodge and Intercepted no longer trigger at the same time.
Fire Charge trait has been fixed to better match the description.
Combat Magic now only triggers on allies.
Combat Magic is now removed when getting Downed.
Bosses and ballistae should no longer directly target player pieces that are stealthed, downed or under the effect of Sanctuary.
Non-player controllable pieces, including normally stationary ones like ballistae, should no longer be given infinite movement range when a level switches over to free movement.
Fixed bug where Magic Armor could sometimes absorb more damage than expected.
Dimension Door should transport allies more reliably.
Fixed bug that sometimes made bosses do nothing instead of taking an action.
Enjoy!
—Battlemarked Team
Hail, Adventurers!
We hope you’ve been enjoying the Warlock Update so far.
In case you missed it, Demeo x DUNGEONS & DRAGONS: Battlemarked is now part of the Steam Spring Sale. If it’s been on your wishlist or if your friends have been thinking about picking it up, now’s the perfect time to jump in with a sweet 20% OFF deal.
Mark your calendars: the sale runs from March 19–26 (10 AM PT).
We’re also happy to share that Battlemarked is now Steam Deck Verified! You can now take your adventures wherever you go.
As always, thank you for your continued support. If you run into any issues, feel free to reach out on our Discord or contact us at [email protected]
Much love, — Battlemarked Team
Greetings Adventurers! We have officially released our new hero, Azruss the Human Warlock, along with several new features in this March patch. Below is the full list of changes:
Features:
New Side quest in Campaign 2 introducing the new hero.
Warlock joins the party! Comes with new cards, traits, weapons and color options.
New One Shot Dungeon “Auril’s Cradle”, previously only playable as part of Campaign 2.
Removed Hirelings from Multiplayer. Players can assign additional custom created heroes in the party management screen. The active party is automatically set using heroes from each player. Hosts can also edit the turn order.
You can now enable/disable respawning enemies for One Shot Dungeons.
Missing a combat roll now grants your hero Tymora's Blessing. With Tymora's Blessing, next time you roll a combat roll, you will now roll two dice instead of one, and the best result of the two will count as the final result. This feature can be enabled/disabled at any time in the settings menu.
Added Italian, Portuguese (Brazilian) and Chinese (simplified and traditional) localization.
Stronger elite versions of enemies may now appear in the game, mostly in the four multi-level dungeons, both in campaign and One Shots. The details may differ, but in general elites will be noticeably tougher than their regular counterparts. For One Shots, Elite enemies will be more likely to appear on Hard and Very Hard difficulties, while not appearing at all on Easy. This replaces the enemy spam on harder One Shot difficulties.
UI fixes for better readability of UI on smaller, hand held screens like Steam Deck.
Turn order can be edited from the Party Management view in single player and multiplayer (host only).
Added Push-To-Talk support (except when using hand tracking). Enable it under the Microphone Active setting.
Added Invert Camera X Axis and Invert Camera Y Axis settings for use with game pad or mouse/keyboard.
The boss fights in One Shots will now better adapt to varying difficulties. The differences are unique for each boss fight. This can include but is not limited to changes to stats, new boss abilities and additional/stronger enemies being spawned.
Added setting to dock info boxes to the right edge of the screen on PC, PS5 and handheld.
Added setting to lock the cursor to the screen on PC.
Hide the room code in “Join room by code” menu if the show room code setting is set to “Off”.
Added texture quality setting on PC.
Moved tilt setting to controls tab on VR.
Added setting to hide laser pointers in VR.
Moving the card hand now ignores small hand movements when using hand tracking.
Added Steam virtual keyboard to SteamDeck and Steam Big Picture mode.
Some enemies can open doors and walk up the stairs.
Even more difficulty options and settings both for One Shots and Campaigns are currently in development.
Gameplay Bug/Balancing Fixes:
Sorcerer's Weird Staff weapon line is no longer capable of teleporting non-teleportable targets such as level exits when rolling a miss.
The Deflect Magic and Unshakable Presence traits now checks if the projectile to deflect in question is tagged as a buff/heal. If it is, the the projectile will not be reflected.
The two Deflect Magic traits should now stack properly.
The Fighter weapon Battleaxe +2 now should have the intended activation rate of 20% rather than the accidental 90%.
Random encounters in multi level dungeons are now more evenly spread out.
Fixed a bug where delaying a turn would cause the next hero not to update the weapon switch cooldown nor update status effects that were supposed to update its duration on turn start.
The Bard weapons Contagious Laughter +1 and Contagious Laughter +2 could in rare instances trigger again from its own bonus damage. This has been fixed.
Cards with square shaped Area of Effects would not display the correct Area of Effect size on the card itself, or fail to display it at all. This has been fixed.
Enemies no longer follow heroes in Stealth.
Shrouding Sword should now correctly apply Stealth to allies next to the Rogue.
Several healing traits have been fixed and should now work as intended. Mainly "Potion of Healing +" should now only affect healing potions.
