Changelog
What's new in Grymheld, version by version.
v0.81latest13 August 2026
- NewTroops now march to a siege. Committing an army to a landmark takes up to 5 minutes of travel — shortened by your login streak, Altar march offerings and your General's travel Mastery — and its power only joins the battle once it arrives. The panel shows the ETA before you commit, and won't let you send a column that would arrive after the fight is decided.
- NewSieges now run for 15 minutes instead of 10, giving a faction time to rally.
- NewA siege you declare stays hidden while your army is on the road: the defending faction only learns of it — and the clock only starts — when your troops arrive.
- NewClaiming an unclaimed landmark is a march too: your troops travel there, raise your banner and come home. If a rival gets there first, they simply turn around.
- NewSieges finally count towards the rankings — enemy troops you break and spoils you carry home now feed the PvE Kills and Plunder boards and their weekly medals.
- NewCombat reports are split into three tabs, each with its own unread badge: Raids (your attacks and the warhosts that come for your village), Sieges (landmarks and zones) and Other (spy missions and resource deposits). "Mark all read" now only clears the tab you're looking at, and the page opens on whichever tab has something new.
- NewSiege cards rebuilt: each one leads with what happens if you do nothing ("Holds", "Short by 300", "Too late to help"), proves it with a strength bar showing both sides — including the troops still marching in — and puts your scouts, your column and your allies' columns on one timeline ending at the assault.
- NewA siege card now tells you how long you have left to send anything at all, before you pick a single unit — and refuses a march that would arrive after the fight.
- FixYour faction's region bonus ("+8% Siege attack/defence to all players of your race") now applies to the troops you send to a siege. It only ever boosted the AI garrison, so the bonus your faction fights to hold did nothing for your own army.
- NewVillages sitting against the edge of the world have been resettled deeper into their homeland — same buildings, troops and resources, but with neighbours on every side instead of empty space. New players are now placed away from the rim too.
- NewA fuller world: about 70% more AI villages to raid (403 → 683 across the map), and more resource deposits live at once. Less empty ground between you and your next target.
- NewPlayer names are now letters, digits, - and _ only (2–24 characters). No spaces, no email addresses — the name you pick is shown to everyone on the rankings, the forum and every report. Existing names are untouched.
- NewA siege report now opens with your own part in it: what you committed, what you lost, what came home, and how much of your side's strength you were — instead of burying it under the whole army's tables.
- FixSiege reports record your casualties. They never did, so a siege always showed no losses in the reports list even when half your column didn't come back.
- FixSiege rows in the reports list showed "0 vs 0" instead of the real strengths of the two sides.
- FixReports of a siege you launched no longer credit an enemy army that was never there.
v0.808 August 2026
- NewA living world — the map is now a vast 250×250 world split into faction regions, with smooth zoom and a minimap so you can read the whole realm at a glance.
- NewEvery race now has a homeland: a safe heartland where all players of that race settle and where your village can't be attacked directly. Homelands are fixed and can never be taken.
- NewLandmarks (points of interest) are scattered across every region. Whoever holds the most of a region controls it — and controlling the region you sit in boosts your production.
- NewThe world moves on its own: AI factions expand into neutral land, attack held landmarks and take whole regions. A live activity feed shows who is on the march and what just changed — tap any place name to fly the map there.
- NewDefend your territory — before the AI assaults a landmark your race holds, you get about 10 minutes' warning and a bell alert. Rally with the other players of your race and send reinforcements from the world map to hold the line.
v0.796 August 2026
- NewNew-player start reworked: you begin in your village with your General already armed, guided by your quests instead of a step-by-step tutorial. Every quest now has a Help button that opens clear step-by-step instructions whenever you want them.
- NewYour first campaign battle and your first bandit-camp raid are now gentle, winnable introductions — your first fights teach the ropes instead of ending in a defeat.
- NewThe very first bandit camp is now scouted instantly, with no wait to find it.
v0.784 August 2026
- FixGraveyard rumors could feel stuck after you'd defeated everyone — the undead there rise one last time before falling for good. The game now fast-forwards the empty turns while they stir and shows a countdown on the fallen, so it's clear the fight isn't over rather than frozen.
v0.773 August 2026
- NewLeaderboards — climb the rankings for power, troops killed (attacking and defending, each split between fights against players and against the wild), resources plundered and resources gathered. Every board has an all-time standing with all players, a weekly top 10, and a Best Start board that pits the freshest newcomers against each other.
- NewMedals — the weekly leaderboards now award drawn gold, silver and bronze medals, each category with its own emblem, plus a special Pioneer medal. Your medals are displayed on your profile like a decorated coat.
- NewPublic profiles — tap a player's name in the forum, a battle report or the rankings to open their profile: their General shown in full, a free-text bio they can write, and their medal rack.
- FixThe resource-deposit quests "Riches of the Wild" and "Strength in Numbers" could not be claimed — the Collect button did nothing. They now reward correctly.
v0.763 August 2026
- NewOutfits (beta) — save up to 4 equipment sets on your General and switch between them in a single click (for example one tuned for production, one for offence, one for defence). Unlocks at Keep level 10.
- ImprovedYour General can no longer be lost — the worst outcome of a defeat is now a wound he recovers from, keeping all his equipment. Fugitive's Boots now halve that recovery time instead of preventing death.
