Hi Everyone, We’re really excited to be officially announcing that [b]Thronefall will release into Early Access on August 2nd, 2023! [/b] [previewyoutube=a_jBs8oHFBM;full][TRAILER YT EMBED] [/previewyoutube] [h3]Why Early Access?[/h3] A lot of you already reached out to us with invaluable feedback after playing the demo. We greatly enjoy the process of involving our community into the development of Thronefall and we think it is key to making Thronefall the best game it can possibly be. We’re looking forward so much to all there is to come on this journey! [b]Just to clarify:[/b] At Early Access release Thronefall will already offer a well polished experience with 4 levels to play and many perks to unlock. Over the course of the Early Access period we'll add more content, that will offer additional playtime and add even more depth to the gameplay. If you haven’t already and you are curious, you can try the demo right now over on the Thronefall steam page, or come chat to us in our Discord. Your feedback is priceless! [b]Thank you all for the support! Stay tuned for more updates soon. [/b] -Paul and Jonas PS.: We also just released a juicy little update for the Thronefall Demo! (If steam is already open, you might have to restart it to receive the update.) [b]Patch Notes v0.85 [/b] [i]NEW FEATURES - Mills have different upgrade paths now. We wanted to make mills a bit more versatile and strategically interesting, so you can now choose an upgrade path for your mills on the first upgrade. (We increased the max level cap in the demo by one so you get to unlock another mill upgrade.) - You can make units hold position by holding the command button for a second longer after placing your units. Units in hold position mode will try to stay at their position no matter what. (This can for example be useful to keep your archers behind walls.) - We added a toggle in the gameplay settings that lets you choose if you want your units to return to their original positions every morning. (A much requested feature and we listened.) By default, units are no longer reset every morning. - Expensive building upgrades additionally show their cost as a plain number, so you no longer have to count circles. (Much requested as well.) VISUAL UPDATES - The overworld map looks a lot better with distinct biomes. - When you complete quests, the newly unlocked buildings in the overworld spawn in (this will also happen when you open the game for the first time. After that, it'll only happen when you unlock new buildings by completing quests.) - We reworked the visuals for a bunch of buildings (e.g. barracks change appearance when upgraded now, final tower upgrades have a new look, etc.) BALANCING - Catapults spawn on cooldown so they will no longer immediately fire a shot when they spawn. BUG FIXES - The in-game upgrade UI sometimes did not react correctly to mouse input. This should be fixed now. - Your units and enemies will not fight way beyond where you can reach them at the level bounds. The action should always stay within your range now. - The default music volume of the different music tracks should be more appropriate now. - Fixed a bunch of issues in the localization and how some texts were displayed. - The overworld map has colliders on the bigger mountains now. - You can no longer complete the "win without" quest without actually completing it. KNOWN ISSUES - There is a list of various minor issues and many requested features. We'll do our best to address these in future updates. - Game crashes during combat (likely a memory leak caused by the Unity version we are using, figuring out a solution to this might take us a bit, thanks for your patience and support on this matter.) - Doubled audio (this is a weird one we are still investigating, we're on it and we'll keep you posted.) We hope you enjoy the update![/i]