The fort remembers
Version 0.3.7 preview
Version 0.3.7 adds automatic between-wave checkpoints and a protected Resume Defense flow. Long defenses no longer depend on one uninterrupted session: if the game closes during a battle, the fort returns to the last safe boundary and begins that pending encounter again.
Headline feature
Resume a defense without rebuilding the run
Automatic safe-boundary saves
The game now remembers one defense automatically before the next encounter begins. There is no manual save action to forget and no combat interruption while the checkpoint is written.
Resume Defense on the main menu
A saved run adds a prominent Resume Defense action showing the clan, pending wave, fort health, and local save time. Resume remains the first and safest controller selection.
Clean encounter restarts
Closing or crashing during a wave restarts the pending encounter from its protected boundary. Live enemies, projectiles, hazards, and brief battlefield effects are not frozen midway through an attack.
The build returns intact
Fort and wall health, upgrades, Oaths, Embers, rerolls, Luck, Ogham inscriptions, allied champions, surviving defenders, damage records, and long-run counters return with the defense.
What the checkpoint remembers
The whole campaign state, not only the wave number
Chapter and rival continuity
Shuffled rival order, recruited clans, allied champions, completed events, Realm Shift history, and chapter progression remain exactly where the run left them.
Boss Vows and damage identity
Active and broken Boss Vows, damage-type totals, source breakdowns, critical records, kill counters, and Mythic progress continue across sessions instead of beginning a second ledger.
Walls, Ogham, and persistent allies
Every wall segment keeps its health, Ogham sockets and stone inventory return, named allies keep their condition, and persistent summons and garrison rotations remain part of the same defense.
Deterministic next encounters
Resuming cannot reroll the next bonus event, Realm Shift, scouting outcome, enemy sequence, or reward cadence. The uninterrupted and resumed runs continue from the same protected choice point.
Scouting choices stay chosen
Watch-Stone preparations are saved after the player commits. A resumed defense enters the counted wave with the same threat reading and the same preparation instead of reopening or replacing the choice.
Bonus encounters start fairly
Temporary troops, short-lived turrets, delayed echoes, projectiles, and other expiring combat objects are cleared consistently when any new counted wave, bonus event, or Realm Shift begins.
Safe choices
Starting over now requires a deliberate decision
Protected New Defense
When a checkpoint exists, Start New Defense no longer erases it immediately. A separate confirmation defaults to Keep Saved Defense and clearly names the wave that would be removed.
Talent builds cannot shift underneath a run
Talent spending and respecs pause while a defense is saved. Players can still inspect every tree, but the active run keeps the exact account build with which it began.
Rewards bank before the save retires
Defeat and confirmed End Run remove the recovery checkpoint only after clan progress and any eligible community record are safely retained. A failed write keeps the recovery point and changes result actions into a visible retry.
Offline runs remain offline
A defense begun in Offline Play cannot become leaderboard-eligible by resuming after selecting Online Play. The run keeps the privacy choice made at its beginning.
Recovery and presentation
Clear feedback when memory cannot be trusted
Interrupted writes cannot replace a good save
A new checkpoint replaces the prior one only after the complete save reaches storage. Losing power or closing the game during the write cannot leave a half-written file masquerading as a valid defense.
Damaged saves fail visibly
Corrupt, oversized, incomplete, or incompatible checkpoints are set aside and explained on the main menu. The game does not guess at missing run state or silently start a partial defense.
One local defense per installation
Checkpoints remain local to the current Windows installation and are specific to their game version. They are not cloud saves and do not require an Online Play account.
New memory cues
The Resume Defense action has a dedicated Ogham witness-stone icon. Quiet save and return sounds confirm the checkpoint without competing with combat or turning every wave transition into a fanfare.
Controller-safe recovery
Resume, Keep Saved Defense, and destructive confirmation controls all participate in normal controller focus and Back behavior. The safer action receives focus first.
Reward screens remain deliberate
The checkpoint advances after an upgrade, reward, Ogham, Vow, or scouting decision is confirmed and the next encounter is ready. Leaving an unconfirmed reward screen returns to the previous protected encounter boundary so no choice is invented on the player's behalf.
Bosses remembered, paths renewed
Version 0.3.6 preview
Version 0.3.6 rebuilds every chapter boss around readable automated counterplay, spreads rival clans across a longer opening campaign, brings Mythic Oaths forward, and strengthens every damage path that was falling behind in deep endless defenses. Every balance change in this update is a buff; no existing player build was weakened.
Headline features
A new shape for every defense
Six bosses, six defining battles
Bog Titan, Crowned Dullahan, Banshee Matron, Cursed Oak King, Kelpie Lord, and Name-Eater Wyrm now command distinct signature mechanics with visible warnings and destructible objectives.
Automation answers every mechanic
Automatic movement leaves dangerous lanes and seeks Banshee quiet circles. Automatic attacks, allied champions, troops, towers, and abilities prioritize boss objectives without asking for precise manual input.
