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Full Steam announcements and update articles for this title.
Hello everyone! Thank you for all the support, we are so grateful for every one of you. Let's take a look at what's new!
Siege Mode is a progressive point capture battle where Defenders must dig-in against waves of Attackers as they attempt to capture 5 points one after another. Attackers have limited time and lives and must capture all points before either are exhausted to win.
This game mode is completemented by our newest map:
Located on the Dutch shores to protect against British invastion, Bastion features tulips fields, windmills, picturesque villages and of course, the bastion itself! This map also features destructible landmarks and walls!
That's not it though, we are not adding one, but two new maps!
Mostly flat with very little cover, Austerlitz is THE map for line battle enthusiasts! Clash at the centre lowlands, or dig in on top of the Pratzen heights, this map is perfect for competetive and bot commander battles!
Next up, we have brought more life into our maps with butterflies, bees and birds! More plantlife has also been introduced with mushrooms, reeds, barley and nut grass.
To top it all off, more cosmetics have been added, including an eyepatch, daffodils and a baguette.
You can now fix / unequip bayonets, increasing your accuracy for a no melee tradeoff.
You can now glide down from elevated places!
Cuirass armor bullet resistance has been decreased.
Long range rifles can entirely negate cuirasses.
You can no longer reload in the anti-cavalry stance.
Flag for Duchy of Warsaw has been updated.
New presets have been added to quick host.
AI now rotates more smoothly.
Hello everyone! We have prepared another big update for you! Behind the scenes, we are also working on a new map and gamemode, which will be released in the upcoming weeks, so take this as a sort of part one to the whole update. Let's take a look at what's new!
This overhaul allows players to be able to tell regiment classes apart better, as well as getting more insight into their different stats. Each class is now also more distinct in their usage on the battlefield.
New info menu added to the regiment selection screen, which shows all movement and weapon statistics for the respective class.
New stat added: Damage to cavalry - now separate from infantry damage.
Added breastplate to cuirassiers - which reduces damage from muskets when shot. Headshots and lower + back body shots still insta kill.
Each regiment now displays it's class: Fusiliers, Grenadiers, Skirmish, Light infantry, Artillery, Dragoons, Heavy Cavalry, Lancers and General Staff.
We have implemented a new movement system for cavalry, more in-line with the industry standard. This will allow for more dynamic and realistic cavalry gameplay.
W and S move the goose forwards and backwards, A and S rotates the goose left and right, instead of strafing.
Zweiten Leib Husaren
Regimento d'artiglieria a cavallo
45eme regiment d'infanterie de ligne
Royal Horse Artillery
Royal Scots Greys
Stopped Talavera boulders from fading out, exposing players behind them.
Fixed bugs causing save game corruption.
Hello everyone! We are proud to bring you the newest list of features coming to Duckoleon.
Duckoleon is now free for everyone to enjoy! As a F2P player, you can play as our new class, militia! Depending on the nations you choose for a match, a militia regiment will be added depending on the nation, featuring picks like Prussian Landwehr, Garde Nationale, Siebenburg Landwehr, York Fencibles and more!
All other in-game content is freely avaliable, but if you choose to you can upgrade to the Duckoleon Expansion Pack, which unlocks all other regiments including fusiliers, grenadiers with sappers, skirmishers, cavalry, artillery and more.
All players who had previously purchased the game will receive the DLC for free.
Denmark - Norway is the newest nation to join our ever-growing roster with 3 regiments + militia: Jutland Fusiliers, Grenadiers and Light Dragoons! They come equipped with the M1794 Musket and Carbine.
Ever wondered how a game of search and destroy would look like with ducks, muskets and a loaf of bread instead of a bomb? No? Well, it's here, and it's epic!
Fight for a set amount of points in a no respawn, round based match, where one attacking side must bake a loaf of bread without the enemy team stopping them. Rush into site or be careful and pick off enemies before baking? It's your choice, but don't let the defenders munch on that delicious bread!
Grenade barrels can now be found scattered across the map or can be built by sappers. Each barrel holds up to 5 grenades, which you can pick up, light and throw! Once you light the fuse, there's no going back, so be careful!