- ImprovedAn item that belongs to one of your saved outfits can't be sold by accident — it no longer appears in the Market's sell list.
v0.753 August 2026
- NewYour General now appears as a full body — in battle and on the equipment screen. The gloves, leg armour and boots you equip now show on the model, not just the weapon and chest, so a full set finally looks the part.
- ImprovedThe Army screen now lists the troops you have gathering at resource deposits — with their current haul and a Recall button — right alongside your controlled zones.
- ImprovedYou can gather at up to 5 resource deposits at the same time.
- ImprovedThe village view loads more smoothly, buildings ready to upgrade are marked with a glowing arrow, and shortcuts to the Market, Academy and Army now sit right on the map.
- ImprovedThe "max" train button now asks for a quick confirm, so a stray tap while scrolling no longer trains a full batch by accident.
- FixMap features — deposits, rumors and bandit camps could occasionally appear on top of a controllable zone or another location. New sites are now placed with a single rule that keeps every location clear of the others.
- FixBattles — stun and freeze now correctly make a target skip its turn, enemies are sized to match your own heroes, and clearing a Campaign chapter registers on your first win.
v0.741 August 2026
- NewResource deposits — shared fields, groves and veins now appear across the world map. Send troops to gather them: the more troops you send, the faster the haul, up to each deposit's cap. Your army hauls the resources home once its packs are full, or recall it early.
- NewDeposits are contested — only one player can hold a deposit at a time, and a rival can raid yours to drive your troops off and seize part of your haul. Scout an occupied deposit first to reveal what's guarding it, and reinforce your own to gather faster and hold it. Two new onboarding quests introduce it all.
v0.731 August 2026
- FixNotifications — opening the bell now clears your cheer notifications straight away instead of leaving them to linger, so the badge stays accurate.
- NewYou can now dismiss a notification individually with the × next to it.
v0.721 August 2026
- FixThe Flood board now loads a recent batch of chats and reveals older ones with a "Load older chats" button, instead of loading its entire history at once every visit — the board opens noticeably faster.
- FixMastery objectives — the old "expedition tier" goals have been merged into the Campaign chapters that replaced them. Each chapter is now worth a single skill point, and the tier progress you'd already earned carries over as chapter progress (claimed stays claimed), so there are no more duplicate objectives or double points.
v0.711 August 2026
- NewExpeditions, bandit camps and rumors are now fought as turn-based tactical battles. Lead your General onto a battlefield, position your squad, and choose an action each turn — attack, use an ability, or drink a potion. Every enemy, status effect (burn, poison, stun, freeze and more) and elite trait is explained in the in-game guide.
- NewCaptains — recruit named heroes to fight beside your General, each with their own look and a weapon suited to their class. New captains join your roster as you clear Campaign chapters.
- NewThe Campaign — a world map of hostile regions to conquer one by one. Winning fights earns experience, and beating a chapter's boss both recruits a new captain and grants a Mastery skill point.
- NewPotions in battle — your squad carries one healing potion into every fight; raise that limit through the General's Field Rations Mastery.
- ImprovedTrain troops faster — a one-tap "max" trains as many units as you can afford, topping up missing resources at the Market automatically when needed.
- ImprovedBuy Knowledge Books in bulk at the Academy's Book Merchant, just like training troops, instead of one at a time.
- ImprovedJump to any zone on the map straight from your attack reports and army screen — zone locations are now clickable.
- ImprovedThe forum loads faster, fetching older topics and replies as you scroll.
- ImprovedTurn-based battles are fully playable with a keyboard and screen reader.
- FixMastery skill points you've earned but not spent now show clearly in the General's Mastery tab, with a banner to claim them.
v0.7030 July 2026
- FixFixed quests that showed "Ready" but couldn't be collected. A quest you've genuinely completed can now be claimed even when an earlier optional quest (such as following on X) is still pending — its reward is no longer locked behind it.
- FixTaking control of an unclaimed gathering zone now notifies you, just like contested captures already did. Peacefully securing an empty zone used to happen silently, with no notification about it.
v0.6928 July 2026
- NewThe Altar & Offerings — build an Altar in your village (unlocks at Keep level 5) and consecrate offerings for powerful temporary bonuses: boosted resource production, reduced upkeep, extra storage, faster armies, richer raid loot, and stronger attack or defence. Offerings drop from raids, expeditions, bandit camps and rumors, come in four rarities, and the Altar's level decides how many you can keep active at once. A new quest guides you to your first offering.
- NewNotifications — a bell in the header now gathers your alerts in one place. To start, you're notified in-game whenever another player cheers one of your forum posts.
- NewYou can now control up to 4 map zones at the same time (up from 2).
- NewAccessibility — Grymheld is now playable with a keyboard and screen readers across menus, forms, the world map and dialogs. You can equip and unequip your General's gear without a mouse, and resource and army changes are announced as they happen.