Rival chapters can breathe
Rival-clan chapters are now separated by Fifth Peace Muster chapters. Every eligible rival still appears before wave 80, but the opening journey no longer becomes one uninterrupted rival procession.
Mythic power arrives sooner
Mythic Oaths now appear after waves 24, 48, 72, and every 24 waves afterward instead of waiting until wave 40. Conversion rewards defer cleanly rather than replacing a Mythic milestone.
Boss encounters
Signature mechanics and automatic counterplay
Boss objectives carry a pale ring and their own health bar. The fort's automated defenders treat them as urgent targets, while only one major boss warning can command the field at a time.
Bog Titan — Root Hearts
The Titan raises Root Hearts that restore its health and hasten nearby enemies, then tears a root lane across the battlefield. Destroy the hearts to end their support while automatic movement carries the champion out of the marked lane.
Crowned Dullahan — Headless Hunt
A Spectral Head appears before the Dullahan charges a wall lane and leaves retainers along its path. Destroying the head cancels the charge and briefly staggers the Dullahan.
Banshee Matron — Lament
Lament Echoes gather around a quiet circle before a fort-wide keening pulse. Automatic movement seeks shelter, and every echo destroyed before the pulse reduces its force.
Cursed Oak King — Draining Roots
The Oak King roots into damaged walls, draining their strength to heal itself. All damage types can break the roots, while Fire cuts through them fastest.
Kelpie Lord — Undertow
Foam Fetters bind the field before an Undertow pulls defenders toward the fort. Each fetter left standing strengthens the pull and the damage, so automated defenders focus them immediately.
Name-Eater Wyrm — Stolen Strength
The Wyrm creates a Name Fragment that temporarily suppresses the run's leading damage type by 22%. Destroying the fragment restores full damage immediately.
Solo debuts before conclaves
Every boss now receives a clean solo debut through wave 48. Multiple-boss conclaves begin at wave 56 and grow gradually in the deep endless game instead of hiding a first appearance beside another boss.
Scouting names the whole conclave
Pre-wave scouting now lists every approaching boss and every distinct damage omen in a mixed encounter, not only the lead boss.
Chapters and rival oaths
A longer road to wave 80
Rivals spread across ten chapters
Rival chapters occupy chapters 1, 2, 4, 5, 7, 8, and 10. Chapters 3, 6, and 9 become Fifth Peace Muster chapters using the normal enemy roster.
Rival champions move off boss waves
Each rival champion now arrives on the penultimate wave of their chapter. The final wave remains available for its chapter boss, so Banshee Matron once again commands wave 24.
Every rival before wave 80
The seven eligible rival clans appear in a shuffled order by wave 79. Recruited clans step aside, no rival repeats, and wave 81 onward returns to Endless Muster enemies.
Normal chapters return
Bog-born, oath-broken, and threshold threats reclaim complete chapters between rival claims, giving normal enemy families and chapter bosses room to establish their own rhythm.
New Mythic Oaths
Four paths that keep scaling
These one-level Mythic Oaths become eligible when the defense has invested in their matching damage path.
Oath of a Hundred Blows
Melee damage grows with Warrior, Spear, Wolf, and close-combat investment, then continues scaling beyond wave 40. Melee kills release a bounded close-range echo that cannot critically strike.
The Wound Keeps Count
Bleed potency grows with wound-focused upgrades and deep-wave pressure. When a bleeding enemy falls, part of its remaining wound spreads among nearby enemies.
The Wall Answers Back
Siege damage grows with walls, traps, terrain works, and Siege Oaths. Siege criticals Expose their target and strike large enemies and bosses with a stronger stagger follow-up.
The Fifth Breath Remembers
Spirit damage grows with ancestors, Ogham, and the remembered dead. Spirit kills divide a bounded non-critical echo among nearby enemies.
New damage conversions
Three new destinations for established builds
Stonefist Covenant
Siege damage keeps the original source's bonuses but resolves as Melee damage for resistance, critical effects, colors, and the damage recap.
Rime-Glass Shot
Frost damage keeps its original source bonuses but resolves as Projectile damage, opening a new destination for winter-focused builds.
Ash-Wound Oath
Fire damage keeps its original source bonuses but resolves as Bleed damage, allowing forge builds to cross into wound-focused scaling.
Clear milestone priority
Status and damage conversion choices now wait until the next eligible wave when they would overlap a Mythic milestone. King in Every Stone keeps its existing 40-wave survival cooldown.
Buff-only balance update
More paths into waves 80 and beyond
Fire and Frost remain unchanged as the target power level. Every adjustment below strengthens another path without reducing an existing upgrade, attack, or status.
Projectile scaling reaches more sources
Watchtowers, Raven Flock, and Raven Omen now benefit from the same Projectile damage scaling used by other ranged attacks.
Stronger Rí Siege criticals
Clann an Rí Siege hits gain 3.5 percentage points of critical chance and 10% critical damage. Siege criticals now also Expose and create a stronger non-critical stagger against large threats.