Cards that move the user and are meant to be playable on oneself such as the Paladin card Lay on Hands should now in fact be playable on oneself.
The Fighter card Bait and Switch should no longer be able to target the user.
Using certain cards in Non VR would fail to update the counter for how many cards you currently have in hand. This could for instance make your hand look full when it was in fact not. This has been fixed.
Merciful Reaver will no longer trigger if the attacker doesn't hit a target. And will no longer revive downed heroes.
Divine Smite + will no longer trigger if the attacker doesn't hit a target.
All Paladin weapons should now have the correct knockback melee effect.
Cards that apply a status effect that has no impact on a downed piece should no longer be playable on a downed piece.
Lay on Hands + now gives +4 healing instead of +3.
Death Ward can now revive downed heroes.
Antimagic Field status should now correctly be removed when the tile effect is removed.
UI:
Add Extra Heroes flow.
Party Manager view.
Difficulty Settings for One Shot Dungeons.
Adapt UI for a better experience in Handheld.
Shop redesign.
Localization:
Added Italian, Portuguese (Brazilian) and Chinese (simplified and traditional).
Fixed missing special characters in German.
Hail, Adventurers!
Azruss, the Human Warlock, steps into Demeo x DUNGEONS & DRAGONS: Battlemarked, joined by a wave of new features and improvements, such as Enemy Respawn toggle for One Shot dungeons, adding more language support, phase 2 of Hirelings redesign, and more!
Unlock Azruss by completing The Shard’s Shadow side quest in Campaign 2 (Crown of Frost). Once completed, the Warlock becomes permanently available.
A challenging frozen One Shot experience available after unlocking Ythryn.
Brazilian Portuguese
Italian
Simplified Chinese
Traditional Chinese
Hirelings have been removed from multiplayer. Parties now consist exclusively of player-created heroes.
Missed attacks now grant Tymora’s Blessing (advantage on next roll). This feature can be disabled in settings.
Enemy Respawn toggle option
Elite enemy variants
Boss variants per difficulty
As always, thank you for your continuous support. We’re excited to see your Warlock builds and strategies. Please enjoy the update!
Much love,
—Battlemarked Team
Greetings, Adventurers! March is here, and we can’t wait to share what we’ve been conjuring up. As mentioned in our 2026 Roadmap, we’re currently working on Hirelings Phase 2 for Multiplayer, along with adding language support for Brazilian Portuguese, Italian, and Simplified & Traditional Chinese, among other improvements. We're putting the final touches on a few things, and we hope you're looking forward to seeing what we have in store when the update releases later this month. As always, thank you for your continued support! To end this announcement, here’s a small teaser of what’s coming:
Something is stirring in the shadows...
Power not learned, but bargained.
COMING SOON.
Greetings, Adventurers!
The tavern is lively, and talk turns to loyal companions, daring declarations, and bonds decided by fateful rolls. Perhaps… with a heartfelt new set of dice?
To thank you for your continued support, we’re releasing a limited-time Heart Dice set. Even if you don’t own the game yet, this one’s for you too. Tell your friends and family so they don’t miss their chance!
New adventurers: Sign up and create an account at my.battlemarked.com during the event window. Your Heart Dice will be waiting in your account, even if you haven’t acquired the game yet.
Already signed up? Simply log in during the event period to claim your reward.
Jump back into the game and you’ll find the Heart Dice waiting in your Player Profile!
To spread the love even further, we’re also hosting a game key giveaway on our social channels (Instagram, Facebook, YouTube Shorts & TikTok). Check out our latest posts for a chance to win a pair of keys — one for you, and one for the party member of your choice! More details on the giveaway HERE.
We’re currently working on adding additional language support (Brazilian Portuguese, Italian, Chinese) and Phase 2 of the Hirelings Redesign for Multiplayer, among other improvements. Stay tuned for future updates! Good luck, may the Heart Dice roll in your favor. Much love, —Battlemarked Team
Greetings Adventurers! The "Count Your Lucky Stars" Holiday Side Quest has officially ended as we release this February Patch. Here is a full list of changes:
Removed "Count Your Lucky Stars" Holiday Side Quest, Jollykeg and Cleepto (and all the kids of Lonelywood) say thanks!
Balancing
Vicious Mockery miss now only applies bardic inspiration for 1 turn, down from 3.
Vicious Mockery now deals 4 damage down from 5.
Glyph of Warding damage increased from 6 to 8
Song of Rest+ trait now gives +5 Magic Armor up from 1
The extra damage from the Dissonant+ trait is now one instance of damage instead of two to prevent weapon and damage effects triggering multiple times.
Bug Fixes
Save file bug where loading a multiplayer save could lead to lost hirelings is fixed.
Fixed exploit unlocking many weapons and leveling up in one-shot dungeons.
Card prices in Cleepto's Bazaar are now visible in German.
Gold removed from the player's inventory during encounters with NPC:s and the like is now updated properly.
