
Steam news
Full Steam announcements and update articles for this title.
When a unit reaches max prestige it picks a trait to carry for the rest of the run. Ranged and artillery units had noticeably fewer meaningful choices than melee units did, so there are now five new traits built specifically for them. All new traits can be added via mods as well.
Shot Discipline - Reloads 20% faster between shots. (Ranged and artillery)
Overdraw - Increases attack range by 15%. (Ranged and artillery)
Steady Aim - No accuracy penalty while in Rapid Firing Mode. (Ranged only)
Demolisher - Explosions deal 30% more damage in a 30% larger radius. (Artillery only)
Powder Reserves - Carries 50% more ammunition. (Artillery only)
Deep Quivers — Carries 500 more ammunition. (Ranged only)
I have reworked analytics for game tracking to improve balance in the game based on raw data as opposed to currently just going off feedback and vibes. Data is fully anonymized and cant be tied back to individual players, not even by me. Current feedback has been that the difficulty drops off after Act I, and the data reflects that.
Here’s a little graph from yesterday showing which turns result in the biggest L’s. The boss battles are pretty easy to infer the turn number from. You can expect some slightly more difficult battles on the second and third boards in the future.
And here’s another little graph showing win/loss based on difficulty.
Fixed Third Reserve slot sometimes containing an invisible unit
Fixed camera freaking out when you would look straight down
Fixed workshop mods not being removed when unsubscribed to them on steam
Fixed some errors caused by the new battle unloading system, didn't break anything but were junking up the logs
Fixed Fateshine Elixir to now stick with you until you actually use it (used to get canceled out when going into battle or main menu), whether that's an event, a gamble at the tables, or your battle initiative roll.
Fix for garrisons losing a unit when playing as Gruntkin on act 1
Fixed unstoppable not working for certain units
Fixed Forgewrath Hammerers not prestiging twice if you got +100 kills in a battle with them
You can now mouse over gear to see it’s tooltip when choosing a max prestige trait
Lots of work on spells this week. Going to be focused on the 1.1 update for a bit but will still push updates for any bugfixes or minor improvements I make
- Enemy squads will no longer chase a single fast unit around the battlefield forever
- This applies to melee, archers, and artillery alike. You can no longer "leash" an entire enemy army with one lone skirmisher while the rest of your force sits safe.
- A unit that just shook off its pursuers gets a short window of breathing room before enemies will commit to chasing it again, so kiting is still useful as a tactic, just no longer an infinite exploit.
- Archers and artillery are also quicker to switch their aim to a genuinely closer or more dangerous target, rather than stubbornly firing at whatever they locked onto first.
- Slight increase to performance by rewriting the save system. Should stutter a bit less on older hardware
- Reworked the new “sold gear wont appear again” to reset after every shop visit (thanks for the feedback on this one)
- Updated Chinese translations
- Fixed bug with Tavern Themes requiring a reload after unlocking by beating Godking
- Fixed a crash caused by entering swamps with a race condition in the code
- Fix to make sure flags rotate even when paused
- Fixed bug with tavern patrons disappearing
- Fix for free camera canvas not showing when hitting tab
- Mods can now override any in-game text with a new `localization_overrides.json` file. Rename or re-translate anything the game shows, per language (English, Chinese, Japanese, Korean).
- This includes the names of hero and faction battle bonuses, so custom bonuses can finally have their own custom names instead of borrowing an existing hero's.
- Text you don't translate falls back to the game's built-in wording, so a mod that only covers one language still works everywhere.
- The example mod now includes every hero and faction bonus as a complete, copy-and-edit reference, so you can see exactly what each hero and faction grants before changing it.
- Added full documentation and a working example for the new text-override file.
- Clarified that faction bonuses use flat values.
Reworked a lot of the scene loading logic to go a little easier on user’s PCs and not preload the battle scene at all times. The only real noticeable difference is going from main menu → custom battle. Originally the battle was being preloaded to allow snappier load times, but it would max out your GPU in main menu and on the map, which just really doesn't make sense. The battle scene was also being reloaded when exiting battle, so although there is a slight delay now when entering, that delay was previously happening when exiting a battle, so there is no cumulative increase in load times. I’m really thankful for everyone that purchased the game so if this change is not welcome, feel free to lmk in the comments as I will be reading all of them and willing to switch it back.
- Unit losses are now shown on your unit cards after a battle
- Cease Fire button now has a gold outline indicating when it is active, along with a new little popup above the squad card indicating that it is in cease fire mode
- Fixed an issue where your squads could appear in the wrong order at the start of a battle. Your army now lines up in the deployment UI in the same order you organized it in the campaign
- Fixed an issue where alt tabbing while your character token was hopping on the map would cause it to never fire the event where you would make it to the next node
- Fixed an issue where selling a gear item could let that same item show up again from a newly purchased gear pack (or other loot sources). Sold gear is now excluded from future rolls for the rest of the run.
- Since only Melee Units benefit from \ I removed BloodFrenzy and Rage from appearing as a prestige option for ranged units. Will make a ranged alternative in the future
- Fixed a bug at Campfire nodes where rapidly clicking an option (like Train) could trigger it twice, sometimes granting a unit two prestige levels at once instead of one.
- Fixed bug with new flag posts not being hidden on “Hide UI”
- Fixed bug with units unable to be rearranged if you disbanded the 10th unit ( I seriously don’t know why this was happening thanks for the detailed bug report )
All traits really need to be rebalanced due to the new prestige mechanics so will be looking at them this week to make them more interesting and unique. And as always lmk what you like and what you don’t!
- Blood Frenzy- Now also grants a +20 movement speed bonus while active
Nothing changes for regular gameplay - this update is entirely new tools for mod creators:
- **Unit race reassignment** - mods can now move a unit into a different faction's roster
- **Gear power tuning** - the numeric bonus each piece of gear grants (Arming Swords' Melee Attack bonus, Longbows' Range bonus, etc.) can now be adjusted by mods
- **Enemy army & garrison customization** - mods can now change how strong enemy armies and town garrisons are throughout the campaign, including how often enemies show up already prestiged
- **Economy**:
- Unit recruiting costs, by rarity and by town size
- Gear and consumable prices in the shop
- Card pack prices
- How often each consumable shows up in shops and rewards
- Gold looted from towns
- Bank interest rates
- Gold earned from winning battles and ransoming captives
Implemented limited modding support as more of an integration test between the game, steam, and the actual back end data. If this works well I can expand it to incorporate more values and features in the future! Here is a link to the workshop page where you can browse and sub to other peoples mods. https://steamcommunity.com/app/3337380/workshop/ Mods can be accessed in game from the main menu and uploaded from local files to steam.
I also put together a little tutorial on how to create mods and the stuff that is currently available (currently only overrides for unit stats, heroes and faction bonuses)
https://github.com/Memori-Studios/TabletopTavern-Modding-Guide
Obviously custom units are the biggest moding request so will think more for a solution to that, the current problem is that I use a paid 3rd party tool since Unity does not support animations for ECS. The tool is like $25 but I’d hate to have it as a requirement for making custom units so I need to see if there is someway I can work around it, and maybe make a converter.
