
Steam news
Full Steam announcements and update articles for this title.
The full release of Wool at the Gates is finally out after over a year in Early Access!
We are celebrating the release with a 25% discount for the next 2 weeks!
In version 1.0, we have achieved our vision for what we set out to add to the game. With 3 factions and 9 classes, Wool at the Gates required an abundance of content and options to feel whole. We have added about ~50% more options across the board since Early Access. This includes more Maps, Heroes, Troops, Towers, Perks, Enemies, and a new game mode.
Each faction is now packed with strategic options, featuring 19 perks, 6 tower types, and 6 troop types to choose from. More importantly, the class system is fully realized. With the addition of 3 new heroes in Version 1.0, every class has its own hero and a complete roster of units and towers built around it. The 9 classes and all of their possible combinations are represented across 36 unique troop and tower types, creating a huge variety of playstyles. Command an undead legion with Necromancers (Human – Warlock/Summoner), build around the infinite-range All Seeing tower (Orc – Berserker/Mage), or unleash devastating volleys from Fire Archers (Elf – Ranger/Mercenary). Add in the 27 subclasses to experiment with, and no two strategies play the same.
With 6 maps, 18 unique strategy-testing challenges, endless runs on every map, and randomized runs in the game's new Wild Mode, there is a ton to do! We can proudly say that we feel the game is now complete.
Rath (Human Summoner) - Literally rain down death from above on your enemies. Fight behind the lines of your undead army, piercing enemies with your long reaching spear.
Kronk (Orc Berserker) - A true tank joins the hero roster. Surround yourself with as many enemies as possible to smash and stomp.
Lunara (Elf Enchanter) - Support your defenses with the healing of Elven magic. Create healing auras and support turrets to give your allies the edge on the front lines.
Lamoon, the final map of the game's Campaign, is a mountain fortress nestled deep inside sheep territory. Can you fortify and defend this battle-ready city and overcome some of the most difficult challenges yet as sheep invade from all sides?
Some dark magic has been at play throughout the Campaign and has been transforming the sheep into stranger and stranger sheep-like beasts, whether it be rats, wolves, or dragons. These mutations reach their most twisted forms yet here, with literal mutant sheep among other creatures that will truly test your resilience.
We have received feedback that some of the challenges feel too restrictive in how they let you play. The original intent with these challenges was to have players experiment with interesting playstyles by completing them. However, Wool at the Gates is all about options and strategic freedom, so we feel these challenges do fight with the fun of the game. For this reason, we have reworked many of them to make them more open ended to different strategies. If you have completed any of these changed challenges before, they will still be complete in the update regardless of how they changed.
Gilia - Executioner: Removed ability requirements. Now have to reach hero level 7 instead of 5.
Gilia - Dark Magic: Removed hero and class point requirements.
Hindell - Diversity: Requires 70 faction points per faction instead of 60.
Windrim - Control Freak: Removed and replaced with Class Mastery, which requires you to get 18+ class points in any class.
Windrim - The Great Summoning: Renamed to Thick Wool. No longer requires Summoner class points or the use of the Call Forth Ability.
Ovismaw - Walled In: Renamed to Personal Space. No longer requires specific perks.
Ovismaw - The Eye Commands: No longer requires specific perks.
Waiterra - Slow Death: Replaced with Gold Rush, which requires you the beat the level with at least 100 unspent gold.
For a while, we have felt that many of the perks in the game were either not useful or interesting enough. This update includes a deep rebalancing of the perk system in attempt to make each as powerful and useful as the next. In addition to balance changes, the faction points requirements for unlocking perks has been raised slightly to compensate for most perks becoming more powerful. See the specific changes made in the Balance Changes section.
Added a Skip button to the Tutorial. Skipping the Tutorial will still mark the tutorial as complete and unlock content.
Improved challenge notification sounds to give better feedback if a challenge condition is failed or complete.
Epic drums now play on the final wave of the map to notify you that you are on the last round.
Veteran difficulty now has unlimited retries. Now only insane difficulty and Wild Mode have a 3 retry limit.
Added enemy previews for the current round in the pause menu. This should make reading enemy descriptions much easier when using a controller.
We worked with a native speaker to greatly improve the quality of our Chinese localizations. Thanks Xiao! If anyone in our community would like to help us improve our localizations in other languages, please reach out to us on Steam or our Discord channel.