- FixRumors — a rumor you've explored now disappears from your list instead of lingering, the Rumors panel tells you when the next one is on its way, and finishing a rumor or bandit-camp raid takes you back to the map.
v0.6727 July 2026
- ImprovedWhen your Watchtower reveals an incoming raid's exact host (level 7+), the alert now reads the fight for you — showing the enemy's attack as a percentage of your defence, and whether your garrison should hold or you'd be safer hiding. A huge horde of cheap troops is no longer as scary as its headcount suggests.
v0.6627 July 2026
- FixAI raids are now correctly sized to your defences. A raid's difficulty tier (Weak / Moderate / Powerful) is finally an honest promise: a Weak raid is genuinely winnable, and the harder tiers scale up fairly. Previously a "Weak" raid could overwhelm a well-defended village, because the wave was measured with a rough average of your troops and even counted your Rampart — which its siege engines then tore down before the fight. Your Rampart is now a pure defensive bonus that only ever helps you.
v0.6527 July 2026
- FixFixed a bug where a brand-new player's village could appear on a tile that was already occupied by a bandit camp or a controllable zone. New villages now always settle on free ground, and any village that had been placed on an occupied tile has been moved to an empty one.
v0.6427 July 2026
- FixThe Power total at the top of the screen could slide over the navigation bar while scrolling on some pages. It now stays tucked neatly beneath it.
v0.6327 July 2026
- FixFixed a bug where troops could return from an attack in smaller numbers than they should have. After a multi-target raid, the survivors of one wave could occasionally fail to make it home even though the report showed almost no losses. Armies now always return in full.
- FixFixed a related issue where raid loot could occasionally be under-credited when several of your armies came home at the very same moment. All plunder is now banked reliably.
v0.6226 July 2026
- ImprovedThe Hideout now shields far more as it grows — up to 500,000 of each resource at level 10, with every level rescaled to match. Raiders can carry off only what sits above your Hideout's limit.
v0.6126 July 2026
- ImprovedYou now get an email alert too — not just a push — when a warhost marches on your village or a bandit camp appears while you're away. Turn either off under Account → Combat & attacks.
- FixOn some villages a few buildings on the map could look cut off or slightly shifted. They now render correctly for every race.
v0.6026 July 2026
- NewAI warhosts now raid your village itself. You're warned before one lands — and a high enough Watchtower reveals the incoming host — then you choose how to answer: stand and fight for the war spoils, or slip into the Hideout to keep your troops and your protected resources safe.
- NewA new building, the Hideout, shields a share of every resource from raids — even when you fight — and the higher you raise it, the more it hides. You set your default stance, fight or hide, right there in the building.
- NewA new quest introduces the Hideout and how raids work, once your Keep reaches level 3.
- ImprovedTrophies won by repelling a zone siege now appear in your battle report with their name, rarity colour and bonuses, like any other loot.
v0.5926 July 2026
- FixIn the village map, some empty spots refused to accept a building, as if blocked by an invisible wall. You can now place a building anywhere there's genuinely free space.
- ImprovedLaying paths in your village is far easier: roads can now run under your buildings (the building simply sits on top), so you can route across the whole village without fighting the layout.
- ImprovedThe Village page now opens straight to the illustrated map, with more room on screen. The old list view is gone.
v0.5826 July 2026
- NewYou can now cheer posts and replies on the Forum — raise a tankard to the messages you like, and see the cheer count on every message.
- NewReply by quoting an earlier message on the Forum, in both the Flood and the Topics, so it's clear who you're answering.
- ImprovedThe Academy now shows each research's Knowledge-Book price clearly above the button — and turns it red when you can't afford it yet — instead of hiding the number inside the button.
v0.5724 July 2026
- ImprovedA sweeping visual refresh across the whole game: a real display typeface for titles, panels and buttons with genuine depth and material, a redesigned resource bar, and a moodier, more atmospheric village and world map.
- ImprovedThe top of every screen is decluttered. Your resources and Power now share a single bar, a bell in the corner gathers every alert in one place — incoming attacks, full storage, reminders — and your daily login streak moved into a flame you tap to claim. The page opens on your kingdom, not on menus.
- ImprovedCombat reports have been reworked to read as a proper victory-or-defeat screen, with your spoils and rewards brought front and centre instead of buried in tables.
- NewTroop movements now play out as a live march: watch each army travel from your village to its target, colour-coded for attacks, returns and incoming threats. Launch ten attacks at once and they fold into one tidy summary instead of ten lines.
- ImprovedOn mobile, big resource totals now read as 462K / 1.23M so the top bar stays tidy at high resource counts.
- FixYour General could show up as the wrong race during expeditions and bandit raids. Fixed.
- FixAn error that could interrupt collecting a quest. Fixed.
v0.5624 July 2026
- NewYour quests now live in a tracker you can open from anywhere — a tap on the quest banner shows everything at once, with the ones ready to collect front and centre. The separate quests page is gone.
- NewNew players are guided hands-on through their first steps. Your General walks you across the interface — pointing you to equip your gear, run your first expedition, hunt the bandit camp, win your first battle and level up a building — then steps aside once you know the ropes.
- ImprovedThe very first battle of the tutorial lands instantly, so a new player isn't left waiting on a march to learn how combat works.
v0.5523 July 2026
- NewBandit camps now prowl your realm. A roving raider camp — human, orc, goblin, elf or undead — settles near your lands and siphons your production, and a heavy enough drain can even push your food into the red. It keeps moving, so an army could never corner it: send scouts to track it down, then lead your General in to raze it. Clearing the outdoor camp cuts down its champion, takes back everything it hoarded, and earns you a stretch of peace before the next one appears.
- NewA new Bandit Camps section in the Game Guide explains the whole loop — the drain, tracking the camp with scouts, the General's raid, difficulty and rewards.
v0.5422 July 2026
- NewA fourth world boss closes the last corner of the map: Sarrenhal, a human royal army and by far the hardest fight in the realm. It only opens once Gorrmaw has fallen, and the first player to break it is rewarded with a Mystic relic that exists nowhere else.
- NewThree new quests follow the boss ladder — Thal'Vareth, Gorrmaw and Sarrenhal — and each one grants a Mastery skill point on top of its resources.
