Version History
Patch Notes
Every night the keep holds, the game gets a little sharper.
Newest first · Windows builds
v0.16.1
Latest
July 2, 2026
Warbell lands on itch.io — Windows & Linux builds, published automatically with every release.
New
- Warbell is on itch.io. Get it at miskibin.itch.io/warbell — Windows and Linux builds. Install through the itch.io app and it keeps the game updated automatically with small delta patches.
Under the hood
- Every release is now pushed to itch.io automatically by CI, stamped with the release version.
- The stable-named
Warbell-Setup.msi installer is now attached by CI on every release, so this site's download button always points at the newest installer.
v0.16.0
July 2, 2026
Sharper fights, a real merchant shop, a rewritten early game, and a snowy ambush hiding among the props.
New
- Ambush snowmen. In the snow biome, some of those charming snowmen aren't decor. Step too close — or take a swing — and one lurches to life, shambles after you, and body-slams you in melee. Slow and kiteable: outrun it and it waddles home and re-freezes into a harmless prop.
- A real merchant shop. The old stall was so plain you could walk right past it. It's now an unmistakable roofed shopfront with a hanging sign, goods on display, and a merchant behind the counter. The well and woodpile got the same mature, textured look.
- Ambient fish. Fish glide beneath the lake and open sea near you, and every so often one leaps clear of the surface. Pure atmosphere for the shorelines.
- A rewritten early game. The opening quest chain now walks you through the core loop step by step — numbered instructions, a plain "why" for each goal, and a real in-game screenshot on every step — from your first House to a Farm and a Woodcutter.
- Redesigned website. A "War Table" visual overhaul, with the mobile layout and cramped phone text fixed.
Combat & balance
- Soft-lock aim-assist. A light, Witcher-style soft target: when a hostile is near and in front, the game quietly picks it, marks it with a subtle glowing ground ring, and eases your facing onto it — so your swing commits to the foe you mean, not empty air. Never a hard snap, your movement always overrides, and it drops the instant no threat is in front.
- Killable rival workers. The desert rival's labourers can now be cut down like any other enemy, instead of being invincible set dressing.
- Later dusk. Nightfall holds off a little longer, giving you more daylight to build and prepare before the siege.
Fixed
- Shaman bolts no longer keep flying in broad daylight, and a raid alert no longer sticks on screen after the raid is over.
- Smoother lake and marsh shorelines — the carved pools that foamed a harsh white are gone.
- Leaping fish stay in real open water instead of flopping onto dry land.
- A fresh static loading screen while the world spins up.
- A batch of stability and run-state fixes (19 in all): logic bugs, performance, and save/continue coherence.
v0.15.0
June 30, 2026
The island gets a facelift — a road network, meandering rivers, smooth rolling terrain, and rebuilt landmarks.
New
- A road network across the island. Natural, curving dirt paths link the castle to every biome, every landmark, the ork fortress gate, and the rival keep, with short spurs out to nearby cages. Nothing grows on a path, and you move a touch faster travelling along one.
- Rivers that meander. Watercourses now wind and pinch like real rivers instead of running as ruled canals, and their banks curve smoothly instead of stair-stepping along the tile grid. Bridges sit on the crossings.
- Smooth, rolling terrain. The ground is one continuous heightfield now — gentle slopes and knolls instead of blocky stepped terraces.
- Rebuilt landmarks. The biome set-pieces were redone in a crisp faceted style: crag-pillar rock spires, solid stepped ziggurat tiers, a shard-cluster ice spire, sandstone arches — each a proper destination worth the road out to it.
- Reworked trees & ground. Taller clustered broadleaves, slender drooping spruce, baked-in forest-floor debris, fake-3D cavity shading, and grass species that vary patch to patch.
- Wetter swamp with standing pools, plus new meadow ambience and rival-garrison voice lines.
Fixed
- The ork-fortress courtyard keeps its trampled-earth texture — the new trunk road no longer paves straight through the walls.
- Hunting wildlife no longer drops gear.
- Ground cover and flowers no longer poke through landmark set-pieces.
- Tidier peasant and rival-soldier models, and subtler, fewer butterflies.
v0.14.0
June 28, 2026
A prettier, more alive world — plus a friendlier on-ramp for new defenders.
New
- Daytime butterflies. Flocks of butterflies flutter over the grass and forest in daylight, settling the world with a bit of life. Pure atmosphere — they sleep at night.