Hindell: Increased the difficulty on several rounds.
Windrim: Increased the difficulty on several rounds.
The health of most heroes increased, more significantly affecting melee heroes.
Zagzul’s basic attack range and radius increased.
Durngrim's melee attack damage increased from 3.5 to 4.5.
Sanctuary: In addition to making units in the dome untargetable, they also now cannot take damage while in the dome.
Whirlwind: Damage reduction increased from 50% to 65%.
Rampage: Damage increased from 30/50/90/ 120 to 40/80/ 120/160.
Arcane Shields: Reduced bonus from 25%/50%/75%/100% to 22.5%/45%/67.5%/90%.
Conjurers: Now create a Summoned every 7 attacks instead of 6.
Riders: Now take reduces melee damage.
Crossbowmen: Changed to now gain attack speed while attacking the same target. Designed to be strong against elites and high health enemies.
Marauders: Now prioritize hitting enemies that have not been slowed.
Vengeance: Vengeance projectiles now also triggers when nearby buildings are destroyed.
Ice Shard: Reduced damage by ~10%.
Siphon: Increased health from 150 to 200. Slightly increased damage.
Totem: Can now heal any ally (not just troops). Heal amount reduced from 50 to 30. Health increased from 100 to 150.
Adjusted wall build and upgrade costs on all maps to be consistent. Wall cost is now determined based on the number of segments in the wall.
Bank: Health increased from 60/150 to 80/200
House: Health increased from 35/100 to 50/125
HQ: health increased from 100/350/700 to 150/375/750
Lumbermill: Health increased from 40/80 to 80/200
Shrine: Health changed from 50/150 to 50/125.
Temple: Health changed increased from 80/250 to 100/250
Wall: Level 2 health increased from 600 to 625.
Perk Milestones changed from {10, 20, 40, 60, 90, 120, 150, 180, 210} to {10, 25, 45, 70, 100, 130, 160, 190, 220} to better pace earning perks.
Reordered the unlock order of some perks.
Simple Minded: Bonus health and damage per duplicate type increased from 4% to 5%.
Dark Temples: No longer considers walls. Range increased. Now gives 3 bonus gold and XP per round instead of 2. Now shows hidden range when selecting the temple.
Enlightenment: Now gives 2 faction points per faction each round instead of 1.
Eternal Life: Now gives 5 seconds of invincibility when triggered. Moved from tier 2 to tier 1.
Harmonic Foundations: Gives 2 gold discount instead of 1.
Higher Ground: Damage bonus increased from 30% to 35%.
Mirror Armor: Health bonus increased from 30% to 40%.
Pristine Towers: Range bonus increased from 20% to 30%.
Seeds of Vitality: Health bonus increased from 15% to 25%. Now caps at 50% after 5 rounds.
Sky Guardian: Now gives 100% bonus damage against flying enemies. Moved from tier 1 to tier 2.
Class Warfare: Now gives 3 class points per class instead of 2.
From the Rubble: Cooldown reduction increased from 25% to 40%.
Brute Force: Damage buff increased from 30% to 35%. Melee damage taken reduction changed from 25% to 20%.
Watchful Spires: Health bonus increased from 900% to 1500%.
Battle Experience: Now gives 2 XP per round instead of 1. VFX now plays on hero when active.
Divine Trinity: Moved from tier 2 to tier 1.
Eldar Training: Moved from tier 2 to tier 1.
Fleet Footed: Moved to tier 2. Attack speed increased from 20% to 30%. Movement speed increased from 40% to 50%.
Master Marksman: Damage bonus increased from 10% to 15%.
Sustainable Growth: Now gives 5 extra high output rounds. Moved from tier 1 to tier 2.
Armor Up: Moved from tier 2 to tier 1. Health bonus changed from 30% to 20%. Damage taken from ranged reduction increased from 25% to 35%.
Artillery Support: Moved to tier 1. Reworked - Now makes HQ projectiles do explosive AOE damage. No longer increased HQ basic attack damage.
Barracks Defenses: Health bonus increased from 200% to 300%.
Building Up: Moved from tier 1 to tier 2.
Shapeshifter: AOE damage increased by 50%. Damage reduction increased from 50% to 75%.
Unwavering courage: Moved from tier 1 to tier 2. Damage reduction increased from 25% to 40%. Damage dealt bonus increased from 15% to 25%.