- ImprovedLinks are now allowed in the Forum, in both Topics and the Flood.
- ImprovedQuests and daily challenges that required attacking another player have been removed until player-versus-player is available.
v0.5321 July 2026
- NewExpeditions are far less fiddly to fight. You still aim where you want to strike, but a swing into empty space now goes to an enemy standing in reach instead of whiffing past them. Aiming at a target you picked still works exactly as before — the help only steps in when the blow would have hit nothing.
- FixThe Shadow Hood looked like a haircut rather than a hood. It now falls properly around the head, with the face lost in the dark beneath it.
v0.5221 July 2026
- NewExpeditions now train your General. Every enemy you kill grants XP — tougher archetypes are worth more — plus a bonus for completing the objective, and deeper dungeons pay a larger one. Replaying a dungeon you have already cleared still pays XP at half rate, so running expeditions is now a steady way to level up.
- NewYou can see much further into the dungeon. The view was so tight that enemies appeared barely half a tile before they noticed you; there is now room to spot them coming and decide how to fight.
v0.5121 July 2026
- FixIn the "light the braziers" expeditions, the guards roused by a brazier appeared right on top of you — close enough to strike before you could even turn around. They now muster a good distance away, as the altar waves already did.
- NewWorld bosses rebuild their garrison between assaults. Wearing one down with wave after wave over several hours no longer works — a boss has to be broken in a single push.
- NewThal'Vareth and Gorrmaw defend far more fiercely than before. Gorrmaw in particular now demands an elite army led by a well-equipped General.
v0.5020 July 2026
- FixYour General's avatar disappeared from the top bar while reading a combat report. It now shows on every page.
v0.4920 July 2026
- NewEverything you achieved before the Mastery tree existed now counts. Expeditions you had already cleared, world bosses you had beaten, Keep levels you had reached, your first victory at each difficulty and every Powerful siege you repelled are waiting as claimable skill points in your Objectives list.
- ImprovedMore sounds: coins when you claim a daily bonus or a quest reward, and steel when you send an attack. The top bar links are rebalanced around your General's avatar, and the sound on/off button sits at the far right.
- FixThe Mastery tutorial quest could be completed without doing anything — it now asks you to actually spend a skill point.
- FixSpending a skill point no longer scrolled you back down to the objectives list.
v0.4820 July 2026
- NewYour General now has a Mastery skill tree. He earns skill points as he levels up and by reaching milestones — clearing expeditions, toppling world bosses, repelling Powerful sieges and raising your Keep — then spends them across three paths: Expeditions (survivability and dungeon loot), Stewardship (production, storage and upkeep) and Army (troop attack, defence, march speed and plunder). Points wait to be claimed, and you can respec your whole build for 50 Knowledge Books.
- ImprovedThe General has his own page now, reached from the new avatar in the top bar (and the centre of the bottom bar on mobile). The Army page focuses on your troops.
v0.4720 July 2026
- NewFinishing an expedition's objective no longer ends the run. The reward is secured the moment you complete it, and you're free to keep exploring the dungeon — opening chests, hunting secret chambers — until you press Leave. Be careful: dying afterwards still wounds your General.
- ImprovedLooting runs no longer make you walk all the way back to the entrance: the haul is yours as soon as the quota is filled.
v0.4620 July 2026
- NewThe ten expeditions are now ten different dungeons: a crypt, a collapsed mine, a sunken marsh, a dwarven forge, a drowned library, a necropolis, a hollow of ice, a furnace and the Black Lord's sanctum — each with its own layout, hazards and look.
- NewDungeons no longer all ask the same thing. Some send you after a champion; others have you loot a quota of chests, destroy every nest, light four braziers, or hold an altar for sixty seconds. The expedition card tells you before you set out.
- NewSecret chambers lie sealed behind cracked walls. Break through and you find a hoard, usually with a guardian over it. Nothing on the map hints at the room until you open it.
- NewNew foes, each fighting its own way: archers that keep their distance, rushers that flank, brutes that soak punishment, shamans that heal their allies, and nests that keep breeding until destroyed. Elites carry a coloured aura telling you what makes them dangerous.
- NewThe deepest expeditions now descend several floors, linked by stairs.
- ImprovedExpedition dungeons have been redrawn: walls have depth, every place has its own stonework, and torches truly light the room around them.
- FixEnemies could be seen through walls.
v0.4520 July 2026
- FixThe quest "Send your General on an Expedition" showed as complete but its reward could never be claimed — claiming now works, and everyone who already ran an expedition can collect it.
- FixThe quest "Read a topic on the Forum" never completed: opening a topic that was posted before you joined — like the welcome thread — wasn't counted as read. Any topic you open now counts.
- FixThe "Support the Dev" quest made it look like buying a coffee was checked. It's simply a thank-you gift you can claim at any time — the wording now says so.
v0.4419 July 2026
- NewTwo new bosses join Fort Karrath at the edges of the map: Thal'Vareth, a drowned elven citadel, and Gorrmaw, a goblin crater-maw. They must be beaten in order — each one asks for a higher Keep and a victory over the boss before it.
- NewEvery boss now fights differently. Thal'Vareth is a wall of elite infantry with almost no siege, while Gorrmaw is an endless swarm behind heavy siege engines — the army that beat one won't simply carry over to the next.