- Richer grassland. The ground now reads as a living meadow of mottled greens — worn dirt scuffs, damp moss hollows, sun-dried golden sweeps, lush deep-green patches — instead of one flat tone.
- Real god rays. Crepuscular shafts fan out from the sun in soft warm beams that reach across the sky, instead of a flat glow that died right at the light.
- Exotic rival garrison. The desert rival's soldiers wear a Saracen war-look — warm-bronze spiked turban-helm and a dark face veil — so the foreign host reads distinct from your own militia.
- Smoother menu. The start screen now uses a pre-rendered backdrop instead of a live orbiting 3D scene — cleaner and lighter.
Combat & balance
- Friendlier Easy mode. A beginner's knight now hits ~30% harder in melee and carries a much deeper health pool, on top of the existing softer waves and tougher keep.
- Tighter dodge. Sand Dash no longer overshoots — its blink distance is halved, so you evade a swing and stay in the fight instead of getting flung out of the melee.
- Leaner night waves. Swarm sizes trimmed across the siege so the later nights are less of an attrition grind.
- Faster town growth. The escalating House cost ramps up more gently, so your village snowballs sooner.
- Hardier militia. Your guards toughen as the siege wears on — gaining health for each night already survived — so the steep nightly damage ramp doesn't shred them so fast.
- Roomier landmark trials. The "Hold the Rune" arena is wider, giving the knight space to swing and making the glowing ring read as a real arena to defend.
Fixed
- Rune-Trial guardians no longer spawn out in the water at landmarks beside a river, lake, or coast — they always land on dry ground.
- No more phantom bridge laid across the dry sand beside the rival fort.
- Rival workers stationed inside the bailey now work in place instead of standing idle by their building.
- Townsfolk stop blurting their sarcastic "ow!" when you clip them mid-battle — they only quip for a deliberate poke.
- Trees crowding a biome landmark are cleared away, so each set-piece reads from afar and its trial arena has open ground.
- The spend/equip toast no longer overlaps the special-ability bar in the corner.
- Ork-camp and Gnashfang Hold tents are toned down — a faint tooth on the hide, not a heavy patchwork.
- A daytime rival raid now raises an on-screen "under attack" warning, and a couple of untranslated rival raid notices now read in English.
Under the hood
- A razed rival fort now stays destroyed across save and load.
v0.13.0
June 27, 2026
A rival rises in the desert, kills hit harder, and the loot economy tightens up.
New
- Rival AI stronghold. A Stronghold-Crusader-style human opponent now holds a walled fort out in the desert — towers, curtain walls, the works. It runs its own tax economy and raises new buildings over time, a human garrison patrols and skirmishes, and its walls go up as it grows. It survives save/load, so your rival keeps building between sessions.
- A bigger island. The map is enlarged — more ground between the biomes, and the rival's plateau flattened to seat the fort.
Combat & feel
- Reworked hit feedback. Landing a blow now reads by weight: a punchy impact flash (instead of the old faint blink), a weighty flinch on armoured orks (wildlife keeps its springy reaction), and crits/heavies stagger the enemy — interrupting its swing — with extra contact sparks.
- Kills land harder. A slain enemy topples and lurches the way you struck it; a heavy blow throws the body further.
- The shield holds the line. Orks and animals no longer clip through the knight or his shield, and raising your shield pushes a head-on attacker back off it.
Balance
- Chests no longer shower gear. Opening a chest pays out gold and provisions (plus a basic starter sword/jerkin for a fresh hero) — but real weapons and armour are earned only at the biome landmark trials, so a lucky chest can't skip the gear ladder. Hunt kills likewise stop dropping random gear.
Fixed
- No more invisible wall where an enemy just died — a fresh corpse stops blocking you the instant it falls.
- Loading a save no longer leaves last run's wall / tower / house / decoration collision lingering as invisible barriers where the meshes are hidden.
Atmosphere
- A touch more fog and a stronger background depth-of-field blur for a moodier frame.
v0.12.0
June 26, 2026
A heavier swing, earned biome gear, a louder warband, and a cleaner, moodier look — the biggest update yet.
New
- Hold the Rune. Biome gear is now earned, not just found. Each landmark hides a rune circle you have to stand in and hold while waves of guardians try to break your grip — survive the timer and the reward is yours, auto-equipped if it's a straight upgrade. A clear [E] prompt, a visible ground ring and a trimmed guardian count make the trial read at a glance.