Adrenaline: Attack speed bonus increased from 20% to 30%.
Endless Horde: Health and damage gained per spawn increased from 10% to 15%.
Heart of Fire: Bonus range increased from 25% to 30%.
Jagged Structures: Health bonus increased from 20% to 30%.
Stormshroud: Ranged damage taken reduction increased from 25% to 30%.
To War: Bonus damage increased from 30% to 35%. Heroes now gain the damage bonus.
The Great Tower: Can now be used to build or upgrade any tower instantly to level 3. Still gives bonus damage and health.
Massive Army: Now gives 2 extra troops per barracks instead of 1.
Retirement Plan: Reworked. Now gives 5 bonus gold each bank payout and automatically upgrades banks to level 2 for free.
Death and Taxes: Now prioritizes getting gold from destroyed tier 2 houses over tier 1 houses.
Bulwark: Invincibility reduced from 5 seconds to 4 seconds.
Burning Gaze: DPS reduced from 2.5 to 2.0.
Fixed a bug where Warlord perk would show incorrect number of rounds survived, not give the bonus properly on reload, and would buff all damage, not just damage from basic attacks.
Fixed bug where Bombarder tower would not correctly apply AOE damage to enemies if they were not close to the bottom ground height.
Bombarder tower AOE no longer sometimes doesn’t trigger explosion if they projectile misses.
Fixed bug where Sentinel taunt would sometimes not apply if not close to bottom ground height.
Fix bug where ranged troops would sometimes ignore player commands while in combat.
Fixed bug where Pristine Towers perk would not remove its damage bonus when damaged.
Simple Minded Perk no longer plays the “perk gained” VFX anytime a tower or barracks in repaired.
Mouse selection box no longer gets stuck if you open pause menu while clicking and dragging.
Fixed bug mouse select would get stuck if your last selected troop died during selection.
Enemy gold drops now properly maxes at 50 gold in endless mode.
Fixed bug where flying enemies would sometimes spawn facing backwards.
Conjurers and Oathbinders will now attempt to spawn Summoned at nearby ground enemies if they are attacking air.
Conditions that trigger based on being hit now work properly if hit but the damage was dodged or completely avoided. This affects Thorn Tower, Reflection Tower, Counter Attack Warrior bonus, Pillars of Wrath perk, and Jagged Structures perk.
Veil tower will no longer attempt to hide a Monument absorbing damage for the Watchful Spires perk.
Fixed a bug where Solitary double damage bonus would not get applied properly.
Tutorial no longer gets stuck if you kill all of the sheep with your basic attack in less that 5 attacks and don’t use your ability on the first round.
Sprint no longer starts active in eye form if you previously were sprinting when you switched to hero form, then switch back to eye form.
Shadow Step ability now snaps to the navmesh, preventing your hero from getting stuck in objects behind the target.
Selecting a class UI in the HUD with controller now properly highlights all units of that class on the map.
The level progression bar in the Victory UI will no longer show full if you have exactly the right amount of wool after you level up.
Fixed a few holes in the flying navmesh that would prevent flying enemies from taking certain routes.
Added 4 new achievements for beating Lamoon, it's challenges, and beating all of the challenges on Lamoon and Waiterra on Veteran and Insane difficulties.
Tempest and Vengeance tower classes switched. Tempest is now a Ranger/Berseker and Vengeance is now a Warlock/Berserker.
Improved quality and noise of the game’s ground texture. Removed sharp artifact in the texture.
Hero basic attack hits now play additional VFX to be more noticeable and impactful.
Shrines now show their heal range when selected if you have the Mending Light Perk.
Improved the animation for the Rapid Fire hero ability when used by Orc heroes.
Troop command sound now plays at the command position not your hero position.
Rejuvenation class bonus now plays heal VFX when active.
Smite Enchanter Class Bonus projectile SFX and VFX improved.
Added new gameplay setting for screen shake intensity.
Fixed “One Time Use” UI overlap issue in the random perk menu in Wild Mode in some languages.
Challenge abandoned notification no longer plays multiple times on the same challenge if it has already failed.
Marks from Arolas's basic attacks now visually pulse when applied.
Fixed broken water materials on Gilia and Tutoria that made the water flow unnaturally.
Changed Ovismaw’s color scheme to be more vibrant.
Reworded “Quit” to “Exit Game” in the menus to avoid confusion about whether it would quit the level or the game.