Fateshine Elixir (Max Roll) and Rewind Potion can now be used in battle. A new button will appear if you have one in your inventory. Made sure that it will still appear even if autoroll is toggled to give you a chance to use it
Dragging units into reserves is now a swaps units instead of shifting them to the left, making reordering units much easier.
Fixed softcrash caused by alt tabbing after a battle while in full screen
Fixed text on campaign map sometimes being blocked by trees
Decreased Act 1 final fight difficulty. Was overtuned and way too hard compared to the rest of the game. Still want to increase difficulty but this fight was too frustrating and unfun
Bertha’s campaign bonus now grants +10 \ instead of +4 \ as that is much more impactful on artillery
Added the faction name to the faction effect and renamed it from campaign bonus to better fit the true nature of the trait
Started tracking historical kills for all units. These will now be shown in collections
Fixed misspelling of "receive" in Rain description
Fixed a bug in auto resolve that caused prestige ranged units to wildly over perform
Fixed a bug with save data preventing starting new campaigns
Removed “Emblazing” From Prestige 3 options on ranged as it only works in melee combat
Fixed a visual bug where sometimes you would see the Varangian guard icon when units were spawning in
Fixed issue with Texan BBQ applying bonus to health rather than weapon strength
Fixed UI Incorrectly stating that large unit’s speed was being set to 0 when entering swamps during rains
Fixed Hybrid units such as Berserkers being given the ammo prestige bonus
Added “Backstabbers” trait to Ranged units logic to do 2x damage on flanking hits
Changed “Scavenge Gear” in the campfire panel to allow selection even if gear items are full
Fixed issue with gear not reacting appropriately with prestige III unit traits
As with everything, I’m open to feedback so if this does not feel like an improvement I will tweak or change it until it does.
Prestige bonuses have been re-balanced. The flat bonus to core combat stats (Melee Attack/Defense, Range/Accuracy) is now +5 per rank instead of +10.
To help offset that, prestige now also boosts Leadership (melee units) and Ammunition (ranged & artillery units)
New: at max (3-star) prestige, you choose the unit's bonus trait. You'll be shown 3 options to pick from - possible traits include Armor Piercing, Anti-Infantry, Anti-Large, Terrifying, Stalwart, Rage, Armor Sundering, Flaming Ammo (ranged units only), Back Stabbers, Monster Slayer, and Blood Frenzy. This combines a bit of randomness as to which traits are offered so that each play through is not the same while still keeping some player agency in allowing selection of most desired trait. This system can be built upon in the future to allow further upgrades to specific unit
Duke difficulty modifier “Increases the rarity of signature units in recruitment” replaced with “Enemy armies may contain prestige units”. Also replaced Emperor modifier “Reduced gold from sacking settlements” to “Increases the chance and severity of enemy unit prestige.”
This definitely makes the game a good deal harder, listening to feedback etc etc etc but was able to complete a few runs so still beatable.
Health Bars in battle now show the prestige of a unit, allowing you to better organize your forces and quickly pick out the most threatening enemies. Also added a little gem to the top of legendary units to make them stand out a bit more **v 1.7.13.1 Hotfix**
- Pushed a fix for banners being wonky on "enable cloth simulation" and made sure any archers with flaming arrows get the correct projectile
Renown is now used to purchase upgrades instead of deposited gold
First off, deposited gold will automatically get converted to renown, so if you maxed out the upgrades you will still have them maxed out.
I have reworked metaprogression to now pay out a new currency: Renown.
I liked the old system, some players liked the old system, but a lot didn’t. In the interest of listening to the community, the old mechanic of depositing gold is being replaced. My vision for the game was to provide a fun experience to players and unfortunately this mechanic was getting in the way.
With the new renown system, you are rewarded for chapters completed with big bonuses for completing Acts. A defeat will result in earning the full gold accumulated so far, but you will miss out on the larger bonuses later in the run. The amount you are rewarded is also now scaled based on the difficulty completed so that it rewards bonus renown on higher difficulties. It now takes 15 victories on the easiest difficulty to fully unlock all upgrades, or 5 on the hardest.
Obviously this is a large change (if a little late) but I want to be transparent and admit when the players make a good point. The reason that I still think it is worth changing is that there will be more upgrades added in the future updates and I want this system fixed before requiring players to unlock those. Let me know what your thoughts are on the new system, and what still needs work.
- TJ
We've begun work on the 1.1 Update with Spell Casting! So we wanted to share some WIP videos and take a moment to fix a few reported bugs.
Bug Fixes
Fixed “Chivalrous Victory” (No Ranged Units) Achievement to now be granted if all battles are completed without ranged units deployed. Recruiting ranged units or having them in reserves no longer prevents this from triggering
Fixed Bracelet of the Sun Goddess to only prevent rain from falling, not snow or fog. Also fixed it not triggering when rerolling weather on elves
Fixed Enemies stats card displaying bonuses from player gear when selecting one, then mousing over player unit, then mousing off
Fixed “No Modifying Event Rolls” to properly apply to Baron Difficulty
Fixed gates showing the “Exhausted” Status when moused over
Fixed bug on Dwarf Heroes where selecting "loot the battlefield" and all default rewards would leave a completely empty window container and not close
Fixed Rain and Snow leaving an invisible box in the middle of the battlefield that units would path around
New VFX
Whenever squads gain a battlefield bonus, whether from a structure, race effect, or building, there is a new vfx that plays on their flag
Spells are coming together very nicely! Apologies for the slower pace of updates this week really want to lock in and focus on building this system correctly. They are not yet in the game, but here you can see me casting them via configurable hotkey, a button, or bringing up a quick cast menu. Some will be direct damage, others AOE that can be used to buff your units or debuff enemies. Will share more info and plans soon!
Lesser weapon strength spell - Increasing weapon strength for friendly units.
Lesser wind spell - decreasing accuracy for enemy units.
Lesser damage spell - dealing damage to enemy units.
Thanks as always for the bug reports, very thankful for you all for purchasing the game and will continue building on it with your feedback!