Fixed a bug when applying Magic armor
Fixed a potential softlock when two pieces ended up dying on the same tile
Allied units no longer attack Poison Mushrooms (and various other neutral pieces).
Hypnotic Patterns targeting has been improved. The effect would sometimes not include the entire cone, making it "miss" even though targets was within the cone area.
Any bonus damage from the Rogue's weapon will no longer break Stealth if combined with a card that shouldn't break Stealth.
Fixed some weapon configurations
The Bard weapon Biting Wit no longer loses its effect shortly after being equipped.
Cards affected by the Heartstrung weapon are now correctly upgraded and the buffs to the companions now work as intended.
Improved pagination visuals
Hero select roster gamepad navigation now uses directional input instead of shoulder buttons
Customization button added to hero select podium
You can view the character sheets in the Add Secondary Hero screen in Single player
Added arrows for viewing the next character sheet when accessed through podium and party menu
Show preview of affected cards in trait selection UI
Confirmation popup when choosing to return to map on defeat
Room Codes can now be entered using number keys or pasted with Ctrl + V
Character sheets can no longer be modified while in the card shop as it could lead to bugs and unintended behavior.
Fixed exploit where VR dice could be manipulated in some scenarios
Many more minor bugs and polish fixes
Hail, Adventurers!
The stars are aligning in Demeo x Dungeons & Dragons: Battlemarked.Now you can earn exclusive Starry Night cosmetics by watching Battlemarked streams on Twitch. Simply tune in to eligible Battlemarked streams, track your watch time, and claim your rewards as the night sky unfolds. ➤➤➤ Get the Starry Night Twitch Drops!
Available Drops (from 26 January at 7PM CET to 2 February at 7PM CET)
⭐ Starry Night Die — Watch for 1 hour
🌠 Starry Night Skill Die (d20) — Watch for 1.5 hours
🌌 Starry Night Baseplate — Watch for 2 hours
How to Claim Your Rewards:
Visit my.battlemarked.com
Sign in with your e-mail account
Link your platform accounts (Steam, Meta Quest, PS5)
Claim your available rewards!
Greetings, Adventurers!
The team is back from a well-rested holiday break, we hope you also had a wonderful time with your loved ones! We’re now kicking off the new year by sharing the 2026 roadmap for Demeo x Dungeons & Dragons: Battlemarked, outlining what we’re committed to, what we’re planning, and what we’re actively exploring for the future of the game.
Below is an overview of what’s ahead:
Committed
Language support: Brazilian Portuguese, Italian, and Chinese
Planned
New heroes
Additional one-shots
Hirelings — Phase 2, as part of the Hirelings Redesign
New side quests
Campaign 3
Exploring
Bad luck protection
Campaign & one-shot difficulty settings, including enemy spawn options
Bringing the game to more platforms
We’re excited to work toward these plans and will share more details as features get closer to release. Thank you for being part of the Battlemarked community, and get ready to roll into 2026 with us!
Much love,
—The Battlemarked Team
Greetings Adventurers,
Today we have a new update for Demeo x Dungeons & Dragons: Battlemarked that adds a new limited-time side quest for the holidays, the first phase of the hirelings redesign, balancing changes, and bug fixes for you!
A new side quest has been added to the game! Meet up with Dwelf Jollykeg in the Ramshackle Inn in the Crown of Frost campaign to help him with some special holiday-time deliveries.
This quest will only be available for a limited time, so play as soon as possible! For completing this quest, you will be awarded a special dice skin.
As we outlined previously, we are redesigning the hirelings system based on your feedback!
In this patch, we are implementing Phase 1 to have a single player group be composed of your own customized heroes. Experience gain will work as normal across all of the characters!
Additionally, to resolve occasional issues with hireling assignments in multiplayer games without a full party, we’re also implementing party management and quality of life improvements. You will now have the ability to reassign hirelings to players in multiplayer, and alongside this we now have the ability to change the turn order (both single and multiplayer) to facilitate specific combos easier without needing to delay the turn every time.
We’ve seen all of your requests to translate the game to Brazilian Portuguese, Italian and Simplified Chinese and are happy to confirm that these translations will be coming in the near future. Stay tuned for updates!
You can read the full, detailed patch notes here. Some of the highlight features are:
Added a brand new limited-time side quest to celebrate Simril, the festival of light. Finish the side quest for a dice reward!
You can now play with a full party of custom heroes in Single Player
Hirelings can be replaced with custom heroes in old Single Player save files
Added functionality to remove and reassign Hirelings in Multiplayer
Added functionality to change turn order while on the map
Bug fixes, performance optimization and stability improvements
Thanks for all of your feedback and reports so far. We appreciate the care and attention from the community, and will continue monitoring reports as they are made!
Much love,
—Battlemarked Team
Features
Single player uses all custom heroes instead of hirelings
One of each class of custom Heroes is automatically created when you create your first Hero. This will also happen the first time a returning player starts the game with this update.
Added a way to remove Heroes/Hirelings from the party while on the map
Old Single Player save files with Hirelings in them will load normally, please remove the Hirelings and replace them with Heroes if you want to continue that save using custom Heroes.