Fixed game stutter when building the HQ.
Added popup when launching game that informs the player if an update has invalidated any current runs.
We want to thank you so much for supporting us during Early Access! Whether you playtested new content with us in-person or remotely, reached out to us on Steam or in our Discord channel with feedback or ideas, or just played the game and waited eagerly for new updates, your involvement and appreciation of the game means the world to us. Without you, we would have never been able to reach this point and gotten the game to the amazing state it is in today.
Please don't hesitate to reach out to us if you find any issues or have feedback regarding the full release. We hope you enjoy the new content and all of these changes. We love both working on and playing this game. That said, I'm going to play through it myself now!
Thanks again for everything,
Mr. and Mrs. Creature
One year ago today, Wool at the Gates launched into Early Access!
Wool at the Gates has evolved into a much larger, more polished, and more complete experience than it was at launch thanks to all of your feedback, bug reports, and support. We are excited to finally announce that the game will officially leave Early Access on June 10th!
To celebrate the full release, Wool at the Gates will launch with a 25% discount for 2 weeks.
The 1.0 update will also include a final major content patch featuring:
A brand new map (playable in campaign and wild mode)
3 new heroes
Additional polish, balance improvements, and bug fixes
A first look at the new map arriving in 1.0 - Lamoon, a swamp fortress, besieged by some of the strangest sheep yet.
Working on Wool at the Gates over the past year has been an incredible experience, and we truly appreciate everyone who has played the game, shared feedback, and followed the game's development.
We can't wait for everyone to experience the full release June 10th!
Mr. & Mrs. Creature
Hey everyone!
Wool at the Gates is 20% off during Steam’s Tower Defense Fest (March 9th - 16th). If you’ve been waiting to pick it up, now’s a great time!
We’re also excited to share that the 1.0 release update is coming soon, bringing a new map and three new heroes. If you have been waiting for the full release, wishlisting the game helps a lot and ensures you will be notified when the 1.0 launches.
The game has been in Early Access for almost 10 months, and we're getting close to completing our original vision for it. During that time we've added a lot of new content and improvements, and there's more coming in 1.0.
Final Map with new enemies, modifiers, and challenges
3 New Heroes
Human Summoner
Orc Berserker
Elf Enchanter
New Game Mode - Wild Mode
6 New Tower Types
6 New Troop Types
12 New Perks
1 New Map
1 New Hero
Other QoL Improvements
Mouse movement support
A complete progression system rework
Automatic troop respawning
Many other balance changes, bug fixes, and quality of life improvements
Development has been a little hectic recently, but we have been steadily working toward the final update. We're aiming to release 1.0 in the next couple of months, so stay tuned for more news soon!
Thanks again to everyone who has supported the game so far! Your feedback has helped shape the game into something much better than we could have made alone.
This is just a small update that helps address some of the worst remaining bugs and balance issues in the game.
Here are all of the changes in this update:
The logic for enemy movement, especially for moving through and around walls, is some of the most complicated in the game. Because of this, there has been a bug where enemies could sometimes ignore walls and run right through them. We have finally gotten a chance to look into the issue, and think that it should be extremely rare now, or even gone entirely. Please let us know if you still see enemies run through walls after playing with this update.
We received some feedback that Berserkers are underpowered compared to the other classes, and we confirmed this with playtesting. We made the following changes to Berserkers to help bring their power in line with other classes.
Berserker Enrage class bonus buffed. Bonus damage increased from 20% / 40% / 60% / 80% to 40% / 80% / 120% / 160% and damage reduction increased from -15% / -30% / -45% / -60% to -30% / -40% / -50% / -60%.
Berserker Execution class bonus buffed. Bonus damage increased from 40% / 80% / 120% / 160% to 50% / 100% / 150% / 200% and heal on kill amount increased from 5 health to 10 health.
Berserker Frenzy class bonus reworked. Bonus no longer requires being below 50% health and gives 15% / 30% / 45% / 60% bonus attack speed and movement speed.
Crossbowman bonus damage against max health enemies increased from +100% damage to +125% damage.
Oathbinder troops can now spawn Summoned each life, not just on their first life.
Totem tower summon cooldown decreased from 10 / 8.5 / 7 seconds to 8 / 7 / 6 seconds.
Totem tower heal amount increased from 30 to 50.