Garrison will no longer react to damage before the walls have fallen
All garrison units lose the "protected by walls" missile resistance when a gate falls
Made Act 1 slightly easier for Gruntkin play throughs as buffs to undead made them almost unwinnable
Increase Boblin's starting army to contain an extras Goblin ScrapShooter and swapped Bogmaw trolls for Dire Riders, also increased starting gold by 1
Boblin's Hero Ability now sets Common Packs to 5 regardless of difficulty modifiers
Unpausing now returns the game's speed to the previously selected speed
Kunoichi Unit updated to use female voice lines
Submitting blank bug reports asks the user for at least a title
Fixed game speed buttons sometimes having multiple highlighted at the same time
Fixed soft crash that occurred when the battle scene was taking too long to clean up
Rebalanced Sieges to be more difficult in later Acts
Increased Rewards from later Act Sieges
Fixed a crash caused when breaking a gate Translation Improvements for our Chinese Players
Damage Reduction of 10% across the board
Kitsune Blademasters
Speed 25 -> 40
Golden Saru
Melee Attack 42 -> 40 Health 3200 -> 6000 Removed Anti-Infantry
Royal Cavaliers
Units 16 -> 24
Angels of Death
Units 16 -> 24
Thunderhoof Chargers
Heath 3600 -> 4200
Black Eagle Halberdiers
Melee Attack 32 -> 36 Melee Defense 32 -> 36 Weapon Strength 31 -> 34
Orc Stalkers
Weapon Strength 10 -> 20
Sons of Fenrir
Melee Attack 38 -> 42 Added Blood Frenzy
Boneclatter Spears
Melee Attack 22 -> 27 Melee Defense 18 -> 23
Undead Levies
Melee Attack 21 -> 26 Melee Defense 18 -> 23
Goblin Rabble and Scrapshooters
Speed 25 -> 35
Orc Ravagers, Stalkers, and Impalers
Speed 30 -> 35
Hearthbound Knights
Speed 60 -> 65
Meatgrinders
Added Anti Infantry
Direriders
Melee Attack 35 -> 28
Varangian Guard
Weapon Strength 37 -> 35
Ashwood Militia
Weapon Strength 28 -> 23 Melee Attack 30 -> 27
The Bulwark
Weapon Strength 35 -> 30
Bogmaw Trolls
Armor 80 -> 35 Leadership 60-> 50
Mistwraiths
Leadership 75 -> 60
Nightriders
Leadership 75 -> 60
Foot Samurai
Armor 95 -> 70
New Free Cam Mode that allows you to view the map anytime except during battle
Pressing Escape in the Upgrades/Collection/NewGame Scenes will take you back to the Main Menu instead of opening settings
Improved Archer Range Drawers to add a gradient at max range and to fade in and out
Fixed Cauldron and Ornate ring interaction not interacting
Fixed "no translation found" broken text display when hovering over garrison units
Fixed silent crash leading to unclickable units caused by shift clicking over UI
Improved UI of +2 sell gear metaprogression bonus
Fixed destroying multiple gates causing some enemies to turn invincible.
Fixed some logic that caused bugs if old unused hot keys were pressed
Changed defensive units in garrisons to now attack enemies if they are too close
Tabletop Tavern has officially passed 100,000 copies sold! 🍻|
Every one of those copies is a player who gave our humble indie game a chance. Besides buying a copy, many of you stuck around and made the community something special. The reviews, the screenshots, the feedback, the support: we see all of it, and it means the world.
It's no exaggeration to say this game and the players supporting it have changed our life. We cannot thank you enough, so instead we'll do what we can to make Tabletop Tavern the best it can possible be!
With the community rapidly growing and bringing in daily feedback we knew we had a long road ahead of us. Since launching on June 11th, TJ has shipped a total of 14 updates pack full of bug fixes, balancing, QOL updates, and implementing your feedback. We've still got plenty of updates coming and a backlog of great feedback & ideas we want to address!
Free updates are on the horizon, starting with The Rift of Magic this fall, more factions towards the end of the year, and multiplayer battles in the future.
With all our thanks,
TJ, Jordan, & Marius
We've gotten a lot of feedback and suggestions on how we can improve sieges. This rework is a result of that feedback! Overall we feel this covers most but not all the issues with sieges, so if there any further thoughts/concerns/suggestions let us know and we'll keep adjusting!
Units only charge out of the gate you break, the rest form up at a central point
Village garrisons now have a single centered gate instead of multiple spread across the wall
Side walls now angle outward at 45°, giving villages a distinct defensive shape compared to castle garrisons
Gates now have increased missile resistance from 25% -> 50% ranged fire is less effective at tearing them down
Gate ranged attacks now sweep a wider 170° firing arc, covering almost the full front
Gates now scale in health based on town size (was 750, now 500 -> 800 -> 1200) open to feedback on health
Army losses penalty application on gate breaking removed
All defenders gain +10 Leadership throughout the duration of the battle
All unit types can now be ordered to attack garrison defenders directly
Units stationed behind an intact gate now have increased missile resistance, making them harder to soften up before the breach
This bonus is removed the moment their gate falls
A new status icon appears on garrisoned defender squads so you can clearly see which enemy units are protected by the walls
Melee units have been underperforming relative to ranged and artillery for a while now. The core issue was that stat disparities in melee combat compounded too harshly. A defender with even a moderate Melee Defense advantage could reduce an attacker to near-useless hit rates, making melee engagements feel punishing and swingy compared to the more consistent output of bows and cannons.
To address this, I've softened how much each point of Melee Attack vs. Melee Defense affects your chance to hit. Evenly-matched fights play out about the same, but extreme mismatches are less punishing. Will be watching player feedback on Discord and Forums and will update accordingly.
Changed difference to add/subtract 2% per level instead of 4%
//The base chance to hit is 35%. // For every point of Melee Attack above the defender's Melee Defense, the hit chance increases by +2% (up to a maximum of 90%). // For every point below, the hit chance decreases by -2% (to a minimum of 10%). int hitChance = 35 + (meleeAttackValue - meleeDefense) * 4 -> 2 hitChance = math.clamp(hitChance, 10, 90);
Bonus reduced to +5 from +10 Fighting enemy armies and required cheesing, which made fighting them miserable
In prolonged combat, every gap in the enemy's guard is found and exploited. +5 \ every 10 seconds, up to +15
Remapped controls to be more inline with what players expect. I apologize if this messes up your muscle memory but was needed and as a reminder All controls can be remapped in Settings
Ctrl+Click now adds units to selection, or if already selected removes them Shift+Click is now used to queue movement orders
Fixed Archers shooting while in melee combat after being charged
Fixed bug where units could become unkillable if they charged while entering a forest or swamp
Fixed bug with bogmaw trolls not being slowed by rain
Fixed bug with attack audio not playing until game is unpaused @unknown-role
Units now properly arrange in rows based on their position on the battlefield, they will no longer cross back and forth over each other
You can now decrease and increase game speed via hotkeys (that can be remapped in settings)
\ Double Click on a unit or it's card will select all units of the same type
Added a new tutorial panel to convey all this info to the player.
Deathhaven Fiends
Gain Backstabber and Outrider 32 attack / 32 defense / 28 weapon strength / 45 speed
Fixed issue with battlefield speed not pausing correctly if game was paused then settings was open
Fixed issue with bags not being connected to the model on SerendaelOfNytheria.l
UI/UX
Clarified Boblin's Drums in the Deep Effect to clarify that it does not stack with other bonuses and SETS the pack price at 5
Kill count now shown on enemy units post battle
Total Enemies Slain now shown on final game over panel
Starting Gold Increase from upgrades now shown on hero panel (Thanks Steve)
Updated Delete Save Button to now say "Delete All Progress"
Consumables are now locked when battle results are shown, preventing healing dead units
Consumable UI now closes if invalid target is selected
Bug Fixes
Fixed bug where sometimes the battlefield would miss setting battle phase and it would be stuck in deployment mode and not allow you to attack
Fixed Rain speed penalty flashing on infantry in the ui, was never applying but moved the large unit check earlier so that it doesn't even try to apply to non large units
Fixed Ravenhost Deathcry ability being triggered by any ravenhost squad falling, now properly checks teams
Fixed layering of unit state pop up quick view being beneath the group layer
Fixed a localization error on consumable slots being full
Fixed Ravens eye applying to artillery
Fixed critical failure in the "haunted chapel" Event killing your entire army
Fixed a bug where if you unlocked the 3rd reserves unit slot upgrade mid campaign your army size would not allow 13 units
Fixed an issue where unit kills would be falsely attributed to the last unit that hit them, not the unit that dealt the killing blow, resulting in confusion as to how ranged units were getting kills on invulnerable units with tower shields
Fixed autoresolve not updating simulation calculations when using Health Potions
Boblin gets some love, more bug fixes and balancing updates, and some quality of life updates!