- Charged Heavy Strike. Hold left-click to wind up a heavy blow, then release for a guaranteed-critical overhead smash — triple damage with the biggest hit-stop, screen-shake and FOV punch in the game. The wind-up slows your feet, so it's a read-the-fight power move, not a spam button; a quick click still throws the normal swing.
- Buff readout. The active-buff display now tells you what each effect does, not just a countdown timer.
- Nightfall embers. Every fire breathes after dark — campfires, the castle's gate torches and the Gnashfang Hold braziers throw drifting, glowing embers into the night air.
- Footstep dust with weight. Sprinting kicks up a trail of churned dust behind you, and landing a real drop or jump thumps up a burst at your feet.
- Cinematic lens. A subtle edge vignette frames the scene on High/Ultra, and taking a hit briefly splits the colour for a "rattled" punch.
- Real wolf & bear bites. Predator attacks now land with proper recorded bite SFX, trimmed and level-matched.
Combat & balance
- Sand Dash travels. The dash is now an explosive forward slide (with invulnerability frames) that actually covers ground and reads as a lunge, instead of a blink-teleport.
- The keep is reinforced each night. Its maximum HP now grows with every night you survive, so late-game waves — which scale up too — can't trivially raze a fixed-HP keep.
- Steadier hero curve. Hero levels soft-cap so power doesn't run away, harvesting no longer rides your combat damage, and each new house costs more than the last.
- Earn your town. Organic town growth is slower — clearing ork camps is now the real driver of population. More starting build plots, too.
- Bramble Sweep heal trimmed 20% — the forest-warden boon was over-healing.
- The warband is loud now. Orks shout battle cries far more often (every ~5–10s mid-siege, up from ~12–22s) and from farther away, with fewer death-snarls drowning out their taunts — so a siege roars instead of muttering. A fortress assault is rowdiest of all.
Visuals & feel
- Weathered walls. Castle and curtain-wall masonry is darker, grime-streaked and matte — it reads as aged, lived-in stone instead of flat pale blocks.
- Deeper nights. Nightfall now reaches true midnight with the moon standing high; the sun holds up through most of the prep countdown, and the night fill is lifted so the dark reads moody and blue, not pitch-black.
- First-person, cleaned up. The held weapon and shield now sit properly in hand — no levitating blade, no arm blob filling the lens — and no longer flicker as you walk.
- Moodier horizon and a cleaner depth-of-field — the background blur no longer sparkles on bright distant specks as the camera moves, and the picture is sharper by default.
Fixed
- New Game / Continue no longer leaves invisible walls where buildings stood in the previous run.
- The Heavy Strike's animation now reads as a clean overhead raise into a downward smash, with the blade oriented correctly and no shoulder back-wrench.
- Bloom now has a single master control that sticks instead of being overwritten each frame.
v0.11.0
June 23, 2026
Real light shafts, rolling storms, a succession beat you can read, a battlefield radar, and a proper Settings menu.
New
- God rays. Sunlight now scatters into visible light shafts through the treeline and over the hills — a cheap, reliable screen-space pass that's on for both High and Ultra (the old Ultra-only volumetric version was invisible and tanked the framerate, so it's gone).
- Storms. Weather can roll in with lightning flashes and rolling thunder over the battlefield.
- Legible succession. When your hero falls, a short slow-motion beat shows the soul wisp fly from the corpse into the nearest villager, who rises as the new hero where they stand — making it clear that every heir is a townsperson.
- "Last of the line" warning. When the town runs out of heirs, an unmissable on-screen alert tells you your next death ends the run.
- Battlefield radar. The compass now shows live blips for nearby orks, bosses, and loot chests so you can read the fight and spot treasure at a glance.
- Unified Settings menu. Graphics, display, audio, and controls are now one clean tabbed menu, with a full graphics page: presets (Low / High / Ultra) plus individual toggles for shadows, anti-aliasing, ambient occlusion, bloom, depth of field, outline, god rays, terrain detail, and render scale.
- Window icon and kids-at-play village ambience for a bit more life and polish.
Combat & balance
- Tighter, more useful radar ranges — blips appear closer in (orks 46→30, bosses 78→48, chests 50→32) so the radar reads the immediate fight rather than the whole island.
Fixed
- Fixed a crash when raising the graphics preset or shadow level up from Low.