Warlock Soul Harvest class bonus buffed. Attack speed per stack increased from 6% / 12% / 18% / 24% to 7.5% / 15% / 22.5% / 30%.
Seeds of Vitality description updated to be more clear.
Ranger Double Attack class bonus now properly applies to your hero if you gain the bonus while in eye form.
Rampage hero ability should no longer sometimes launch the player to a random location.
Soul Harvest VFX no longer plays on dead Warlocks.
Fixed missing localization of class bonus level in class bonus tracker tooltips.
We’re excited to announce that this update introduces a new game mode, Wild Mode, to Wool at the Gates. More details below!
This patch also includes various balance changes and bug fixes. In addition, Wool at the Gates will be 30% off during the Steam Winter Sale.
Here’s everything included in this update:
Wild Mode is a new game mode where every run is different. You’ll play on a random map with a randomized hero, enemies, and perks. Each time you survive a run, you unlock a harder version of Wild Mode featuring stronger enemies, longer runs, random starting perks, and more starting gold.
While the campaign is about having full control over your strategy and overcoming predefined challenges, Wild Mode is designed to force you to try new strategies and adapt to survive.
Each run starts with a random hero on a random map. You do not need to have that hero or map unlocked in the Campaign to play it in Wild Mode. You can generate a new run to change your starting hero, map, and perks.
Maps use different color schemes than the ones they use in the campaign.
All rounds of enemies are randomly generated. Enemies from throughout the Campaign can appear on any map in Wild Mode.
Uses a new random perk menu that presents the player with 3 random perks for the faction each time the player earns a faction perk. All perks are available in Wild Mode regardless of whether they have been unlocked in the campaign.
The base difficulty has standard-difficulty enemies for 10 rounds. Each successful run unlocks a higher difficulty tier (Wild Run +) with
+2 rounds
Increased enemy count, health, and damage
A bonus starting perk
Additional starting gold
There are no challenges or modifiers in Wild Mode. The focus is purely on surviving the unpredictability of each run.
You earn Wool for completed rounds and can level up your account. Troops, Towers, and Class bonuses unlocked through leveling are available in both Wild Mode and the Campaign.
Maps and heroes can only be unlocked by playing the Campaign.
New achievements have been added for:
Beating Wild Mode with 18+ points in each class
Beating Wild Mode with 90+ points in each faction
Completing Wild Run, Wild Run +1, and Wild Run +5
We’ve updated how class bonuses are selected and upgraded.
Previously, every time you earned a class point, the class bonus menu would appear and allow you to level up any of the 3 class bonuses, as long as they weren’t locked or already at max level. This made it easy to spread points across all bonuses, reducing the need to commit to a specific build or make meaningful decisions.
With the new system, you now choose an initial class bonus for each class. As you earn additional class points for that class, your selected bonus will automatically level up until it reaches its max level. Only after all your existing bonuses for that class are maxed out will you be able to select a new class bonus to learn and begin upgrading.
We believe this change makes class progression more engaging and encourages players to think carefully about which class bonuses best support their strategy for each run.
This change is technically compatible with saves from previous versions. If you earn a new class point while playing on an older save, the game will automatically level up your existing class bonuses before allowing you to select a new one.
One of Wool at the Gates' most controversial design decisions is that the cost of a troop or tower increases by 2 gold each time you build a duplicate of that type. We made this decision because we knew the strongest build would almost always be to spam the same type of troop or tower.
However, increasing the cost by 2 gold was too extreme and instead forces players to build as many different things as possible to avoid wasting their gold. We’ve now reduced the duplicate build cost penalty to 1 gold, and after a lot of playtesting, we think its a great change that lets players center their build around certain types of troops or towers, but still gives some incentive to have variety in how they build their city.
Monuments now give 5 base faction points when built (previously it was only 1). Before this change, Towers were often a better option for earning faction points because they give 5 faction points while costing the same amount of gold as Monuments and also provide defense to your city. Now Monuments are the most efficient way to earn faction points, which was always the goal of their design.
Sentinel health increased from 100 to 120.
Tauro damage decreased from 7 to 6 and damage against HQ reduced from -50% to -70%.
Boomers now do 50% reduced damage to troops.
Undying Tower now requires fewer nearby enemy deaths so spawn a Summoned.
Simple Minded Orc Perk reworked. Now gives each tower or troop type 4% more health and damage per duplicate of that specific type built.