Boblin Buffs
Player feedback was that Boblin was without a doubt the most difficult hero to win a campaign with, as such his bonus has been changed to provide Goblin Rabble, Scrapshooters, and now Goblin Enforcers (Rare Unit formerly known as Stonegullet Enforcers) to be +6 \ and +6 \. Leadership buff wasn't doing much when they were losing every fight
Battle UI Quick info
Added "In Melee Combat" icon so you know which troops are engaged and which are just chilling
Added tooltips on all icons so when you hover over them you know what the mean
Single Units Buffs
Single Entity Units (Giants, Dragons, Carnos) Can no longer be flanked. They get turned around so much in melee it would trigger all the time and made them much weaker than intended
The Bulwark Tiniest Nerf
Missile Strength from 14 -> 13
Bug Fixes
Fixed rotation being messed up for outrider units leading to them dealing flanking damage every time
Completely reworked how flanking is calculated to make it more accurate, if any issues remain please reach out on discord or submit a bug report but it should be infinitely better
Reworked enemy army unit generation. Still is random but with some massaging to not have extreme circumstances. Losses should feel less luck based as fighting 6 Rare tier ranged units was, not ideal
Fixed purge blight description for German and Japanese Translations
Fixed unit icon for Stegoplate guard to show shield and spear
Fixed Bushido Discipline ui incorrectly showing +10 melee attack instead of the +4
We know we've been patching almost every day and thats annoying to some. We were aware that we would need to quickly react to feedback when we launched and thousands of players got their hands on the full game for the first time. We're getting very close to a game state that were happy enough with to reduce the patching to weekly soon. Thanks so much for the continuous feedback, bug reports, and ideas!
Potion Rebalance
Changed drop rates to now take into consideration the act number and the specific potion itself. Too many rewinds were appearing across the board and legendries' showing up after the first battle felt unearned. Also these drop rates apply to runewell nectar and the Sanguine Court potion drop post battle. Finally, I shuffled around the rarity based on player feedback so they will be priced more appropriately in the shop.
Unit Balance
New Unit Attribute Thick Scales
Resists 25% of \ Damage (Might increase lets see how it feels) Added to Black Dragon, Blood Carnos, and Emerald Ancient (Might need to add an appropriate buff to other monsters)
Mistwraiths
Updated Ethereal to now negate 50% of physical damage
Shadelords
Added Ethereal Reduced armor from 85 -> 30 so that they're not unkillable
Stegoplate Guard
Melee Attack 26 -> 33
Bug Fixes
Raise Dead was giving the same units too often so I improved the randomness, should see different combinations now
Fixed an issue with steam not shutting down when closing the game
Fixed Omen of Famine Tooltip not properly displaying 2 gold per empty slot
Clarified Boblin campaign perk SETS the price of common packs to 5, not reduces
Clarified that Northern Looters doubles gold, not loot when sacking towns
Heavensong
Allows you one reroll to change the weather every battle
Bug Fixes
Fixed issue where sometimes there would be an unkillable unit that was invisible, preventing the battle from ending
Fixed issue with skipping gear from the shop not properly incrementing rng and repeating the same item
Fixed issue where sometimes if you hard quit the game after a battle it would not load in properly
Fixed Dragons Hoard only applying to Emerald Ancient but not Black Dragon
Changes
Removed Shielded from Brutes and gave them Thick Scales
Metaprogression node for doubling rewards from events nerfed to only double gold
UI/UX
New Gold notification popup on gold change. Added to better communicate things like losing gold on turn end due to difficulty and interest being difficult to calculate
Added safeguard to prevent withdrawing squads during deployment of campaign battle if hotkey was hit
Added safeguard to prevent withdrawing multiple squads at the same time during battle. They must now be withdrawn one at a time, which is annoying but prevents any unintended run ending losses from hitting the "U" key by accident while your whole army is selected
Changed text to clarify that Skrix the Swarmcaller's special ability only triggers after battles, not every turn
Faction Bonuses now apply to enemies in campaign, this should make the game a good bit, harder as requested! Will continue to tweak and balance until the game is in a great state!
Major Bug Fixes
Fix for when a ranged squad was simultaneously in ranged combat and engaged by melee, the melee-disengage path was unreachable. The squad got ChargeSquad added but could never charge causing weird logic
Fixed bug with Joseon Hwacha being really, really ineffective
Prevent Sister Morvayne's Outrider ability from using saved spawn positions of non outrider units in garrison battles
Fixed issue where if the target died during the disengage window the squad would get stuck and never move
Fixed Error where units were unelectable and couldn't be commanded if you paused while rolling dice
Fixed another error when after facing specific enemy comps, the next battle wasnt clearing them from memory causing weird desync errors
Prevented all status effect icons (such as exhausted and out of ammo) from triggering above gate health bars
Gear Items Refresh
Removed Enron Accounting
Tower Shields -> Shielded units invulnerable to \ Attacks
Buckler Shields -> Melee units gain +6 \
Jailer's key -> Cost to Recruit from Towns is Discounted (5, 10, 25)
Omen of famine - increasing to 2 gold per empty armor slot
The Potato - Sell price increases by 2 gold per turn
Unit Changes
Ashwood Militia
Added back Heavy Shields Melee Attack decrease from 36 -> 30
Cragflayers
Armor 5-> 25
Translation Fixes
German Translation from Iltharion Starpire's Special was incorrect, please let me know if incorrect for any other languages and I will update it appropriately! Also a major Korean overhaul!
We took some larger swings here that are likely going to make some battles harder and some easier, if you encounter an impossible fight or an a run that felt entirely too easy let us know!