- The succession beat no longer keeps running behind an open menu (it could slow time, lose a villager, and teleport the hero while paused).
- Bloom no longer fights itself frame-to-frame, so the per-preset bloom shows correctly again.
- Camera screen-shake no longer borrows the wrong direction from a previous sword swing.
- Fixed a Windows crash from a debug memory diagnostic running on normal launches.
Under the hood
- Performance — render-scale support gives integrated GPUs a real framerate lever on Low, plus a proper profiling framework (Chrome tracing) and scheduling fixes.
- Retired the expensive, invisible volumetric god-ray pass (~13 ms/frame) in favour of the new screen-space one.
v0.10.0
June 22, 2026
Eyes Up — a strip compass and a clean, glanceable night HUD, on a Bevy 0.19 engine upgrade.
New
- A strip compass across the top. A thin heading bar with N/E/S/W that slides as you turn, plus a gold house marker for your keep and a red axe for Gnashfang Hold — they swing into view only when you face their way, so a glance tells you where home (or the fight) is.
- Redesigned objective readout, top-right. No panel — just an icon + the number that matters: by day a sun + the countdown to nightfall (it pulses red in the final 10 seconds); by night a red axe + the orks remaining and a shield + your keep's HP % (blue while healthy, reddening as it takes damage).
- Settings moved into the pause menu. First-person view, graphics preset, sound, and fullscreen now live in the Esc menu, clearing the play-screen corner. The M / F10 / F11 / V shortcuts still toggle them directly.
- Wildlife shows health bars in combat now, just like orks.
Fixed & polish
- Ork lunge attacks no longer clip through the hero.
- Buildings sit at a corrected scale, with castle window shutters realigned and props settling at the right size when they pop in.
- Townsfolk stand more naturally — a wider stance and fuller legs replace the old pinched, spindly look, plus general behaviour polish.
- Smoother follow camera over hills — it no longer lurches as the hero walks up and down the terraced ground; vertical tracking now floats over the steps.
Under the hood
- Upgraded to Bevy 0.19 — GPU clustering (free performance) and contact shadows on the High/Ultra presets; also fixed a post-processing flicker that crept in during the port.
- Performance hunt — added profiling instrumentation and stress-tested the core loop: combat, roaming, and menus are leak-free (no unbounded entity/asset/memory growth).
v0.9.0
June 21, 2026
The Remodel — the entire cast rebuilt on one articulated skeleton with real animation.
New
- Completely refined models. The whole cast — the hero knight, every ork variant, all the townsfolk trades, and the wildlife — was remodeled onto a single shared skeleton with chamfered low-poly parts and per-surface materials, so they read as one family instead of a grab-bag of cubes.
- Real animation for everyone. Mobs walk, run, attack, and crumple on the same per-clip animator the hero uses — no more rigid sliding.
- A bigger, bolder hero. A thicker stylized knight build with real boots, a cleaner helm, and a wooden kite shield with a gold boss. He can now jump, his walk has more punch, and his shield no longer clips through his arm.
- Armor you can see. Equipping armor now actually re-skins the knight — the whole plate recolours and each set adds its own signature look (dragon spikes, a gold crest, a chest device) instead of leaving the hero unchanged.
- A second world: the Volcanic Ashlands. Pick it from the start-screen map selector for a scorched-frontier run (one of its biomes is still flagged "not ready").
- A loading screen worth watching. The branded veil now actually shows on boot and New Game, with a sweeping gold progress bar and a fresh rotating lore tip each load.
Combat & balance
- Tougher everything. HP pools across the hero, defenses, and town buildings were raised to stand up to the night damage-ramp, and defense damage was re-derived so a siege stays a fight deeper into the night.
- Town buildings hold longer — farms and producers take more punishment before falling.
Fixed
- No more getting trapped in your own buildings. Raising a producer or a War-Table wall/tower/ballista on the spot you're standing used to wedge the knight inside it — he now steps clear.
- The hero no longer plays a tiny unearned landing-crouch on the first instant of a run.
Under the hood
- Smoother, richer terrain — bump-mapped ground relief, smoothed island edges, and the old repeating-grid tiling artifacts are gone.
- A worn-stone courtyard — the castle paving was reworked from a brick grid into irregular flagstones.
- Performance pass — terrain frustum-culling, far-scatter distance culling, a cached static IBL, reused separation buffers, and a tightened follow-cam that reads the hero larger.