Menus / UI
New Mode Select Menu added to select between Campaign and Wild Mode.
New Wild Mode config menu to select your Wild Run difficulty for Wild Mode.
Smoothed animations when changing map previews in Campaign map select.
Unlocks button moved to top bar and can be opened at any time (including via controller button prompt).
Improved menu and UI design throughout the game.
Menu click volume reduced to be less obnoxious.
Removed redundant click sounds that would play when navigating the UI with the mouse.
Challenges tip no longer prompts player to unlock content in the shop.
Training grounds no longer allows you to buy a class point if you have maxed out the class.
Player Hero Select UI now opens with correct size instead of awkwardly snapping to the correct size after opening.
Vsync is now enabled by default in the launch disclaimer menu and uses the player’s saved settings when entering the main menu.
Enemy previews now show after you spawn your hero.
Troops now face the camera after loading a save or reloading.
Ranged enemies will now attack broken walls to prevent themselves from getting stuck on the wall.
Eye Form Blink ability cooldown no longer fails to trigger.
Rogue Crit VFX now only play when the attack hits, not when it is executed.
Removed floating broken UI inside of Tempest Tower.
Smite now works properly when given to Summoned via the Summoner Imprint bonus.
Tutorial now always launches using Standard difficulty.
Fixed round number tooltip in endless when viewing next rounds gold / XP generation in the UI.
Shrine building tooltip now properly says that it gives XP each round, not Gold.
Shaman curse no longer sometimes causes an error that can break other system like hero abilities.
Shaman curse no longer clears when the casting Shaman dies.
Melee troops no longer sometimes chase flying enemies.
Fixed melee troop error that would sometimes prevent them from reinforcing allies that were under attack.
Flying enemies no longer fall through the ground if they spawn near a terrain cliff.
Undying tower no longer shows its special effect range as red if a solitary tower at the same location would have had its damage bonus be inactive.
Fixed bug where vengeance tower couldn’t be selected via controller or keyboard in the tower build menu.
Fixed missing text for Fire Archers in the troop filter menu.
As indicated on our store page, we plan to increase the price of Wool at the Gates as we update it with more content and features. The Steam Winter Sale will give everyone a chance to pickup the game at it's cheapest price yet, but after the sale we plan to increase the price of the game from $6.99 USD to $8.99 USD (or the equivalent in your country's currency). This will not affect anyone who already owns Wool at the Gates.
Thank you so much to everyone who has supported the game and given us feedback! Happy Holidays!
Mr. & Ms. Creature
We are pleased to announce another content and quality of life update for Wool at the Gates!
Along with this update, the demo has been made available to play again, and Wool at the Gates
will be 20% off from November 12 - 22.
Here’s everything included in this update:
We have received feedback from many players that the current progression system is overwhelming. It presents players with too many options at once and allows players to unlock options in an order that conflicts with the order of challenges in the campaign.
We've reworked the progression system so all players unlock content in the same order as they progress through the maps and challenges. The main changes are as follows:
Players no longer freely choose the order in which they unlock content. Instead, wool earned from completing maps and challenges levels up your account, and each level up unlocks a perk, troop, tower, or class bonus type and makes it available for play.
For old saves only - Your account level will be automatically set from the total amount of wool already earned. Players with existing content keep all content they unlocked in previous game versions in addition to any content they would have unlocked from their determined account level.
Heroes are now unlocked by completing maps, so that players have a new hero to play on each map regardless of how quickly they level up.
The Shop has been converted to a new Unlocks menu. You no longer unlock content from this menu, but you can view everything you've unlocked and see how to unlock additional content. It's also a great way to read about all of the game's content in one place.
The 3rd challenge for each map now starts unlocked so that players can choose to play the map with modifiers for a greater challenge on their first playthrough.
The 4th challenge of each map now starts locked and unlocks after beating the 3rd challenge for that map.
3 new troops and 3 new tower types have been added. With this, all planned troops and towers are now in the game! Each faction now has 6 tower options and 6 troop options, each with a unique class combination (Warlock + Berserker, Mage + Warrior, etc.). This means all 36 possible combinations of the 9 classes are available, allowing players to mix and match class strategies in a ton of different ways. We are really excited to see the variety of builds and strategies players come up with!