Major Systemic Change
Armor Piercing's Mitigation of Armor reduced (100% -> 50%)
Specific Unit Stats Ashwood Militia
Heavy Shields reduced to Standard Shields
Reduced Health by 20%
Iron Gut Enforcers
Weapon Strength (32 -> 36)
Sons of Fenrir
Melee Attack (34 -> 38)
Arquebusiers
Reduced accuracy (50 -> 45)
Stegoplate Guard
Added \ to match the model
Dwarves Were ending way too many runs
Reduced armor of all dwarves by 10
Reduced melee attack of all dwarves by 2
Auto Resolve
Reworking cavalry to be stronger and not immediately die in auto resolve
Fixed bug where sometimes both armies would have zero health
Gear
Lucky Horse Shoes: Consumables from post battle rewards are Higher Rarity
Conscription Orders Buff (+4 -> +6)
Major Bugs Resolved
Fixed drag to reposition units breaking when mouse was moved only a short distance
Fixed a bug causing enemy squads to sometimes stand still and not select a new target
Fixed font making some text unreadable at higher resolutions in Chinese
Balance Changes
Artillery now deals 50% less damage to other artillery units
Increased Iron Bank in rarity from Uncommon to Rare
Removed Stalwart from several Sanguine Court Units as it was a bit redundant
Leviathans
Added Anti-Infantry Trait
Ashguard
Melee Attack 42 -> 44
UI/UX Improvements
Prevent roadmap displaying on main menu if you have played the game before (used to show every time you opened the game)
Fixed duplicate bonuses stacking in ui (outriders, stalwart etc)
Fixed occasional floating objects in battle maps
Fixed garrison gates being given the charge bonus
Fixed ammunition not updating in squad info card on left side
Updated Armor Piercing description to reflect the 50% reduction
Sanguine Court Campaign Buff Raise Dead
Mechanic changed to give 2 uncommon in act 2 and 1 rare in act 3
Lord Draven Bloodreaver
Buffed Bloodsworn and Bloodsworn Knights gain +15 \ and +(4 -> 8) \
Gruntkin Campaign Buff Endless hordes
Healing increased on end of turn from 20% (listed as 25% but was actually 20%) to 30%, fixed this healing non gruntkin units
Bug Fixes
Fixed outriders being able to deploy within garrison walls that broke with the garrison wall changes this morning
Fixed fog reducing range and accuracy by 30 instead of 50%
Fixed recruits showing that they were going to heal when sacking settlements in auto resolve when they most definitely were not
Fixed some battle hotkeys being able to trigger when settings menu was open or typing in bug reports
Fixed huge issue with battle inputs not being consumed with settings menu open or when application was not focused (ie typing in another window), leading to them triggering once returning to battle
Fix for incorrect weather on first battle
Fix incorrect numbers for arming swords in Chinese
Fix Gruntkin not healing from faction passive in siege battles
Fix Controls tutorial incorrectly showing space bar as pause instead of p
Fixed severe bug in campaign map generation causing dead-ends preventing players from progressing
Fixed Oda Nobukage giving +4 weapon strength instead of +4 melee attack
Fixed groups being created when settings/bug report panel was open
Eisenmann Slight Nerf
Accuracy 70 -> 65 Range 75 -> 70
Fixed Ironskin applying to non Infantry Units
Fixed Gear Sell Tags now disappear when mouse is no longer over gear
Fixed 2x rewards from events metaprogression upgrade to now only affect successful rolls
More updates, fixes, and balancing! As always keep the feedback and bug reports coming, we're keeping an eye on everything and reacting as fast as we reasonably can.
Decreased min font size for unit attributes so some longer stats fit on one line
Fixed UI bug with Bertha's Blasting Barrels applying to ammunition not missile strength
Fixed bug with Blasting Barrels only giving additional ammo to artillery and not all ranged units
Fixed UI bug of player buffs shown applied to town garrisons before deciding action on town
Added Drakosaur and Sakura towns, I have no idea why they weren't added total oversight on my part but they are now Fixed missing translation on recruitment cards for unit count
Fixed a bug with unity addressables that were using stale data from old builds, it now clears on load preventing several soft crashes of not loading
Fixed some incorrect Chinese translations for gear items
Comprehensively went through the project and added multiple safeguards for possible crashes on load due to data corruption.
Also fixed potential soft crash when loading into event nodes (purple books)
Fixed Ranged units shooting at retreating foes
For Siege battles, Enemy Deployment zones now follow the walls
Act Number now displays with chapter number in the top left of HUD
Reduced ballistic charts from +20 accuracy to all ranged to +10 since it was better than Raven's Eye which is \ & \ \ units gain +20 \ despite ballistic charts being a lesser rarity
Rebalanced the final battle for act 1 to make it a little easier
Added auto roll for initiative option in settings
Fixed tutorial having the incorrect description for rain battles
Fixed Garrison Gates in Siege battles not having their range update visually in fog battles
Fixed errors caused from code race conditions on Game Over panel
Updated Act 1 and 2 difficulties to be ever so slightly reduced due to a lot of nerfs to player strats (town recruitment) over the past few days
Updated Uncommon and Rare Builder have been bumped up to Uncommon Level Rarity
Updated Alchemist Potion now grants 10 gold from drinking if the metaprogression for increasing sell value of gear by +5 is active
Updated Buckler shield to clarify it only makes units invulnerable IN THE FRONT (shields do not protect 360)
More fixes, updates, and balancing changes! Sorry for causing confusion around the version numbers, we forgot to add "1.0" for the earlier updates leading some to believe this was an early access release.
While we are rapidly reacting to feedback and have future content updates planned this is definitely a 1.0 release! Sorry again for the confusion 🙏.
Keep the feedback coming! 🍻
Fixed "Naginata Onna" icon having a mustache
Added new hover tooltip that reminds the player of the weather effect on the map node they are hovering over
Fixed Translation of Silken Reaches being incorrect in Chinese
Changed Shop icon on legend to better reflect the card shop
Fixed ballistic charts applying to artillery
Fixed reserve units incorrectly healing after sacking cities
Further anonymized bug reports
Changed keybinding to allow duplicates as for some god known reason Unity wouldn't let you rebind A
Fixed the translation of "Purge the blight" that incorrectly denoted that a unit prestiges instead of heals
Fixed misspelling of Guarantees
Turned off cloud save for the demo as it appeared to overwrite some people's main game saves
Formations are now smarter, ensuring that your melee units are in front, ranged in the middle, and artillery are furthest back.
Roadmap now only shows the first time you enter the game, not everytime you enter main menu
Removed the check for demo saves as sometimes people open it by accident causing issues
Added a delete save file button to main menu
Cragflayers and Berserkers now get melee prestige upgrades
Fixed units not showing lost health from battle after sacking a town
Fixed event panel cost required for roll being decreased by an additional 2 everytime you opened it due to the metaprogression
Fixed cursor now locks to window when full screen
Fixed exploit of finding out if a hidden node was a battle by the weather tooltip popping up
Swapped Signature Units of Drakosaur brood as it makes more sense for the beast master guy to have the Kaiju
Fixed River Trout still healing conscripts to full even after selling it
Fixed fast double clicking in main menu on options breaking the game
Fixed an incorrect Chinese Translation (補給線:所有遠程單位彈藥容量提升 50%)
Fixed unit selection sfx duplicating for each unit shift selected causing the sound to be x times louder
Veilpiercers Base Range reduced from 120 to 85. Attack Accuracy reduced from 85 to 73
Added Kunoichi Infiltrators to Cragflayers and Berserkers who now get melee prestige upgrades
Added a null check to prevent failing to load into campaign due to steam not correctly downloading some tree assets
Disabled Unity Analytics as it was causing some connection issues
Fixed \'s spelling error.