- NewThe first time you defeat each boss, you're guaranteed a relic that can be found nowhere else in the game: Karrath's Ember Crown, the Drowned Choir Mantle and the Maw-Fang Cleaver. One per player, and it always reaches your General even if your bags are full.
- NewBosses now hold far richer stockpiles than any other village — and take much longer to rebuild after a defeat.
- FixTrinkets could be worn by your General as if they were armour. They're meant to be sold for gold — any trinket left in an equipment slot has been returned to your inventory.
v0.4319 July 2026
- NewBuild your village your way! On the Village map, tap Edit to pick up any building and drop it wherever you like inside your walls — a preview shows you if it fits before you let go. Nothing is lost: your buildings start exactly where they've always been, and you can rearrange them as often as you want, for free.
- NewNew Build button on the Village map: see every building you can still raise, with the ones your Keep hasn't unlocked yet clearly marked. Pick one and it settles into a free spot in your village.
- NewLay out your own paths! In Edit mode, switch to Paths and drag to draw roads across your village — drag back over a path to erase it, or clear them all at once. Paths cost nothing and are yours to design; drop a building on one and it simply paves over it.
- NewFullscreen mode on the Village map — handy on a phone, especially held sideways, where your village finally gets the whole screen.
- FixThe watchtowers were standing just outside the corners of your ramparts instead of on them.
v0.4218 July 2026
- NewYour gear now shows on your General! Every helmet, breastplate, weapon and shield in the game has its own look, drawn to match its rarity — from a plain soldier's helm to the Crown of Ashes. You'll see your full loadout on the General page, on your hero during expeditions, on your Forum avatar and on the small portraits across the game.
- NewPrefer your own style? Click the eye icon on the helmet or armour slot to hide that piece's appearance while keeping every stat it gives you.
- NewCombat reports: click the name of the village you attacked (or that attacked you) to jump straight to it on the map, with its panel already open.
- FixTwo-handed weapons now really take both hands — equipping one frees your off-hand, and daggers, torches and shields can no longer be worn alongside them.
- FixYour General's equipment is now locked while they're away on an expedition or campaign: no more swapping weapons in the middle of a dungeon.
- FixOff-hand daggers and torches were invisible on your General — they now show in the left hand, and shields are bigger, braced against the body.
v0.4117 July 2026
- NewGeneral Expeditions are now a real-time action game! Instead of tapping tile by tile, you steer your General through the dungeon live and fight enemies in the moment — move with the on-screen joystick or WASD / arrow keys, and swing your weapon in the direction you're facing to cleave through several foes at once. Your equipped weapon and armour now show on your hero, with punchy sound, hit effects and screen shake.
- NewNo more waiting after a win: clear an expedition's boss and you can set out on the next one straight away. Being wounded (1 hour) or abandoning a run (30 minutes) still needs a short rest.
v0.4016 July 2026
- NewNew Village view (beta): your village is now shown as an illustrated map — a walled town with your buildings laid out around the Keep, watchtowers on the ramparts, and scenery that changes with your race (forests and mountains, orc volcanoes and lava, goblin mining badlands…). Tap a building to enter and upgrade it, or jump into the Market, Academy and Barracks. Prefer the old layout? Switch between the map and the classic list anytime from the top of the Village page.
v0.3916 July 2026
- NewNew Academy research — War Banners: 5 levels that raise your Raid List capacity from 5 all the way up to 20 targets, so you can save more favourite AI villages and batch-launch far more raids in a single wave.
v0.3815 July 2026
- NewCustomize your General's appearance! Open Village → General and click the portrait to choose skin tone, hair, armour, facial hair and race-specific touches — elven markings, orc tusks and war paint, goblin headwear and more. Your look follows your General onto expeditions and shows up as your avatar in the Forum. A new early quest guides you through it.
- NewThe whole game has a fresh, hand-drawn look — every emoji has been replaced by custom in-game artwork. Resources, items, buildings, units and all the little UI icons are now colourful and consistent.
- NewBuildings and troops now look different for each race — a Human village, an Elf host, an Orc warband and a Goblin swarm each have their own distinct style, and buildings visibly grow as you upgrade them.
- NewEvery piece of your General's gear now has its own illustrated icon, framed by its rarity, and each unit shows a distinct figure — hover or tap any unit icon to see its name.
- NewGeneral Expeditions redesigned: bigger, easier-to-tap tiles, a camera that follows your hero, and all-new dungeon artwork — hero, guards, the Black Lord, chests, campfires and decor.
- FixForum: shorter, tidier timestamps on posts — the time for today, "Yesterday", or just the day and month for older messages.
- FixForum: your own posts now have a tidy Edit/Delete menu (no more buttons wrapping on mobile), and the Report action only shows on other people's posts.
- FixForum: the "New chat" button no longer wraps onto two lines on mobile.
- NewNew quest: follow Grymheld on X (Twitter) — open the profile from the quest and claim a gold reward.
- NewMap: controlled zones now show a coloured shield instead of an emoji — green for your zones, red for other players, gold for AI-held — with a legend below the map.
- FixExpeditions: the General screen now explains why your General is unavailable (recovering, wounded, on campaign…) instead of just showing a countdown.
- NewExpeditions rebalanced into a real difficulty ladder: each expedition has a fixed difficulty tied to its number (not your General's level), and your equipment now genuinely matters — a well-geared General clears its tier while an under-geared one won't, and higher-level Generals breeze through lower expeditions.
- NewExpeditions: you can now drag the dungeon map to look around where you've been, with a Recenter button to snap back to your hero.