Conjurer - Rogue Summoner (Human)
Marauder - Warrior Mercenary (Orc)
Druid - Mage Enchanter (Elf)
Siphon - Warlock Ranger (Human)
Thorn - Warrior Rogue (Orc)
Tempest - Warlock Berserker (Elf)
We are bringing back the demo so we can receive as much playtesting and feedback as possible as we progress toward version 1.0 of the game. The demo has been updated to match the current version, including the new progression system, and includes the tutorial map plus the first full map, Gilia. Player accounts in the demo are capped at level 10, giving players a good understanding of what the full game offers. The demo is available to play now!
Insane difficulty now allows a max of 3 retries (instead of no retries) so that it remains challenging but doesn’t punish players for making a single mistake.
Added a “Quit” option to the pause menu so that players can easily exit the game.
The first time playing the game, “Play” in the main menu will launch you directly into the tutorial map instead of taking you to the level select menu.
Players now start the game with an additional tier 1 and tier 2 perk option unlocked for each faction.
Solitary tower now indicates whether its damage bonus will be active when you build it, and indicates if the damage bonus is active in its tooltip.
Vengeance tower now plays a VFX when its vengeance projectile is fired to improve feedback.
Stern Commander Perk now plays VFX on all troops in range of your hero.
Shaman curse VFX and SFX have been improved.
Improved Zagzul basic attack and Reap hero ability SFX and VFX.
Grizzly enemies now have swipe VFX when attacking to make it clear that they do AOE damage.
Oathsworn now play animation and spawn VFX when spawning Summoned.
Enemy VFX now scale more naturally on elite enemies.
One time use perks like “Primary Residence” no longer get removed from the perk bar when used. Instead they show as disabled with a checkmark to indicate they have been used.
Completing the tutorial now gives 1000 wool from the “Complete Tutorial” challenge instead of 2000.
Blink perk now gives troops a temporary attack and movement speed bonus after they are teleported.
Cozy Living perk now gives 2 XP per house built instead of 1.
Watchful Spires perk bonus health increased from 400% to 900%.
Eye form damage increased from 7 to 10 to make it more viable against flying enemies.
Rampage hero ability no longer increases the damage your hero takes and now does heavy damage to your initial charge target.
Life Drain hero ability damage increased significantly.
Vaelith Smoke Bomb hero ability damage reduced at all levels and scales more consistently compared to other hero abilities.
Reflection tower has increased health, can hit more targets at once, and does a final attack when destroyed.
Sentinels now taunt all nearby enemies in addition to the last enemy they attacked.
Brutes now have increased health but lower movement speed.
Shaman's curse Enchanter Spell enemy damage taken increased percent now increased from 20% to 40%. The curse now also slowly drains enemy health.
Summoned are now untargetable for the first 2 seconds after they spawn.
Stalker enemy health reduced from 50 to 45, but Stalkers now slow your hero temporarily when landing an attack.
Dragon enemy damage reduced from 7 to 6.
The game no longer sometimes fails to continue to the next round after surviving the round after using primary residence perk.
Fixed missing localization for the "Return to map select" prompt, the "Replay" button in the score UI, and the "Shrines Built" stat in the Pray for Battle perk tooltip.
The settings menu no longer fails to open if you unplug a controller before opening it.
Summoned now correctly apply the Imprint Class Bonus.
Building tooltip no longer hides when clicking on a building if it cannot be built or upgraded.
Wild mode will be the main focus of the next major update, and will bring random map and enemy wave challenges to the game.
After wild mode is added, we will primarily be focused on adding more heroes and maps.
We are pleased to announce a content update for Wool at the Gates!
Along with this update, Wool at the Gates will be 20% off during the Steam Autumn Sale
September 29 – October 6
Here’s everything included in this update:
Rider - Berserker Rogue (Human)
Sorcerer - Mage Warlock (Orc)
Fire Archer - Mercenary Ranger (Elf)
Bombarder - Mage Mercenary (Human)
Totem - Enchanter Summoner (Orc)
Undying - Summoner Warrior (Elf)
12 in total (4 per faction)
Mouse movement is now supported! In order to integrate this alongside the existing WASD movement, we've added a separate control scheme designed around mouse movement that can be enabled in the Settings.
Enabling the new control scheme lets you hold right-click to move your hero toward the cursor. Other inputs are remapped to better fit MOBA-style controls, such as hero abilities mapped to Q, W, E. We think this layout works well, but all inputs are fully rebindable so you can adjust them to your preference.