Added a way to adjust the turn order while on the map
Added a way to change who is controlling a Hireling in Multiplayer, both on the map and in level
The player can change/confirm their Hero's secondary ability before being able to spend trait points. This choice is still permanent.
Added a new side quest to Crown of Frost with a nice reward
Added a way to copy the multiplayer room code to more easily share it.
Side quest givers and locations are now marked with blue ! and ?
Scrapping cards in VR now has a delay to prevent accidental scrapping of cards. Additional audio has been added for both VR and gamepad when scrapping a card.
Bonfires in the Frost Keep boss fight now interact with other elements as well
You can now manually rotate and inspect unlockable dice and baseplates in the Player Profile page on flatscreen.
Achievements, unlockable dice, and unlockable baseplates now show in a more consistent order.
Improved diagonal targeting of melee attack cards with mouse and keyboard.
All cutscenes polished and improved (more changes than you can count on your fingers and toes combined!)
New Quest:
Try out the new side quest by going to the Ramshackle Inn, and speak to Jollykeg to start it.
New card added as part of the new quest line!
Complete the quest and receive the reward!
Bug Fixes:
Overall Stability improvements
General performance improvements
Fixed a bug where text would not update properly sometimes when you change languages while in the shop
Trait point notifications on the party menu will be hidden after viewing that character sheet, until the next level up
Fixed bugs related to the 'Confused' Status Effect:
Confused units now only attack when adjacent to a target
They can't attack while incapacitated (stunned, sleep, etc.)
Fixed a bug where the final boss of 'Crown of Frost' sometimes dealt damage to himself (stupid!)
Fixed a bug where boss levels of dungeons would sometimes not appear when playing a dungeon a second time in a session
Ice Troll Heart now always works correctly on targets other than yourself
Potion of Speed VFX now always plays on the correct target when used on others, and also uses the correct animation.
If a Hero possesses multiple traits that activate when reviving an ally, all of them will trigger properly now.
All forms of healing that revives a downed hero should now trigger traits that activates when reviving an ally.
Fixed a bug where 'Prismatic Spray' cards could sometimes disappear from your hand as you progressed through the game if you did not have the trait Prismatic Spray+.
'Lunging Attack' and other similar attacks used by enemy units such as wolves should no longer displace the attacker.
Changes to Traits and Weapons:
The 'Honed Instinct' trait now works as intended, and the trigger chance has been changed to 10%.
The 'Merciful Reaver +2' weapon previously had a 10% chance to activate its effects, which was an unintended downgrade. This has been changed to always trigger to match the other versions of Merciful Reaver.
'Honed Instinct', 'Double Tap', and 'Extra Attack' traits now operate independently rather than stacking, meaning if you have several of the traits you can get multiple follow up melee attacks if you are lucky. Furthermore, many of the melee attack cards can now trigger the traits.
The 'Warborn Surge' trait now only applies to non-props on the same team. Furthermore, it should now trigger for any type of melee attack, rather than just the basic melee attack and a select few cards.
Both 'Combat Magic' traits should now stack properly. The associated status effect icon has also been updated.
Hello Adventurers! We're thrilled to release our second patch. Here is a full list of changes:
Bug fixes:
Network stability fixes
Performance improvements - less stuttering and lag overall
Fixed crashes that would sometimes occur on PS5
Fixed a bug where the Card Shop could sometimes clip into elements of the environment in VR
Fixed many bugs related to Polymorph
Polymorph status effect no longer remains when the creature reverts form
Pieces that spawn with status effects (like the Troll's Regeneration or the Frost Giant's Cold Aura) don't carry that status effect over when transforming, but regain it when reverting to their original form
Polymorphed Heroes now get the Polymorphed status effect
Large enemies now consistently get the Polymorphed status effect when transformed, regardless of which tile you targeted to Polymorph them
Heroes that are downed can no longer be targeted by Polymorph
Status effects on a timer that were on you before transforming, and that expire while you're transformed, no longer reappear when you revert form
The Polymorph status effect now properly reverts your form when it's removed
If you enter Cleepto's Bazaar while Polymorphed, we now display your original hand and piece instead of the rat's view and hand. Cleepto always knows your true form!
Trait cards are no longer granted multiple times when Polymorphed or reverting from being Polymorphed
Cards can now upgrade properly if you select a trait that upgrades a card while you're Polymorphed
Cards now countdown through their cooldown properly when Polymorphed (both for your current rat form, as well as your original form)
Fixed a bug where some enemies could target units that were in Stealth with Disarm, Counterspell, Hunters Mark, Quick Grapple and Throw
Fixed a bug where the Repeating Ballista could sometimes attack units that are friendly or in Stealth
Applying traits that increase max HP will not longer grant HP to downed heroes
Fixed a bug where Cordon of Arrows sometimes wouldn't deal damage
Fixed a bug where Vicious Mockery sometimes wouldn't ignore armor
Battle Hardened now properly protects against counter attacks
The effect from the Bard weapon, Biting Wit, no longer causes friendly fire
Props such as barricades and barrels can no longer be affected by upgraded Bardic Inspiration or Crushed
Certain attacks such as Disarm should no longer be able to target units that are in Stealth or protected by Sanctuary
Banish no longer works on bosses
The Leap card no longer leaves a lasting trail on the piece after the action has been completed
Fixed a bug where gold would sometimes be invisible
Fixed a bug where Achievement notifications would linger on screen in VR
Players that join an ongoing session while others are in Cleepto's Bazaar can start shopping immediately. Any replaced hirelings are correctly removed, so the host doesn't need to shop for them.