- NewAcademy: every technology (Book Merchant, Gold Mine, Irrigation, War Doctrine) now has its own illustrated icon.
- FixFixed a bug where players with a high-level Warehouse were denied gold and raid loot above a too-low cap — expedition gold now banks correctly, and raids credit the full amount up to your real storage cap.
- FixFixed wounded Generals staying wounded forever — a General now returns to active duty as soon as its recovery timer runs out. Recovery after a lost battle is also shortened to 1 hour (was 8h).
- FixExpeditions: the end screen now shows the gold you gathered (and warns if any is lost to full storage), and chests no longer show a misleading "pouch full" message on replays.
v0.3714 July 2026
- NewForum: Topics and their replies no longer have a character limit — write as much as you need. The Flood board stays short and snappy.
- FixGeneral Expeditions: fixed an error that could stop an expedition from starting. Higher-level dungeons now correctly stay locked until you clear the one before them.
v0.3614 July 2026
- NewNew feature — General Expeditions: send your General alone into a procedurally-generated dungeon to hunt the Black Lord boss for gold, gear and Knowledge Books. Reach it from the General page — everything is tap/click, no keyboard needed.
- NewA new expedition unlocks each time your General levels up, and each one must be cleared before the next unlocks. The first is an easy tutorial to learn the controls; later ones get much tougher, so equip your General well before taking them on.
- NewExpedition loot scales with your General's level — Legendary and Unique gear only come from a high-level General's runs. Replaying an already-cleared expedition yields gold only.
v0.359 July 2026
- NewThe game has a new name: Grymheld (formerly Realms of Iron) — same game, fresh identity and logo
- NewNew home on the web: grymheld.com
- NewOn mobile, the top bar now shows the Grymheld logo instead of the name
- FixFixed a bug where the General page could keep refreshing and become unusable during an attack
- NewYou can now recall only part of a zone's garrison instead of the whole thing — pick how many of each unit to bring home
- NewAI loot, XP and looted resources now scale with the defending village's race (tougher races reward more) — shown on the attack screen so you can pick your targets
- NewAI now takes 4 hours to reach your zones (was about 1 hour), giving you time to react and reinforce
- FixFixed the "attack a player" quest and daily challenge wrongly progressing when the AI seized one of your zones and you retook it; those zone-battle reports now name the enemy army instead of showing "Unknown"
- NewThe Gold Mine now produces twice as much Gold (its Wood and Iron running cost is unchanged)
- NewNew Academy research — War Doctrine: 6 levels that cut your troop losses when raiding AI villages, up to 30%, shown in your combat reports
- FixScouting an incoming AI army now names that army in the report list instead of showing "Unknown"
- FixAttacking and returning armies now resolve promptly again — the countdown no longer lingers at "0s" for several seconds when several movements finish close together
- NewKnowledge Books drop far more often (Easy 50%, Medium 75%, Hard 85%, Very Hard & Boss 100%), and tough targets now drop several Books per victory
- NewYou can now convert surplus resources into Knowledge Books at the Academy (max 20 per day) — useful once your storage is full; Auto-balance works here too
- NewWar Doctrine combat reports now show exactly how many troops it saved
- FixThe top resource bar no longer wraps or grows uneven when your amounts get large — values stay on a single line
- NewThe Auto button on the attack screen now sends enough troops to keep your losses minimal (about 2% on a win), instead of the previous, riskier fill
- FixThe "deploy your General" daily challenge now counts correctly when you attack with the General deployed
- NewEvery daily challenge now also rewards a Knowledge Book
- NewYou can now bring your General when assaulting an enemy-held zone — it fights, and stays to defend the zone if you capture it
- NewKnowledge Books are now sold by a traveling Book Merchant at the Academy, whose daily stock varies (5–20) with the world's caravans
- NewYou can now recall just your General from a zone you control, leaving the garrison in place
- FixFixed the "Big Game Hunt" daily challenge — defeating a Medium village now counts (its objective and requirement were mismatched), and a couple of daily objectives now describe their target level accurately
- NewAdmins can now include a link or email in forum posts (e.g. a support address); links stay disabled for everyone else
- FixFlood chats now stay in the order they were posted instead of jumping back to the top whenever someone replies
v0.348 July 2026
- NewThe attack screen now warns how heavy your troop losses are likely to be, based on the power gap with the target — from minimal to heavy, or a likely defeat
- NewThe Raid List now shows each target's difficulty level, colour-coded
- NewNew quest before the Academy: develop your economy (Sawmill, Quarry, Iron Mine, Farm and Market to level 10) so you're ready for the endgame
- NewThe Medium-village quests now explain how to grow your resource production and use Auto-balance to fund a bigger army
- NewKnowledge Books now drop more often from raids
v0.337 July 2026
- FixLaunching the Raid List no longer fires a second attack at a target you're already attacking (e.g. a manual attack still in flight) — that target is skipped instead of being hit twice
v0.327 July 2026
- FixAI zone waves are now sized to the garrison defending that zone (what actually resists), not to your entire army — so a properly garrisoned zone is defendable instead of being steamrolled. Your total army still decides which wave ratings can appear; a Watchtower and a stationed General make a real difference
- FixZone defence reports now show the defending garrison and the real Attack/Defence power (they were blank / showing 0), and the enemy's survivors are counted correctly
v0.317 July 2026