- Faster pathfinding — the night-wave A* was rewritten onto a binary heap.
v0.8.1
June 17, 2026
A small patch that fixes the loading screen — and makes it worth looking at.
Fixed
- The loading screen was never actually showing — on boot and on New Game the window sat on a frozen, near-blank frame for ~2 seconds while the world built, then snapped straight into the game. The branded screen existed but never got a frame to draw; it now appears properly and holds over the whole build.
Improved
- Nicer to wait on — instead of three static dots, the loading screen now shows a sweeping gold progress bar and a rotating line of lore/tips, a fresh one each load (ring the war bell, block a berserker's charge, repair the keep, and more).
v0.8.0
June 17, 2026
Raise the whole town to war with a single press — and wardens that wind up before they swing.
New
- Call the Muster — press K by the keep and your whole standing town falls in: guards leave their posts, workers down tools, and the lot form up behind you. They follow you into the field, peel off to cut down foes nearby, then regroup. Press K again to stand down — everyone marches home and the day's work resumes. Your knight shouts the order both ways.
- Unified near-castle hint row — one clean prompt by the keep shows your options at a glance: B Build · E (Upgrades / Shop / Bell / Open) · K Follow me / Stand down. Out in the field it collapses to just the contextual E chip.
Combat & balance
- Wardens wind up before they swing — a warden no longer counter-hits the instant you wake it. It roars and rears back first, giving you a beat to block or back off, instead of chunking most of your health off one un-telegraphed blow the moment you engage.
Fixed
- Stand-down is reliable — disbanded guards march home cleanly instead of occasionally stranding at a stale mid-field point.
- Loading mid-muster works — Continue on a save made while mustered no longer breaks the rallied guards or stalls production.
- Farms stay staffed after a night — a defender still crumpling from the fight is no longer handed a farm job (then vanishing), which had left a farm reading as staffed but idle.
v0.7.0
June 16, 2026
First-person mode, a keep that grows as you fortify it, archers on the roof, and a fortress that finally runs the night.
New
- First-person view — press V (or the HUD FP button) to drop inside the knight's eyes: an arms-and-sword viewmodel with your shield raised.
- Your keep grades up as you fortify it — walls sprout corner turrets; reinforce it and the towers gain gold caps and fly banners. Your defenses now show on the castle itself.
- Archers man the roof — own the Keep Archers upgrade and four archers physically stand the battlements and loose into the siege.
- The Hold runs the night — Gnashfang Hold now musters each assault: at nightfall its gate swings open and the war-horn blares, and the horde marches in from the fortress's direction instead of materializing evenly around you.
- Bramble Sweep heals your line — the sweep art now mends nearby guards and villagers in a 6-tile aura, not just the hero.
Combat & balance
- Wardens are a real duel — more HP, harder hits, faster footwork. Their killing blow telegraphs with a rising charge-whine and a slow camera pull-back, so you can block or dodge before it lands.
- Build menu greys out anything you can't afford.
Fixed
- Quest & tutorial progress survives Continue — loading a save no longer restarts the tutorial.
- Knockback respects walls — shoving an ork or animal can no longer punt it through a wall or building, or trap it inside a prop.
- New Game / Restart resets in the same window — no more close-and-reopen flicker.
- Courtyard props are solid (no walking through the set-dressing); laundry lines stay walk-through.
v0.6.2
June 16, 2026
Build mode polish — the camera now frames your whole town.
Fixed
- Build camera now frames your whole settlement, centred — the plots nearest the camera no longer hide behind the build menu.
- The "Build a Farm" tutorial step stopped pointing at the old "stand on a plot, press E" flow — it now teaches the new one (press B by your town, then click a glowing plot).
v0.6.1
June 16, 2026
Build mode, reworked — walk to your town, press B, and build with the mouse.
Build mode, reworked
- Walk up to your town and a [B] Build prompt appears — the same contextual prompt as opening a chest, so building is something you do at your settlement, not a menu you hunt for.
- Press B and it takes over cleanly: the mouse cursor frees, the camera lifts up over your settlement so you see every plot at once (whichever way you were facing), and a big building menu opens.
- Pick a building (click a card, or A / D) and a spot (hover the mouse over a glowing plot, or W / S), then place it with a left-click or Enter. No hidden keys, no walking the knight onto tiles. Esc or B leaves build mode.
Fixed & tuned
- Inventory — bag icons are now colour-coded by item, and hunting wildlife no longer rains duplicate gear.