Shrapnel shots explode on impact into multiple tiny fragments which scatter in all directions, dealing massive damage in a small region. They are especially useful in urban enviroments, where they can bounce off of roofs, making it easy to strike ducks hiding in alleyways.
That brings us to our next addition...
As the name implies, the map features a sprawling mediterranean town with colorful markets, plazas and tight alleys, making it a perfect pairing for Duck-Strike and smaller matches.
Being in cover will now save you from artillery shots and grenade explosions.
Explosive shell has been changed to now carry over part of its velocity of the main shell after it explodes, this will slightly increase its range, but to compensate we have reduced the AoE of this shell type down to 2.5 metres per scattered shot.
Canister Shot AoE has been reduced to 2 metre spread, but it now contains 5 more projectiles. The Projectiles will also go slightly farther.
New invisible barriers have been added to spawns to stop players from leaving the area before a match starts, this is mainly to prevent early artillery shots & moves.
All Cavalry type units have had their acceleration increased by 1 second.
Flock chat has been added.
Added throwable snowballs to Eylau.
Cavalry AI now retreats when low on morale regardless the opponent's morale, which it used to rely on.
Added a quick host menu with a variety of match presets.
All players can now place location pings, helping with communication and enemy spotting.
Fixed garbage collection for some particles, which used to cause lag buildup in long matches.
Player camera has been repositioned to prevent seeing through walls.
Fixed graphical glitches in flock UI and on leaderboards.
We are introducing a new community group or "clan" system which allows you to join in-game groups, which we call Flocks. Flocks can compete with each other on our global leaderboards. In the main menu you can join, create and manage your Flock. Do remember though, you can only be in one at a time! You can gain points for your Flock by attending events, more on those up next.
The servers menu now features an event tab where you can see all upcoming events and their times. The events will take place on the official dedicated server at the set time. Each player in the winning team of the event provides a point to their respective Flock.
We know some fans have been eagerly awaiting the next nation, The Confederation of the Rhine. Featuring three brand new regiments: 1st Light Infantry battalion of Westphalia, Saxon 1st Jägers and 1st Bavarian Infantry.
We've mentioned a few times that we will be overhauling a few features of the game, so the first section we will be looking into is Cannons. Cannons are now movable, which you can either move them on foot or tow them with cavalry. This is done by pressing the tow (jump) key while looking at the cannon, which you can also rebind should you choose. We've also updated the cannonball trails, particle effects and now they can create craters in the ground upon hitting it, which will emit some smoke. No doubt some people will make cannonball impact art soon.
The next step in overhauls also affects Sappers, which will now only have 30 material at their disposal, but this can refill by interacting with brand new supply crates scattered around the map, be sure to take advantage of these areas when repositioning your artillery or creating defensive positions. These crates contain a limited amount of material (60 to be exact), so after they are depleted you cannot get any more material.
Sappers can now also construct Artillery ammo boxes to help with moving to new positions. Now you may be asking, "But Sappers aren't even attached to Artillery regiments?" Fret not, as now each artillery regiment will receives two Sappers.
We've switched to a new framework of handling movement, making movement more smooth on lower pings and it helps with the handling of artillery towing.
There is now a pickup period for flags, this is to prevent cavalry Rambo attempts at capping flags for point scoring.We will be keeping an eye on this change to ensure its balanced.
Flag capturing has been reworked so that flags will now respawn further away from enemy players if they are too close to a spawn area. This is to limit spawn camping.
Bots have been improved and have been removed from showing up in the leaderboard and kill feeds.
Players can also kick bots from regiments, meaning you can take an officer spot.
Musket SFX has been changed slightly, this will be especially noticed at distance.
Fixed an issue regarding General Staff buff not working properly
Some instances of the host player not being able to see rain or fog have now been fixed.
Fixed jittering when cannon rotates.
Added a check when dismounting cavalry, preventing bugs related to dismounting in places where it can cause clipping.
Fixed issue with leaderboard on dedicated servers displaying bots from previous match.
Fixed issues with dedicated server voice chat.