Added difficulty played to the bug report logs to make it a little easier for me to debug issues
Fixed bug with heroes around the table disappearing or showing as pink squares
Changed recruitment cost of towns to scale with size (10, 20,40)
Fighting final horde battles with bear spray equipped will now replace the legendary monstrous unit of a faction with a rare if both legendary units are monstrous
On higher difficulties, instead of hiding the reroll button on events, it now shows a locked blocker to communicate to the player why they cant
Fixed weather tooltip appearing on non battle nodes
Added combine and prestige to event rewards like you currently can do on recruit cards Sanguine Court Slight Buff
Mistwraiths speed 30 -> 50 charge bonus 4 -> 16
Deathhaven Fiends Melee Attack 30 -> 35 Armor 15 -> 25
More updates and fixes! Keep the feedback and bug reports coming ❤️
Increased bonus applied to enemies in auto resolve slightly on board 2 and 3. Biggest gripe I'm hearing is that its too easy to auto resolve to a win, let me know if this makes it better or if it is too hard. Only increased the bonus by 15%.
Fix for crash caused by race condition from recruiting the same faction of units that were conscripted Buffed the players luck when gambling
Fixed town tooltip being hidden behind units on largest town
Added unit count to recruit cards Fixed controls incorrectly showing T as show unit movement when it is now bound to O.
Fixed bug with Fateshine Elixer not applying to gambling games
Fixed bug with Legendary shop card not being hidden after exiting the shop, causing some players to click on it
Removed two music tracks causing copyright claims on streamers
Fixed bug with merging 4+ units together
Fixes Steam Cloud Saves not applying
Fixed bug with recruiting a unit when full merging with two max prestige units
Reverted the changes to make auto resolve favor the enemy as that felt bad
Slightly increased the strength of enemies for later boards
Fixed Grunkin Passive Translations for French, Spanish, Russian, German, and Korean showing as "ERROR"
Nerfed metaprogression consumable sell price to reward an extra +5 instead of +10
Nerfed "The Bulwark" Dwarf unit, melee attack 32 -> 28, Armor 90 -> 65
We've been live for a few hours and we've already received a wave of great feedback, awesome new community members, and of course bug reports! This the first of many updates to come over the next few days as new issues & feedback are addressed.
Added Deposit all button to deposit gold panel
Fixed issue with tutorial popping up after your first run
Fixed text scaling issue on potion pop up in treasure chest nodes
Removed anti-large from artillery
Slightly increased difficulty for board 2 and 3
Fixed bug being able to recruit a unit to combine with 2 prestige 2 into a prestige 3
Increased Gate Health by 50%
Fixed a bug where you could select raise dead or conscript a unit when the recruit post battle cards were up, also fixed the reverse where you could click on conscript and in the gaps between the card hit the recruit button showing 6 units
Fixed a bug with gold depositing throughout the run being incorrectly overwritten
Tabletop Tavern is finally live and to celebrate it’s 25% off during launch week!
Tabletop Tavern is a roguelike RTS where you build an army from scratch and command them across a brutal campaign. Every run is a fresh battlefield: recruit new units, hunt down rare gear, and stack upgrades into devastating synergies. The choices you make between battles, which path to take, which units to field, what to upgrade, shape the entire run.
Then the fighting starts! Battles unfold in real time on a tabletop battlefield, where positioning, timing, and synergy decide everything. Lock your spears into a wall to break a cavalry charge. Massacre infantry units with a steady rain of arrows. Read the terrain and turn it against your enemy. From tight skirmishes to massive clashes with hundreds of units on screen, every encounter tests your skills.
Every faction plays differently, with its own units, abilities, and identity to master. Lead the elite infantry of the Vikings. Unleash the monstrous trolls and giants of the Orcs. Command the agile Elves, the stalwart Humans, the resilient Dwarves, and more!. Find the one that fits your style of conquest and fight your way through the campaign.
We've bundled together with a few games that we really enjoy! Some of these our games from friends of ours and others are highly requested games from our community. So far we've bundled with:
We have more bundles planned but these are the initial few!
While this is a 1.0 launch we have much more planned! Every update and new faction is 100% free. No paid DLC, ever.
Update 1.1: The Rift of Magic (Fall 2026): spellcasting arrives, along with mage units to weave into your armies.
Update 1.2: Banners of War (Winter 2027): the Olympian Phalanx joins the fray, plus a community vote to help decide a future faction.
Multiplayer (coming later): take your armies head to head in PvP battles.
Where we go from here is a road we're walking with you. How multiplayer works, which factions come next, and other updates are decided by the feedback and suggestions the community gives us!
To everyone who wishlisted, played the demo, filed bug reports, and hung around the Discord through development, thank you. Tabletop Tavern is solo built by TJ along with some marketing help from Jordan & Marius. Seeing the community rally around it has meant everything to us. Today's launch is yours as much as ours.
If you have a good time on the battlefield, the single best way to help an indie team like us is to leave a review. It genuinely moves the needle on whether other strategy fans find the game.
The doors are open! Build your army, raise a tankard, and we'll see you on the battlefield.
Cheers, TJ, Jordan, & Marius 🍻
We did it. We just sailed past 100,000 wishlists, which means our entire pre-launch wishlist roadmap is officially filled out. To everyone who added the game, told a friend, played the demo, or just lurked along the way, thank you! This number is genuinely a bit surreal for a game by a solo dev.
First some brutal honesty. Tabletop Tavern is built by one person, TJ. Filling out the wishlist roadmap was incredible, but it wasn't realistic to ship every single one of those features in time for launch.
A large amount of these wishlists came within the last few weeks, and TJ unfortunately does not consume enough illicit drugs to have multiplayer ready for launch. So to make up for that, all rewards for passing the recent milestones will roll out as FREE updates
Update 1.1: The Rift of Magic, Fall 2026
Player Spell Casting and Mage Units arrive. Time to start bending the battlefield to your will.
Update 1.2: Banners of War, Winter 2027
The Olympian Phalanx joins the fray, alongside a brand-new faction chosen by you via a community faction vote.
And the big one...
Thousands of you have asked about it or requested it and i'm happy to finally confirm, multiplayer is coming to Tabletop Tavern.
We don't have a firm date or a ton of details to share just yet, but here's the initial plan: PvP battles between customized armies. Build your force, march it out, and see if your tactics hold up against a real opponent.
We'll share more on this down the road and will reach out to the community to help shape what they expect from multiplayer as we develop it, but we wanted you to hear it officially: it's real, and it's in the plan.
We want to be crystal clear about this: every update coming to Tabletop Tavern will be completely free.
That means everything in the roadmap, the spells, the mage units, the Olympian Phalanx, multiplayer; plus every additional faction, feature, and update we haven't announced yet. All of it, free. No paid DLC, no expansion passes, no "premium" factions locked behind a paywall.
You buy the game once. You get everything that comes after. That's the deal, and it's not changing.
Launch is only week away and we are insanely nervous excited! If you haven't wishlisted, now's the time!
We'll have a launch discount of 25% so consider picking it up during launch week and leaving a review once you've checked it out.
Thank you, truly. We couldn't have gotten here without you. See you on the battlefield on June 11th. 🍻
Good morrow!