Enlightenment perk is now Tier 1
Hero ability tooltips now display cooldowns
Loading-screen tips each appear once before repeating
Vaelith Smoke Bomb now deals damage over time and no longer draws aggro
Summoned units can’t be attacked until they finish spawning
Necromancers now prioritize targeting low-health enemies
Armored Sheep: more health, slightly less ranged damage reduction
Big Horn: basic attack damage increased
Assassin: health and basic attack damage increased
Crossbowman: basic attack damage reduced, bonus damage vs. high-health enemies increased
Sentinel: basic attack damage increased
Shaman: health increased
Waiterra level: difficulty increased on rounds 9, 11, 12 and fewer flying enemies on round 6
Vaelith's basic attack: damage increased, cooldown reduced
Damage-over-time effects now apply correctly
Barracks troop count tooltip updates correctly with Massive Army perk
Corrupted saves files are ignored instead of causing the game to enter an unplayable error state
Solitary tower bonus damage now loads correctly
Troops can again be placed on Ovismaw ramps
Improved hit detection for Zagzul and Grizzly sweeping attacks
Hero Level-Up tip no longer breaks and prevents you from starting the next round
Concussive Blows now only increases damage of attacks that trigger it
Bonebow Melee Volley stab now correctly classified as melee
We’re currently developing the final set of troops and towers, which will complete all possible class combinations in the game.
We've been prototyping a new game mode that is inspired by the randomized market mechanics of autobattlers. It's designed to add variety to existing content by making each playthrough of a level feel unique and encouraging players to adapt their strategy based on the options available. More details coming soon!
We're so excited to get out our first content update! To celebrate, Wool at the Gates will be on a 15% off sale from Aug 4th - 14th.
This update includes the new Waiterra level! The level comes with new modifiers, challenges, and 3 new enemy types: Flying Sheep, Armored Sheep, and Bighorns.
We've also added a new hero, Vaelith, who can throw smoke bombs on the terrain to create kill zones and protect allies.
We added the highly requested feature for your troops to auto-respawn. The auto-respawn system attempts to mimic how most players would normally use respawn troops, so that players can just focus on the battle without having to constantly monitor the status of the city's troops. Manual respawn is still supported, and auto-respawn can be disabled in the settings menu if you prefer having full control.
Eye Form now has a ranged attack that shoots magical projectiles at flying enemies. Having a default way to attack flying enemies should hopefully make it less frustrating to play as a melee hero during these rounds.
Improved troop behavior:
Ranged troops no longer run awkwardly out of position / into range of enemies
Melee troops and Summoned can now move across the map in response to allies taking damage
Ranged troops, enemies, and your hero now consider line of sight when attacking
The troop tooltip shows for the selected troop type in the filter menu
Reworked visuals of Player Hero HUD to be more readable
Game visual quality is now more consistent across different resolutions and fixed shadow artifacts
Improved visuals and feedback for Cripple Trap and Arcane Devour abilities
Boomer enemies now do more damage to troops and your hero
Towers and ranged troops now prioritize ranged enemies
Building upgrades no longer animate when showing building previews in order to improve clarity
Modified the tutorial to better explain faction points, flying enemies, and auto-respawn of troops
Reworded hero ability challenge requirement to be more clear
Reworded the class bonus descriptions of double attack, counter attack, imprint, and elite summoned to be more clear
Fixed bug where you sometimes could no longer build after choosing a new hero ability
Many other small bug fixes
Our main focus is still to add more content. We’re still finalizing our plan for the next update, but it will most likely include new perks, troops and towers along with a new level.
Hey everyone!
We just wanted to announce that Wool at the Gates is 20% off during the Steam Summer Sale!
We also wanted to share a sneak peak of what we're working on for our next update. Here's a screenshot of an early version of a new level. It's still a work in progress, but it's a canyon-themed map with long, winding ridges and gorges that enemies have to path through.
The update will also include a new Elf Rogue hero. Additionally, we've been working on some quality of life fixes, such as the highly-requested option to have your troops automatically respawn (you can still disable this in the settings if you prefer more control).
We don't have a set release date for the update yet because we're still finalizing the new content, but stay tuned for more info coming soon!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Wool at the Gates, 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 Wool at the Gates 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.
FAQ
Browse related Steam game intelligence pages and categories.