Fixed bug causing you not to be able to pick up flags from bots.
Melee now works on dismounted geese.
Since Talavera has been released we decided to go back and make some changes to Eylau so that it feels similar in quality and looks, but is closer to the actual Eylau from history. We've added a church, one of the most important features from the battle that also includes working bells, breakable windows & a tower that sharpshooters will surely love!
New housing has also joined the map, small hovels for peasants, some which have already seen some damage from nearby troops setting up camp or perhaps from artillery?
Every major nation how has access to General's Staff - a new unit which can see see all officer pings, provides a morale boost to units within their proximity and looks absolutely dashing.
Next, new assets such as haversacks, ammo pouches, sashes and backpacks have been added to various units.
...Oh and not to forget the Kilts!
Brown Bess & Baker Rifles now replace the old musket model for units in the UK & Spain nations, while French now make use of épée de cour as their melee weapon of choice. Italian dragoons now bear a carbine.
Optimizations have been made to duck and hat models.
Fixed colour mistakes within the 25e regiments flag, it should now be correct.
Cosmetics which are not unlocked yet now show the required level to unlock them.
Speaking in voice chat will now dynamically make your beak move, as intended originally.
Added new sounds for sapper deployables breaking
Bots can now form into double rank and skirmish formations and break sapper buildings.
Bot skirmish regiments can now shoot 30 meters further.
Bots added to the dedicated server.
Flag bearer bots will now try to avoid enemies, letting a regiment last longer in melee.
You can make a bot duck drop the flag they're holding by interacting with them.
Shooting on gooseback is now not possible.
Fixed issues with camera position when crouching.
You now cannot select the same regiment twice in regiment selection window.
Mounts now despawn when you switch regiment / respawn in order to prevent overcrowding.
Its also worth noting that we recently have gained access to making steam items for the points shop! Drop us some comments on this update post of things you'd like to see and please remember to follow the game on the store page so you can see our updates!
As always, come join us on discord too!
Our newest update is game changer, bringing you the ability to add AI controlled players to your lobby.
Host menu: Set the maximum amount of bots.
Regiment selection screen: Set which regiments to fill with bots, and if to fill the officer spot. This allows you to command your troops as the officer!
Bots follow pings placed by their officer. They will auto fire on the enemy when close, and charge if in melee range. Bots are avaliable for infantry and cavalry.
Cavalry mount/dismount - click the crouch button while riding cavalry to dismount them. Interact with the mount to climb back up.
Fixed LOD issues with buildings.
Fixed sound volume issues with fife.
Fixed crouch issues regarding camera movement.
Changes to Domination: A bigger advantage on a capture point will lend more points.
Fixed regiment ghost player issue. Regiment amounts now display accurately.
Added particle effects when jumping into water.
Fixed cavalry speed issue after respawning.
Fixed cannons shooting incorrectly.
Fixed incorrect regiment player numbers showing up.
From a one man team to now 10 Development staff & a few helpers, we now are now international! From sound designers in North America, to Art team in Scotland and a programmer in Czechia, we are all passionate to work on Duckoleon! However, we want to be transparent that more than half of the team are University students, so we expect that some months will have only small amounts of content released, while in the summer you will be more then spoiled.
From a small Beta group of less than 150 players, we have reached almost 2500 copies of the game sold on Steam! This means we actually beat our expectations of where we would be at by the end of 2025. We also know that there is a large number of people who wishlisted the game, almost 9000 in fact! We hope the next few updates to come will bring more players so we can host even bigger events!
Speaking of big events - Dedicated servers! We are now hosted by BMG, so now you don't need staff for hosting dedicated servers from their own computers.
2026 Roadmap - We know lots of people are eager to know of our plans for this year, rest assured plans are being laid to help ensure we meet our own internal goals and player expectations, along with finding the right time for us to work as best as we can. Expect our roadmap for 2026 to drop before the end of this month!
Game Mechanics & Tutorials - We've heard that some people want more detail behind mechanics of the game, we will release documentation regarding the mechanics in a Development post by the start of Q2 2026, we want to rebalance a few things and update our UI before we share full details, but the new UI will help make things a lot more clearer once its ready. As for game Tutorials, we are in the process of sorting a fully voiced and playable tutorial in-game, once its ready we will have it out.