Fixed a bug where the camera could get stuck in the Desecrated Shrine, making dice rolling harder in flatscreen
Slightly increased wait time when searching for friends to lessen load on servers
Fixed a gamepad bug where changing previewed card hand while holding a card on the board could leave the camera locked
Fixed a gamepad bug where the 'skip cutscene' button would sometimes be unresponsive
Fixed a gamepad bug where skip input sometimes was ignored
Fixed a bug that caused the last 'Waiting for Player' icon to overlap the 'skip cutscene' button in flatscreen
Fixed incorrect tutorial message about scrapping cards using gamepad
Fixed numerous typos across the game
Fixed a bug where Chief Blaze would still attack after being defeated in the Emerald Tavern bar brawl
Fixed a bug where the party sometimes would not gain XP from defeating Frostmourn Raknar
Fixed a bug where the Wayfarer achievement couldn't be unlocked
0 AP actions now counts towards the 'Time Stop' Achievement properly
Fixed a bug that could cause progression blockers when joining a session just as a dungeon or campaign has been completed, or if players left during when the popup was visible
Fixed a bug where the quest marker would not function properly in the 'Quiet the Jarl' and 'King's Tears' quests
It should be possible to hand in Nimsy's quest after defeating the final boss of Crown of Frost
Isteval should no longer ask you to go to Frost Keep after defeating the final boss of Crown of Frost
Fixed a rare bug that could cause a piece to be displaced outside of the board, leading to various issues
General changes:
When the key is found in Cragmaw Castle, the prisoner is highlighted to show players where to go next
Forgotten Cairn has fewer skeletons
Blaze conversation in Loggers' Camp now only requires one player to make choices, instead of votes
Added instructions on how to tilt the table in the VR settings menu
General UI polish
VO and sound effect polish and adjustments
VFX polish
Greetings Adventurers,
We’re just over a week since the launch of Demeo x Dungeons & Dragons: Battlemarked. In that time we’ve delivered two patches to improve the game’s stability and remove some of the bugs that were reported by the community and continue to fix issues that are found. You can see all of the November patch notes here.
Following feedback from players, we’re making some changes to the design of the hirelings, so this Dev Diary will outline what we will be doing both in the short- and long-term for this feature.
The first phase of this change will affect the singleplayer portion of the game, as this is where the basis of a lot of the feedback has come from. What we plan to do is to give players the option of filling the party with customized heroes that then gather XP and can be leveled up.
Multiplayer is much more complex for this; players join, leave, rejoin, and doing that while also bringing your own heroes into the session becomes more complicated. It becomes a much larger task, both from a technical perspective, for user interface design, and overall experience for you.
This phase will be a later update so that we can properly estimate and account for potential issues with this system.
Phase 1 will be prioritized for release as quickly as possible. There’s some work to do on this, but it is the part that is least prone to errors of the two phases and why we have chosen to split this into two steps. It will let us gather feedback from you on how balancing feels during play, and from there we can start work on Phase 2!
As always, thank you for your continued patience, support, and passion. If you celebrate Thanksgiving, we hope you are having a great one; if not, we still hope you’re having a great time.
Thank you,
—Battlemarked Team
Hello Adventurers!
We've been working hard to fix some issues that have been reported during the launch week. While some issues still remain, rest assured we're working on those too!
Please update your game to the latest version for uninterrupted multiplayer.
Fixed a bug where cards could sometimes get scrapped unintentionally in VR
Improved server stability to prevent random disconnects
Fixed a bug that would cause performance to deteriorate during long play sessions
Fixed a bug that could cause players to lose progression
Fixed a bug where Achievements would sometimes not unlock dice correctly
Added confirmations for 'Retreat to map' and 'Quit Game' buttons
Changed the UI for 'Send Bug Report' button to make it clearer
Changed the UI for loading of saved games:
Changed the 'Load Game' button to 'Continue', which opens up a list of saved games
'Continue' is now listed as the first option for better visibility
We're grateful for your patience as we continue to improve the game. We will be sharing more information about design changes related to hirelings very soon!
Improved multiplayer stability, which also resolved unexpected soft locks that sometimes occurred in games. Those games can now be resumed.
Fixed an issue where system language settings could lead to text in the game sometimes disappearing.