- Rocky biome — taller, more dramatic mountains with less cluttered ground scatter.
v0.6.0
June 16, 2026
The town comes alive — a real build mode, a guided tutorial, and a keep that finally talks back.
New
- Build mode — press B (or the on-screen Build button) and every spot you can build on lights up. One menu covers houses, farms, woodcutters and stone miners: pick what to raise, walk your knight onto a glowing plot, and press E. No more guessing where things go.
- Guided tutorial — a step-by-step quest chain walks new defenders through the whole loop: gather, build, upgrade, and hold the first night.
- The hero speaks — contextual voice guidance calls out what to do next (raise a farm, build houses, ring the bell), villagers comment on the town, and each biome warden taunts you as you close in.
- Treasure chests — walk up to a chest and a prompt names it; press E to crack it open, the same unified interaction as the keep, the shop and the war bell.
Combat & balance
- Warden bosses now wind up a clearly telegraphed lethal strike — read it and dodge or block instead of dying out of nowhere. Bosses are tankier, with their own roars and battle music.
- More ore scattered across the island to feed your stone economy.
- Healing consumables now cost a little stamina and restore less, so you can't face-tank a whole siege.
- Refreshed combat audio — meatier sword hits, blocks and ore-chipping.
Fixed
- Solid world — you (and the orks) no longer clip through landmarks, large boulders, or bosses; collisions now use a proper body radius.
v0.5.2
June 15, 2026
A stability & polish patch.
Fixed
- Crash hardening — eliminated a class of intermittent crashes during sieges, biome swaps, and combat (defender / shaman bolts, HP bars, reward orbs, knockbacks).
- Save fix — freed fortress captives no longer duplicate your villagers when you Continue a run.
- Continue now clears leftover potion / shrine buffs from the previous session on every load path.
- Recruit refuses (instead of wasting your Mercenary Contract) when housing is full.
- Wildlife is no longer hunted to local extinction — prey now respawns after a predator kill.
- Audio — the hero no longer speaks over a paused game or open menu.
- Quick-slot labels corrected to Y / T (Z / X / C are the combat arts).
- Shaman bolts in flight when a night is won no longer damage you into the next day.
New
- Autumn foliage — turning trees with dappled red / gold / olive crowns scattered across the island.
Under the hood
- Steadier framerate (skipped redundant per-frame UI / grade work), the pathfinding budget raised so far-spawning raiders always find the keep, and a deep code-review pass across combat, economy, and save systems.
v0.5.1
June 14, 2026
Hotfix.
Fixed
- The installer now bundles game assets in the correct assets/ folder next to the executable, so a fresh install launches correctly. (v0.5.0 installed asset folders into the application root, so the game could not find its shaders / audio / fonts.)
v0.5.0
June 14, 2026
Biome bosses, deeper horizons, and a big performance win.
New
- Biome Wardens — each of the five biomes now harbours a world boss, with its own fight and a permanent boon reward for the victor.
- Distant isles — hazed background islands ring the open sea, giving the horizon real depth.
- Polished bridges and richer swamp / blight ground texturing.
Performance & stability
- Fixed a memory leak that slowly strangled the framerate over a long campaign. Floating combat numbers were leaking GPU glyph-atlas textures every frame; after a few nights of fighting this pinned the GPU at 100% and dropped the game to single-digit FPS, never recovering. Sieges now stay smooth night after night.
- Night lighting no longer renders a redundant second shadow set — cheaper shadows after dusk.
- Burning-building flames are batched and no longer stack duplicates.
- The integrated-GPU Low preset is cheaper and is auto-selected on weaker hardware.
v0.4.0
June 12, 2026
The ork fortress and the trailer toolkit.
New
- Ork fortress (Gnashfang Hold) — an off-map tower with fire attacks.
- Cinematic fly-cam with two-stage smoothing for trailer filming.
- F1 staged-scene director for recording.
- Construction pop-in + dust FX when structures raise.
- New website screenshots with the before / after castle comparison slider.
- Various combat and audio polish.
v0.3.0
June 12, 2026
The first public Windows build.
First release
- A knight defends a central keep against night-wave ork sieges across a five-biome island: real-time combat, an economy, an upgrade tree, villagers, a bloodline succession loop, and wildlife.
- Windows 10 / 11, 64-bit — distributed as warbell-windows.zip.