In the heat of the Iberian sun during a two day clash in late July 1809, Sir Arthur Wellesley and General Gregorio de la Cuesta attempted to halt the French Marshal Claude Victor & the then King of Spain, Joseph Bonaparte's offensive as they tried to push into Portugal. From repeated assaults on Medellin hill to intensive infantry brawling along the whole of the Portina stream, the British held the line leaving a costly loss for the French forces who silently withdrew on night of the following day.
Of course, it wasn't just the British holding Talavera...
We know people have been asking for ages for the Spanish to be added, so having a non-Bonaparte aligned force made Talavera the perfect excuse to add them! But that's not all...
Polish Regiments were also involved in Talavera under the French banner, so adding them now made the most sense.
Both these nations will receive more regiments in the future, so don't worry about only having two regiments per minor nation. Talavera is just the start of whats to come next.
We've added Ammo pouches to some models so our ducks aren't as bare as before.
Reworked weapon loading - after you reload, you now need to make ready before being able to shoot, hip firing is not possible anymore.
New unlockable cosmetic items, a Monocle & Glasses.
New Instrument - The Bugle! Playing it will help recover morale of allies around you and can assist Officers in commanding their troops. This is available to all Cavalry & Skirmisher unit types.
New Infantry Class - The Colour Sergeant. They act as Second in command of lines, wielding either a spontoon or Halberd.
Crouching - Makes you harder to hit, but at the cost of being unable to move.
When at low health, a red vignette will appear on screen now.
Cavalry can now jump.
We've updated hitboxes for melee weapons, hopefully you should have an easier time in melee!
Cannon fire & cannonballs in motion now add camera shake if you are close to them.
Decreased range of Cavalry when mounted - We've noticed that they seem to be able to dominate in charges too easily even after we added a dedicated anti-cavalry stance for bayonet wielding units.
Increased range of Cavalry when dismounted - On the flip side, Cavalry is very weak when dismounted, so we've buffed their range to help them out after you've killed their poor goose mount :(
Skirmisher shot spread has been increased to 70% from 60% - we've found they are a little too accurate currently.
Decreased AOE of canister shot from 3 m to 2.5 m - some deaths were frustrating due to the range being larger than it appears.
Flags can no longer be picked up by the enemy after being respawned before they are first picked up by a friendly - This is to prevent score farming of empty regiments.
Respawn UI not disappearing after respawning.
Stamina being removed when jumping when controlling a cannon.
Regiment counter going below zero when people are actually in it.
Being stuck within the pause menu.
Issues with Jump and changing fuse time bindings missing from the options menu.
Sapper structures being incorrectly highlighted when looking at them.
Interested in wanting to know what's coming in our next updates? Check out our discord for teasers & events! https://discord.gg/sbMhesvStY
Proximity voice chat! Push to talk or always on. Affected by the enviroment.
New server system - quicker joins, load times, better performance.
Cosmetics - Unlocked depending on your player level. Right now only two, but more are on the way.
Bug fixes
NEW UPDATE IS OUT!
New regiment for France: 25e infanterie légère!
Song selection for bagpipes and fife
Flag waving, regenerates morale
Option to turn off player team indicator
Bug fixes
Quality of life changes
The new regiment!
NEW GAME MODE: DOMINATION!
Battle for 3 points scattered around the map, if you are close to them and outnumber opponents, you get your team points. Kills don't affect score. The mode is kind of bare-bones for now, serves as more of a proof of concept.
Bug fixes
Quality of life changes
Spawn boost: if your flag gets capped, your morale, stamina, respawn time and damage increases.
Optimization
FEATURES:
- Changing FOV setting now updates properly
- Prompt for reloading cannon
- You can change cannon control to mouse in the settings.
- Optimization of duck models and animation.
- Artillerymen can kick out non-arty ducks from controlling cannon.
- Scanning server names and nicknames for bad words
- Chat coloration based on team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Duckoleon, 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 Duckoleon 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.