The day has finally arrived, Adventurers,
Demeo x Dungeons & Dragons: Battlemarked is OUT NOW!
Gather your party, stock your potions, and venture forth into two huge campaigns that take you through iconic locations across the Sword Coast. Investigate sinister plots that will unravel throughout the course of the story, and be prepared for anything.
Bring a friend. Bring many friends, regardless of what realms they are in or which magical devices they have attuned Battlemarked to, because the game is cross-platform and cross-device compatible. Whether with friends in co-operative multiplayer or solo, surely nothing will stop a heroic individual like yourself from achieving victory (and treasure)? Time to find out!
It’s your turn, Adventurer.
Are you excited to see what Demeo x Dungeons & Dragons: Battlemarked will be like?
Well, you're in luck because tomorrow (a day before launch) November 19 at 6PM ET, we'll be streaming never before seen gameplay during Episode 4 of the Demeo Live Showcase series on YouTube, taking the adventure to new realms: the Forgotten Realms!
Join the stream on YouTube:
Good day, Adventurers!
Up until today, we have been showing encounters from our first campaign, Embers of Chaos. Today we’re excited to give you a look at the second campaign, Crown of Frost.
We have been working with Matt Sernett as Narrative Designer on Demeo x Dungeons & Dragons Battlemarked, who brings a mountain of experience and knowledge as former Writer and Game Designer at Wizards of the Coast. In his own words:
“I’ve always believed D&D’s power lies in its places as much as its protagonists. Icewind Dale, Ten Towns, Frost Keep: these are not just backdrops, but characters in their own right. Setting a story here, in contrast to our already announced campaign that features settings like Neverwinter Wood and Cragmaw Castle, gives us the ability to deliver two full campaigns at launch that honor the breadth of adventure to be found in the Forgotten Realms.”
In Crown of Frost, your band of heroes arrive as Icewind Dale is bracing for war! Sightings of a Frost Giant where they shouldn’t be, armies gathering at Frost Keep, and palpable tension underpins Crown of Frost from the outset. The cold is as much an enemy as the dire wolves and the giants that roam this region, and over the course of the campaign you should prepare to find friends—and a lot of foes—among the giants, goblins, kobolds, slaadi, and more. Your journeys will take you from the downtrodden streets of Ten Towns’ Lonelywood to the dizzying heights of the Spine of the World, uncovering forgotten secrets along the way!
There is a lot to discover in this campaign that we think you will love. If you are someone who is interested in the deeper lore of these awesome places, we encourage you to explore the official Dungeons & Dragons lore to learn about its histories and setting to prepare for your own adventure there on November 20, when Battlemarked releases on Steam (PC, Mac, and VR), PlayStation 5, PlayStation VR2, and Meta Quest!
Much love!
—Battlemarked Team
We have a quick update note for you today, adventurers! Through some crafty lockpicking skills, the padlock icon has been removed from Tharok, the dwarven fighter, and this character is now available to play in the demo!
NEW
Tharok (Dwarven Fighter) unlocked as a playable character in the Steam Next Fest demo
Today, we’re rolling initiative and kicking off our road to launch with a playable demo right here on Steam!
In this short snapshot of the game, you will have access to the tutorial which will guide you through how to play. It also introduces a never-before-shown character: Jessix, the human ranger!
The demo consists of two encounters from Embers of Chaos, the first campaign in Battlemarked, beginning with a scene somewhere in Neverwinter Wood where calls for help spur your band of adventurers forward into action. Then, once that kerfuffle is all but dealt with, we whisk you away to the Mushroom Hollow, where you will delve into the first level of what will be a multi-level dungeon.
Playing through both of these encounters will not only fill you with the joy of victory, it will also award you a special dice skin to your account that will be awaiting you in the full release of the game on November 20!
If you wish for adventurers to join you in this endeavor within the Next Fest demo, then join our Discord server to find spaces to “LFG” or host games for others to join.
Good luck, and have fun!
—The Battlemarked Team
Gather around, Adventurers!
Anticipation hangs in the air, palpable with every drawn breath or rustling sound that disrupts the stillness. You’re anxiously awaiting news about Demeo x Dungeons & Dragons: Battlemarked.
Good news! You and your band of your most trusted companions will be able to embark on your adventures (or misadventures) on November 20, 2025. The game will be priced at $29.99 USD and is cross-platform and cross-device compatible.
With this announcement comes a new trailer that you can watch right here:
But wait, there’s more!
There will be a playable demo during Steam Next Fest from Oct 13 - 20! Budding heroes will be able to play through two small snapshots from the game.
During the demo, you will play through the two encounters with access to four playable heroes, Tibby, the chaotic halfling sorcerer; Bolthrax, the hot-headed dragonborn paladin of Bahamut; Ash, the infernal-blooded tiefling rogue who hides her pain beneath a quip and a smirk; or Jessix, the human ranger seeking retribution… who we haven’t revealed until now!