- NewAI attacks on your map zones now scale to your strength: below a certain army power you won't be raided at all, and tougher (Moderate / Powerful) waves only start once your army can handle them — no more getting wiped by a Powerful assault in your first days
- FixForum quests reworked: you're guided to introduce yourself on the Flood board first (with an explanation of the Flood vs Topics boards), then to read a Topic — and simply reading one is now enough (a welcome topic is always there to read)
- FixThe “read a combat report” quest now completes when you actually open a report, not just by visiting the Reports page
v0.307 July 2026
- NewYou can now send your General to defend a map zone: toggle “Deploy General” when garrisoning or reinforcing a zone. While stationed it strengthens the zone's defence (its power and Attack/Defence bonuses apply when the zone is attacked) and it becomes unavailable elsewhere. It returns home — available again — if the zone is lost or you recall the garrison
v0.297 July 2026
- NewAI villages are much tougher: Medium garrisons are twice as large, Hard three times, Very Hard four times, and Fort Karrath five times — including the villages already on your map
- NewNew endgame economy quest line before the Hard villages: push your Keep to level 10, build the Academy, then the Gold Mine — the strong Gold income you'll need to sustain an elite army against the tougher villages
- NewCombat reports now show how much your General adds — its power bonus and its Attack/Defence % multiplier — in the summary and in the combat details, so you can see your gear's real impact. The General page shows the same Attack/Defence bonuses
- NewThe two Forum quests (read a topic, introduce yourself) now appear much earlier so you discover the community sooner
- NewThe in-game Guide now lists every quest with its objective and reward
- FixFixed a bug affecting quest claiming: a quest could appear already completed — or get skipped — without you finishing it (notably around Fort Karrath). Claiming now always checks the objective is truly done first
v0.286 July 2026
- NewRams and catapults are now proper siege artillery: they knock down the enemy's Rampart before the clash — every 25 siege units destroys 1 Rampart level — which lowers the defender's defence bonus for that assault (win or lose). The wall stays down until rebuilt (AI villages restore it on respawn), and the combat report shows how many levels were destroyed
- FixCatapults no longer destroy a random building; the ram's old ×2-vs-Rampart bonus is replaced by this wall-breaking. The attack screen's defence estimate now accounts for the siege you're bringing
v0.276 July 2026
- FixAI villages on the map now show their real race — the one that actually determines their troops — instead of a race guessed from map position. A village's displayed race and its army now always match
v0.266 July 2026
- NewBeating the first Medium, Hard and Very Hard village now grants a General item — Powerful, Legendary and Unique respectively. A new Very Hard quest was added just before Fort Karrath (rewards a Unique item)
- NewThe General's inventory now holds 80 items (up from 40)
- NewQuest reward items are now shown in their rarity colour, so you can see what's at stake
- FixDaily challenges could show a Claim button that did nothing after you'd completed them — the daily window now matches the server, so challenges claim reliably (they reset at midnight UTC)
- FixYour General can no longer be sent into two attacks at once (a raid-list launch followed by a manual attack could double-deploy it)
- FixTranslated a few remaining French words in the interface (map zone resources, equipment slots, daily challenge counters)
v0.256 July 2026
- FixQuest pop-ups no longer reappear on every page change — each shows once, and you can re-open the current quest anytime from the Village quest widget
v0.246 July 2026
- NewGeneral equipment rebalanced: item power numbers are smaller and the General is less dominant in battle — your troops matter more. An item's resale value is now half its power
- NewEquipment icons refreshed — chest armour shows a shirt, shields show a shield
- FixThe "Daily Rewards" and "Know Your Production" quests can no longer be claimed without actually claiming your daily bonus / opening the Food production breakdown
- FixThe Auto-balance button no longer appears when the cost is larger than your warehouse can ever hold
- FixThe "First Blood" quest now clearly reminds you to deploy your General, and the Raid List quest now comes earlier in the tutorial
- FixTranslated a few remaining French words in the interface (map zone resources, equipment slots)
v0.236 July 2026
- NewEach race now fields its own army! Humans, Elves, Orcs and Goblins have distinct units with their own stats, costs and abilities — pick a race, pick a playstyle: balanced Humans, fast and elusive Elves, brutal Orc pillagers, or a cheap disposable Goblin swarm
- NewAI villages and enemy warhosts now fight with their own race's units too
- NewThe race picker and the Units documentation now spell out each race's strengths and weaknesses
v0.226 July 2026
- FixQuest numbers now match the order quests appear in
v0.215 July 2026
- NewNew quest "Smart Trading" that walks you through the Auto-balance button
- NewNew quest "Raiding Routine" to get you setting up a 5-target Raid List and launching it in one tap
- NewDocumentation: added a section explaining siege reinforcement waves
- FixIncoming AI sieges now show on your Village page too, and siege reports name the attacking race (e.g. Orc Warband) instead of "Unknown"
- FixFixed a server error when attacking a zone held by an AI army — you can now retake conquered zones normally
v0.205 July 2026
- NewEnemy warhosts — Humans, Elves, Orcs or Goblins — now besiege your controlled zones once or twice a day (daytime only). You're warned when they set out and can watch them approach
- NewFacing a siege, you can reinforce the garrison, send scouts to assess the incoming army (and spot any reinforcements), or retreat
- NewRepel a siege for big rewards: resources, gold, General XP, equipment, Knowledge Books, and exclusive siege trophies. Powerful assaults may bring a second wave for even greater spoils