It's finally happening. Tabletop Tavern releases on June 11th, 2026 and there's a brand new release date trailer to go with the news.
We can't thank you all enough. You've pushed us past 80,000 wishlists, left 500+ reviews on the demo, and been an incredible community that continously gave great ideas for new features and improvements. We wouldn't be here without you.
If you haven't already, now's the time to wishlist, it really helps a solo dev punch above his weight on launch day and it means Steam pokes you the moment we go live.
Mark your calendars, sharpen your spears, and we'll see you on the battlefield in June. In the meantime come hang out with us on Discord!
May your ale stay full and your enemies distant 🍻 Cheers, TJ
Hey everyone, it's been a busy month at the Tavern. We're closing in on the final Steam build, which means we’re finally shifting from "what's still missing" to "what makes the game feel right." We’ve been reworking units, building garrison battles, improving UI/UX, working on localization, and fixing a number of bugs (most of them found by you).
Let’s get into it!
Up until now, most unit types would have the same number of units despite their faction or cost. This was tidy on the backend, but it meant a unit of common goblins felt the same as a unit of elite dwarves. Instead we generally want to go for Quality over Quantity when you acquire higher tier units, so unit counts are now diversified across the roster:
Cheap infantry (goblins, skeletons, etc.) → 84 models, lower individual stats
Elite infantry (dwarves, Kriegesguard, etc.) → 36 models, much stronger stats
Some cavalry → 16 models with stronger charge bonuses
Some monsters → adjusted to 4 or 12 depending on the unit
This allows us to be more flexible with things like melee defense and health without having to keep all units similar across races and rarities.
We’ve also made the following changes to units:
Armor has been added to all units
Stalwart removed from Kaiju and Leviathans (redundant with Terror)
Artillery is no longer classified as a large unit
Unit icons corrected to actually match weapons: Duskspears (spears), Glyphstone Phalanx (shield+spear), Bloodsworn (halberd), Abyssal Delveknights (axe), and the new Elarion Sentinels (glaives).
Stat rebalances on Ashigaru Spearmen, Ronin Wanderers, and the two uncommon elf units (now in line with Aerindel Guard)
Blood Frenzy on Fleshshredder Fanatics actually triggers now, plus a small health buff.
NEW unit merging allows you to combine selected unit's health if they are the same unit type and prestige
You asked and we delivered! Garrison battles now feel like exactly that, battles inside garrisons.
Three garrison models depending on town size: villages, castles, and cities all look distinct
Gates shoot projectiles at your troops while you assault
Enemies take army losses & morale penalties when a gate falls
Artillery and melee are best for breaking gates, while small projectiles will struggle, so build accordingly.
The camera now behaves much closer to what you’d expect if you’re an experienced Total War player:
Edge movement: top of screen pans forward, bottom pans backward
Edge rotation on left and right edges
Edge panning in battle: lower 25% of the screen pans the camera (toggleable in Settings, off by default)
Mouse scroll only works when the cursor is over the game window.
Raise/lower camera speed slowed down to match directional movement.
Map text now fully rotate to match position of camera Added parallax effect to shop scene
Auto resolve now factors in much more of what makes each battle unique:
Squad attributes like flaming ammo, armor sundering, and terror are accounted for
Unit leadership matters, units can randomly rout based on it.
When you lose an auto-resolve, troop health sets to zero to avoid confusion around why you lost.
Treasure nodes now give you a choice between three gear items instead of a single drop. Lets you start thinking about your build immediately instead of waiting on RNG. New treasure node added on node one. Shop chests are still RNG.
Tavern Themes: unlocked by completing Godking difficulty on each race. Models, flags, and tablecloths for now, more decorations coming
Unit Position Previews: toggle with spacebar
Third reserves slot that unlocks via upgrades
Weather and biomes now visible on the campaign map before picking a battle, so you can plan ahead.
Unit count override in custom battles
All units unlocked in custom battles
Second crossing point added to river battles
Hero Difficulty buttons show Roman numerals for max difficulty completed
New tooltip on the map showing the active faction effect
All in-game tips translated, plus a major localization pass on Chinese & Korean! We are currently working on having Japanese, German, French, Russian, and Spanish improved.
A meaningful overhaul of how battles sound and feel:
SFX overhaul: new charging shouts, marching sounds, better range and volume on everything. Whole system rebuilt as object-pooled which helps improve performance and memory
Total rework of unit rotation: directional facing in combat looks dramatically better
Idle animations: back-line units now play idles when not in melee; large units skip idles when in melee
Dust clouds now appear at randomized positions across a squad instead of one rectangle in the middle
Flags fade out when the camera gets close
Volumetric fireplace light disabled during battle
Rain particles reduced ~60% with no visual loss
Charging SFX properly fades out; marching SFX pauses when battle is paused
Hover SFX improved across unit cards, map nodes, and the legend (and toned down a few that were way too loud)
Major rewrite of unit grouping: group UIs darken when not selected, you can rearrange units inside a group, groups display in proper order (1 → 2 → 3)
Army losses morale penalty increased so battles end a bit faster
Duplicate keybind notification explaining why it won’t work
Ironhide description corrected: Melee Infantry gain +4 Melee Defense and +10 Armor
“The Rogue Company” event reduced from 5 → 4 options to fit on screen
Difficulty of the first battle on board 2 increased
Changes to generation of map tiles, increased randomization of treasure and shop map nodes adding player decision making autonomy
Ctrl+A selects all units
Camera shake now stops when battles end
Polished end game panel, upgrades panel, and credits page
Parallax effect added to the event screen with improved overhead die view
Meta progression upgrades reworked for the full game
Second hero per faction unlocks after a victory on the first hero
Polish to map camera positioning Map Flags now match position of camera on y axis
New Click out of squad cards deselects them all
Added the ability to multi select units on the map
Polished hover highlight feedback
Prestige button now only shows if prestige is available
Huge thanks to everyone in Discord who keeps reporting bugs, suggesting changes, and keeping TJ motivated to bring Tabletop Tavern to the finish line. Half the changes in this update exist because someone took the time to submit a bug report or provide feedback, so please keep it up!