Up to four players will team up to defend against a Goblin ambush somewhere in Neverwinter Wood — which marks the start of this campaign—and then be thrust later into the adventure to the Mushroom Hollow to investigate strange behavior from its denizens.
By playing in Steam Next Fest, you will get more than just a hands-on first look at Battlemarked, because completing the two scenarios in the Next Fest demo will also unlock an exclusive cosmetics for your two d20s in Battlemarked (you can read our Dice Dev Diary here).
That’s all for today, but don’t worry because we will be back very soon with more detailed information on Jessix, the ranger. Among other things, of course!
To stay in-the-know and get those notifications early, cast Alarm on the Wishlist and Follow buttons to not let any of the information sneak past you!
Greetings once again, Adventurers, and welcome to another developer diary. This week we sat down and talked to Polina of Dev Diary #2 fame. Our investigative reporter managed to get greater insights into the artistic endeavors, processes, and even abscond with some loot in the form of videos and screen captures to share with you all today! Without further ado, let us dive into the questions:
Q: How does the process for creating card art begin? Is there rhyme or reason to what is being worked on at the time? Walk us through a little of that.
A: Our game designers maintain a database of all the cards in the game and I prefer to focus on the ones that tend to appear together on the screen, usually a specific hero’s class cards. This makes the research and inspiration stage easier to dive into, and the sketching too as I prefer to work on several cards at once.
Q: Several cards at once!? Is that something you developed for yourself, or was it learned from somewhere?
A: Making multiple thumbnails and developing several ideas at once is a natural process for most artists but in our case it’s done for several different images instead of a singular illustration. It’s not a perfect solution I know but the best we could reach considering the time limits and the quantity of the cards in the game. Doing several cards at the same time allows us to see them in something very close to gameplay context, see if they look good together without being too similar.
Q: Okay, so you create several sketches at once and work on them all a bit as you go, but how do you ideate over that many ideas at once?
A: To start with, I focus on what the card is supposed to do in gameplay terms, and how that has been represented in D&D media before (or in Demeo). Sometimes our VFX artists have already worked on an effect, so I can take inspiration from their work as well.
Then I consider if there’s any opportunity for visual metaphors or unique visuals without losing the direct association and later switch to sketching in color.
Q: With all of the cards you’re illustrating in this phase, how much of each do you render toward their “final” state, and why do you take this approach?
A: Once the general composition and colors are decided I tend to finalize card art one by one, reaching maybe 90% for each one before doing a final pass.
Q: How many stages of reviews do tend to have during the creation of the art?
A: I prefer to check in with our art lead, Alexandru, at the most important stages which is usually after the initial sketches are done and then again once the cards are closer to completion.
Q: So, you start adding color, rendering finer details, and now you’re coming to the final stretch of the illustrations. Are there times when you have to start over one of the designs because of a change of direction? If so, how does that affect your method and how do you overcome those sorts of changes?
A: Yes, sometimes only when the card is finished and seen in the game do we realize that it doesn’t really work. This is where I rely on the team to provide feedback. To be honest an opportunity to remake some card art usually makes me excited since that means I can work a little longer on it, and a lot of the initial issues have already been solved by the first version of that card. Sometimes we also have changes in game design that might affect what a card does, so then it’s a matter of translating that change into visuals.
Polina was kind enough to take a very, VERY long recording of this process and fit it down to a timelapse that is less than 5 minutes long, the full process having taken roughly 15 hours of work. You can see it here:
Q: The rollercoaster of game dev, for sure! So, you have the final render. Is that the last you will do with the cards before they’re added to the game, or are there additional steps before that can happen?
A: The last, yep. For now.
That “for now” is very ominous. I love it. —Editor
Bonus content time, because we appreciate your time reading our dev diary, here’s a short timelapse of a monster card!
Q: A fun one as we get toward the end of the questions: Which D&D class do you think you are in real life?
A: A druid for sure. A hermit who wild shapes into a small unassuming animal when there’s fun gossip nearby.
Q: Finally, do you have any words of inspiration for the artists out there who maybe want to do what you do one day?
A: As long as you have a purpose for your art and something to communicate - it’s worth doing it, be it for a video game, a small group of friends or some strangers on the internet. I believe it’s something D&D and art have in common.
We want to thank Polina again for sharing some of the processes and even taking the time to create awesome timelapses for us to show. We have a longer timelapse that we’re going to put onto YouTube in the near future, so look forward to that!
For now, we’re going to share with you one more awesome timelapse before we sign off for this dev diary. We’ll be back again very soon!
Wishlist and follow the game to get a bonus on Perception checks to see news as soon as it is posted here on Steam!
You return, Adventurer, and it is with an exuberant joy that I once again welcome you to take a moment’s respite from your daily doom Scrying. Rally your mind against the Dissonant Whispers, and let us Enthrall you for just a short while with the next chapter from the development saga of Demeo x Dungeons & Dragons: Battlemarked. Take it away, team!
Hello folks, and welcome to our fifth dev diary!