- NewRetreating saves your army but concedes the zone to the enemy and locks you out of re-colonising that spot for 5 days
v0.194 July 2026
- NewNew Auto-balance button on buildings and troops: when you have enough resources overall but are short on one, it runs the Market exchanges for you (same fee) so you can afford the upgrade or training. Requires the Market
- NewTroop training now shows the real total cost for the quantity you enter, and highlights any resource you're short on
v0.184 July 2026
- FixThe AUTO attack button no longer fills your army with siege units (Rams, Catapults) — they're kept for demolishing buildings and can still be added manually
v0.174 July 2026
- NewNew Raid List: save up to 5 favourite AI targets with their troop loadout (and optionally your General) and launch them all with a single button, managed from the Map
- NewBefore and after launching, each target shows its status — ready, respawning, General busy, or not enough troops — and unfundable/undead targets are skipped automatically
v0.164 July 2026
- NewThe Warehouse can now be upgraded up to level 15 for much larger storage
- NewSpy reports now reveal the resources available to loot, not just enemy troops
- NewYour General's inventory is now capped at 40 items — when full, new loot is lost and you're alerted in-app, plus push/email if enabled (configurable in Account settings)
- NewThe daily login banner now shows a countdown to your next bonus
- NewA counter on the Quests menu shows how many daily challenges are left
- NewAdded a "See General" shortcut from the Village page
- FixCleaner top bar and fixed the building level badge wrapping on some cards
v0.154 July 2026
- FixFixed the quest "First Soldiers" reward item not appearing in your General's inventory
- NewTwo new early quests: claim your daily login bonus, and read your production breakdown
- NewVillage difficulties are now colour-coded in quest text, matching the Map
- FixReworded several quests for clearer guidance (raiding, spying, looting items)
v0.144 July 2026
- NewKnowledge Books now drop far more often from Easy, Medium, Hard and Very Hard villages — the tougher the target, the better the odds
v0.134 July 2026
- NewThe Academy now has levels — raising it unlocks deeper Gold Mine and Farm (Irrigation) upgrades
- NewKnowledge Books can now drop from a raid in addition to your General's loot, not instead of it — and drop a little more often
- NewCombat reports now show the Knowledge Book gained from a raid
v0.124 July 2026
- NewNew Academy building (unlocks at Keep 10) — spend Knowledge Books, looted from tougher villages, to research late-game upgrades
- NewIrrigation research — push your Farm all the way to level 15 for a much larger food supply
- NewNew Gold Mine building — produces far more Gold than the Market, but burns Wood and Iron to run
- NewResource breakdown now splits Gold between Market and Gold Mine, and Food between Farm and Irrigation
v0.114 July 2026
- FixEquipment and quest reward items now sell for significantly more gold at the Market
- FixIncreased the sell value of junk items
- FixRealigned the sell value of items you already owned to the new rates
- FixRemoved misleading item descriptions that promised effects with no in-game impact
- NewRewrote the in-game Guide: full item list coloured by rarity, plus corrected building, unit, combat, General and map details
v0.103 July 2026
- NewNew Forum — a free-chat "Flood" board alongside "Topics", with unread-message notifications and per-board counters
- NewFlag button to report a message to the moderators
- NewTap a resource at the top of the page to see a full production breakdown: base output, bonuses, and troop consumption
- NewDefeating Fort Karrath now grants a Unique item reward
- FixFixed a bug that could create duplicate combat reports and grant loot twice
- FixFixed garrison troops taking too long to return home
- FixFixed temporary bans not being lifted at the expected time
- FixRebalanced item power across rarities
- FixRemoved item bonuses that had no in-game effect, and refreshed the in-game guide and roadmap
v0.9July 2026
- NewDaily challenges — 3 challenges per day (combat, economy, social) with server-side verification and x5 rewards
- NewBuy Me a Coffee support link + in-game quest to support development
- FixQuest counters (items sold, resources traded) moved from localStorage to Supabase — no more client-side manipulation
- Newdaily_events table for scalable per-action tracking (trades, sells, unit training)
v0.8June 2026
- NewZone control system — garrison troops on the map to claim strategic territories
- NewGeneral system — equip helmets, weapons, armour; earn XP in battle; rare item drops
- NewGeneral inventory with rarity tiers (Common → Legendary) and sell-for-gold mechanic
- NewCombat reports with full breakdown: troops sent, losses, loot, General XP gain
- NewMarket — resource exchange with gold fee and item sell tab
v0.7June 2026
- NewForum — topics, replies, soft delete, report system, admin moderation
- NewEmail system — confirmation, forgot password, combat alerts, storage alerts, streak reminders
- NewBan system — email-unconfirmed auto-ban, moderation bans with expiry
- NewRankings page with live leaderboard (score = Σ building levels × 100)
v0.6June 2026
- NewDaily login streak with 7-day reward cycle and day-30 legendary chest
- NewQuest system — 59 quests across 16 phases guiding players from first building to PvP
- NewQuest popup notifications on quest completion
- NewPWA support — installable on mobile and desktop, push notifications for combat & storage
v0.5June 2026
- New4 playable races: Humans, Elves, Orcs, Goblins
- New12 building types with upgrade queue and construction timers
- New7 unit types: Militia, Archers, Cavalry, Veterans, Scouts, Rams, Catapults
- NewSpy mechanic — send scouts to reveal enemy troops before attacking
- New50×50 map with 5 AI difficulty tiers (Very Easy → Very Hard) and Fort Karrath final boss
- NewCombat engine with AI Edge Functions — losses, loot, building damage on defeat
Project started — June 2026