See you in the tavern. 🍻
Fixed game-breaking bug when moving units around
Fixed crash from Bloodsworn debuffing an enemy that charged them but wasn’t yet in combat
Fixed crash from multiple units being destroyed on the exact same frame
Fixed crash from enemy archer reprioritization infinite loop
Fixed crash from enemy archers reprioritizing while in melee
Fixed crash when prestiging units (multiple culprits)
Fixed crash from a listener not unsubscribing properly
Fixed possible crash on localization
Fixed crash on pause
Fixed Sakura Dynasty campaign battles being unplayable
Fixed first node always being treasure
Fixed first node always rolling the same random number
Fixed Bogmaw Trolls, Necrotic Chimeras, and Treants not playing animations
Fixed literally all monstrous units (Giants, Trolls, Corpse Claws, etc.) rarely playing attack animations
Fixed monstrous units not attacking each other
Fixed units jittering during in-combat rotation
Fixed direwolves flanking and then standing still
Fixed enemy archers not re-engaging when their target moves out of range
Fixed flanking units not attacking (for real this time)
Fixed cavalry flanking not being intercepted by player units
Fixed cavalry not playing animations
Fixed Banryu Bombardiers firing all their ammo at once
Fixed horses doing flying animations on Nightriders, Blood Knights, Dragon Tachi, and Starstriders
Fixed Dragon Tachi and Borderland Riders not holding their weapons properly
Fixed Sylvan Archers using Sunspire Bladelord models
Fixed Banryu Bombardier recruit card clipping
Fixed Tokugawa description (now correctly references Emperor’s Arquebusiers); old reroll bonus disabled, will return on a future hero
Fixed floating sword above the battlefield
Fixed triangles under units rendering through flags
Fixed selected/hovered triangles fading correctly on pause
Fixed attack arrows appearing correctly on pause
Fixed missing background image on final battle gear rewards
Fixed dragging a unit to a full reserves bench (first reserve now goes to deployed)
Fixed buttons on the rewards panel staying highlighted after click
Fixed battlefield camera not rotating when switching to enemy spawn in custom battles
Fixed group UI not updating on squad destruction
Fixed Gear name in loot battlefields being overwritten with “Collect Loot”
Fixed unit renaming not working
Fixed camera moving while renaming units
Fixed unit card position bug from rapidly dragging units between deployed/reserves
Fixed Supply Lines appearing to apply to all stats instead of just ammo
Fixed Omen of Famine not accounting for gear slots locked by meta progression
Fixed starting gold not being reduced by units bought before campaign start
Fixed unshielded units being placeable in defensive stance
Fixed town sack options running off the card
Fixed hotkeys triggering when game wasn’t focused (i.e. while typing in Discord)
Fixed stat coloring inconsistencies
Fixed UI strings using “arrows” instead of “projectiles”
Fixed missing armor sundering translations
Fixed misspelling of “Forest” in city tooltips
Fixed text scaling on the Starting Gear button
Fixed UI scaling on the new reserves slot at ultrawide resolutions
Fixed faction music not loading on resumed campaigns
Fixed alert for available upgrades appearing when none existed
Fixed Godking difficulty not triggering on 4 completions
Fixed health bar numbers appearing inside reordered units
Fixed map node outlines only showing on flags
Fixed double-reserve healing upgrade setting healing to zero
Fixed prestige credit infinite exploit
Fixed prestige crash when army was full
Fixed inability to add troops to starting army
Fixed enemy strength scaling 2x as fast on manual battles
Fixed enemy scaling on garrison battles
Fixed Treasure chests panel showing during gear claim
Fixed outriders’ saved spawns appearing behind castle walls
Fixed tower shields not applying against heavily shielded enemies
Fixed Gates appearing under “Special” in custom battles
Fixed custom battles breaking when entered multiple times
Fixed attack SFX playing when a unit was commanded to attack
Fixed SFX spam when reordering units
Fixed tablecloth textures
Fixed bushes/trees missing read/write access for scaling
Fixed units getting stuck in trees in forests and swamps (navmeshes removed)
Fixed saved formations spawning new units in a pile to the left (now spawn back row)
Fixed bug where holding alt, repositioning, right-clicking to cancel, then left-clicking would move units outside the allowed zone (genuinely don’t know how this was found)
Fixed bug going from move command → attack command
Sanitized usernames from log files
Fixed exploit of returning to menu before selecting units to recruit/conscript
Fix for reordering units while enemies are spawning in
Fix Ronin wanderers recruit too rotated
Fix bug with prestiging units causing errors
Fixed archer attack arrow not hiding when units run out of ammo
Added clearer notification to archer cards when out of ammo
Buffed sanguine court starting armies
Fixed archer range not toggling the same way unit position triangles and attack arrows were
Fixed some backend dev tools
Fix for recruiting from cities not filtering out signature units
Slightly reduced difficulty of later boards
Changes to generation of map tiles, increased randomization of treasure and shop map nodes adding player decision making autonomy
Fixed a bunch of map textures that were rendering in low res
Fix bug with unit not being available in collections
Fix prestige text for artillery
Hey everyone,
This update is a big one. A lot of the work over the past weeks has been under the hood, but it should have a very noticeable impact on performance and how battles play out!
We’ve started rolling out the new lore we shared during Next Fest.
Added faction and hero lore to the Collections Panel
Each faction now includes both a faction overview & hero-specific lore
This is just the start. More lore will continue to be added and expanded. Some of the lore is a tad outdated due to us switching out units as you'll see below. We'll update it again soon!
The most common negative feedback we got during Next Fest was performance. We heard you loud and clear and have been focusing heavily on reducing memory usage and improving performance across the entire project.
Build Size
8.5 GB → 5.6 GB
RAM Usage
Main Menu: 7.58 GB → 1.97 GB
Empty Battle Scene: 8.19 GB → 2.07 GB
Full Battle (15v15 Iron Legion vs Green Tide): 8.34 GB → 2.72 GB
Map Scene: 9.57 GB → 2.58 GB
FPS (RTX 3080)
Battle Scene: 67 FPS → 102 FPS
This was primarily aimed at improving performance on lower end hardware, so seeing gains on high end systems as well is a nice bonus.
We’ve been deep in a full project-wide optimization pass. This means going through every texture, model, and asset in the game. While doing this we identified several assets that were extremely unoptimized and either updated or replaced them.
Example: Jomsvikings alone were 3x the size of the entire Drakosaur Brood faction
New models completed:
Jomsvikings
Fleshshredders
Ironguts
Still in progress:
Oni
Bloodsworn
Several Dwarf units
Events now provide much larger rewards to make them more interesting and inline with missing out on the rewards from a battle. Cleaned up the UI to clarify the success/failure outcome of each choice
Aggressive
Default behavior
Always active at river crossings
Passive
Triggered when the army has artillery
Breaks when:
Player gets close
Player deals damage
Delayed Passive
25% chance to trigger regardless of composition
Holds passive stance for 10 seconds before switching
Starts in back row
Flanks wide left or right
Direction randomized if only one cav unit
Will not perform wide flanks at river crossings
Defensive Stance
Shielded units losing combat will switch to defensive mode
Fire at Will (Archers)
Triggers when army drops below 25% health
Artillery
Targets first unit in range
Will reprioritize to ranged units if they enter later
Archers
Targets first unit in range
Will switch to unshielded targets if current target has shields
Large Unit Targeting
Non-cavalry prioritizes enemies without anti-large
Enemy archers now charge into melee when out of ammo
Improved guard mode logic to prevent idle units in combat
Fixed archers:
Charging wrong targets
Breaking out of melee incorrectly
Fixed unit stats overflow issue for Bulwark unit
Fixed missing textures on campaign map
Fixed withdrawing hotkey triggering when opening bug report panel
Fixed tutorial icons (guard mode / cancel swapped)
Fixed campaign loss bug when:
Completing battle
Exiting to main menu
Crashing at end of battle
This update was more of a foundational one. Less flashy on the surface, but it sets up Tabletop Tavern for long term success. As always, keep the feedback coming!
See you in the tavern. 🍻
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Tabletop Tavern, 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 Tabletop Tavern 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.