Don’t worry, we’re not going to cast those spells that our excitable announcer suggests! But it is our hope to captivate you with a deeper look into some of the game’s environments and provide a sneak peek of the feeling you will get while playing. In the game, you will be spending a lot of your time from the top-down perspective looking at the encounter maps. Today we are presenting you with some of the artwork you'll see in the game's Quest Log and Load Game menu.
First and foremost, Neverwinter Wood is where your intrepid heroes will start one of the campaigns. It is a neutral, familiar setting for a fantasy world that lets new initiates to Dungeons & Dragons get their bearings before setting out on the adventure proper. Of course, no starting quest is complete without a little goblinoid menace, so we’ve opted for a relatively classical introduction. This scene is one that you have no doubt spied from our trailers and videos from a fresh new angle!
An area that we’ve not previously shown is a “sleepy little settlement” that has seemingly been set up to do a lot of industrialization. We’re almost certain that many of you are suspicious of how quiet and tranquil this seems, but we promise it is completely safe and calm. By the way, give us a Perception roll really, really quickly…?
What is an adventure without a small sprinkle of tension, delving into dubious cave systems of glowing fungi, drifting spore clouds, and that big sense of unease of “calm before the storm” tattooed into your soul?
Now, we’re not saying that this is a door that leads to something ominous and violent, but now would be the perfect moment to recover some of your lost Hit Points, as well as mentally and physically prepare.
You will face a range of creatures, lovingly referred to as “bitey-friends”, “poison-friends”, and “smashy-friends”. In the more common Dungeons & Dragons parlance, these are creatures that you will know as rats, kobolds, goblins, myconids, and trolls to name a few. The rest you will have to discover when you embark on your own adventure in Battlemarked.
This is one of the campaigns that will be available in Battlemarked, and each of these can be played in any order that you wish; though for those who pay attention to the story, you may find that the narrative threads cross over and intersect in places. Okay, enough with the teasing for one day!
For now, we’re going to wrap up the dev diary here without spoiling the really cool areas you’ll see in the later campaigns.
Here we have the Neverwinter Wood encounter map from within the game shown from a top-down perspective. This one is just a fun one because we’re excited. That’s it!
(Disclaimer: This isn't how you will see the game. This is just a fun nod to all you tabletop folks out there! 🥰)
We’ll be back again in a couple of weeks with another dev diary. Until then, keep rolling Perception checks on our social media and Discord for more.
Wishlist and Follow the game to be notified when news and announcements are posted!
Much love,
—The Battlemarked Team
Gather ‘round, ye adventurers brave, for we have tales to tell. Let the inn’s fireplace warm you, drown out the noise of the taproom, and lend me and mine guest your audial receptacle. While it would be your greatest pleasure to hear me recount this eve’s tale, I merely stand before you today to present another to regale you with their own tale. So let us not delay, welcome them to the stage!
Greetings Adventurer, and thank you to the host for such a… colorful introduction.
We have seen many comments and questions regarding the dice and how they will work in Demeo x Dungeons & Dragons: Battlemarked and today we’re going to give you some insight into how we handle different scenarios in Battlemarked.
The goal from the beginning for Battlemarked was not to be a replacement or substitute for virtual tabletops or the classic pen-and-paper experience, but still maintain the satisfaction of controlling miniatures on the battle map and manually rolling dice to resolve attacks and skill checks. By using the Demeo Action Rolepaying System, we are able to simplify combat to be easily understood by anyone so as to allow the cooperative, tactical gameplay to take center stage as you play through the adventures.
To try and reduce confusion, we will refer to the Demeo-style d20 as the “Demeo die” or “combat die” while the numbered version we will simply call “d20” as this is what a large number of people will be familiar with.
For the uninitiated, Demeo uses a distilled system of Miss, Hit, and Critical Hit for the results of the combat die — represented with a skull, a single sword, and two crossed swords respectively. This provides clarity to all players across the board as to the result of the attack roll without ambiguity. Additionally, the original Demeo die was 12-sided, whereas Battlemarked will use a 20-sided version. For all intents and purposes, however, the system functions the same as Demeo and aims to bring a more streamlined approach to combat pacing.
For those of you who take particular interest in probability and the crunchier side of statistical analysis, the faces are:
Two skulls (Misses)
Three crossed sword (Critical Hits)
The remaining 15 faces are the single sword (Hit)
Outside of combat, Battlemarked utilizes the regular numeric version of the d20 that tabletop roleplayers are familiar with. These checks have a target Difficult Class (DC) that you need to hit in order to succeed, just as you would expect from such a skill check.
Stay tuned for our future dev diary where we will look deeper under the hood of how the skill checks work and how your character progression choices affect the final result of said checks. Until then, we hope that this has helped clarify the mechanics of the dice and gives a little more insight into our design approach.
See you in the next one!
—The Battlemarked Team
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About
This page aggregates Steam news feeds, patch notes, and developer announcements for Demeo x Dungeons & Dragons: Battlemarked, 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 Demeo x Dungeons & Dragons: Battlemarked 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.