Dedicated Bleed growth
Bleed now gains potency from Melee Pressure, Oath Damage, Blackthorn Stakes, and The Wound Keeps Count instead of relying only on its original wound values.
Dedicated Siege growth
Siege now gains potency from Oath Damage, outer walls, Trapworks, Terrain Works, and The Wall Answers Back across every typed Siege source.
Spirit gains a deep-wave engine
The Fifth Breath Remembers adds investment-based Spirit potency and a bounded death echo without increasing Fire or Frost spell power.
Melee prerequisites recognize Spears
Spear Company now counts as a Melee source when determining upgrade and Mythic eligibility, letting spear-led defenses enter Melee paths without first buying an unrelated troop line.
Bounded follow-up damage
New Melee, Bleed, and Spirit death echoes are capped during each combat update and cannot begin another critical chain, preserving performance and readable damage chains in dense waves.
Every path tested at deep-wave scale
Melee, Projectile, Fire, Frost, Spirit, Bleed, and Siege now each have complete mature-build support for wave 100 defenses. Future tuning will continue to use buffs rather than nerfs.
Readability and fixes
Cleaner records from wave to Realm Shift
Realm Shift DPS stays in its Realm
The current-wave damage meter resets when a Realm Shift begins and ends. It displays Realm Shift DPS during the incursion, returns to Wave DPS afterward, and still preserves every contribution under Run DPS.
Red-Anvil Bellows no longer lingers
Red-Anvil Bellows damage can no longer remain in the next normal wave's DPS list. Steady Rivet forge bursts also report under their own name instead of appearing as Bellows damage.
Auras begin after wave 8
Aura-bearing enemies, including large enemies, cannot appear before wave 9. The opening eight waves now remain free of aura pressure.
Authored enemy names everywhere
Scouting reports, wave trackers, and oath records now use each rival unit's proper name instead of exposing technical dotted identifiers.
Boss records unlock on arrival
Bosses and late-wave mini-bosses now register in the Codex when they appear. Each boss entry explains its objective, warning, and automated counterplay.
Boss warnings stay readable
The boss HUD reports active objectives and major warnings without counting destructible objectives as ordinary adds. New visual and sound cues distinguish every signature mechanic.
Allies keep sensible engagement ranges
Allied champions and named allies still prioritize nearby boss objectives, but they no longer abandon the fort to chase one from the far side of the battlefield.
Automation remains the foundation
Automatic movement, attacks, abilities, and clan techniques remain active. Manual controls can improve positioning or focus, but no new boss mechanic requires manual timing to survive.
A visible path forward
Version 0.3.5 preview
Version 0.3.5 makes updates clear and reassuring, varies the rival clans faced by each new defense, and tightens one frost follow-up.
Updates stay visible
The launcher now remains open throughout an update with a large percentage, phase label, progress bar, and downloaded or verified byte counts. It opens the game only after the new files are ready.
One crest from launcher to fort
The launcher now carries the same Tír Idir crest as the game, so downloads, updates, and the fort share one clear Windows identity.
Rival chapters vary by run
Rival-clan chapters are shuffled for every defense. Each eligible rival appears at most once, recruited clans step aside, and normal threats continue after the rival muster is exhausted.
Steadier lake shatters
The Lake-Shatter Warden's secondary Shatter can no longer begin another critical chain, keeping the follow-up strong but bounded.
Controller support
Version 0.3.4 preview
Version 0.3.4 adds full standard-controller support across combat, menus, upgrades, Ogham inscriptions, and run results while preserving the existing keyboard and mouse controls.
Twin-stick defense
Move with the left stick or D-pad and aim independently with the right stick. RT or R2 performs a manual attack, and aimed ranged attacks now favor enemies in the chosen direction.
Every combat action mapped
A, X, and Y—or Cross, Square, and Triangle—use the three champion abilities. LB, RB, and LT—or L1, R1, and L2—use clan techniques. View or Share changes speed, while Menu or Options pauses.
Controller-ready menus
Use the D-pad or left stick to navigate, A or Cross to select, and B or Circle to return where backing out is safe. Focus stays visible while long control, talent, codex, upgrade, and result panels scroll.
Clear controls at a glance
Connected controllers receive contextual prompts and ability labels. The complete fixed controller layout is always listed under Controls & Options, and keyboard rebinding remains available.
Remembered steel and steadier shatters
Version 0.3.3 preview
Version 0.3.3 adds a new Spirit-focused Mythic Oath and reins in repeating shatter chains without weakening the first impact.
The Hand Remembers
This new Mythic Oath turns all Melee damage into Spirit damage. Attacks keep their Melee bonuses while using Spirit resistance, color, recap, and critical effects, including Expose and the Spirit echo.
A defining conversion choice
The Hand Remembers has no flat damage bonus and cannot be combined with another Melee conversion such as Rime-Edge Ascendant. Choose whether your close-range build answers through Frost or Spirit.
Shattered Mercy rebalanced
The first shatter still strikes at full strength. A shatter chain can now create one echo at 30% power; its Fracture lasts half as long, and the same enemy cannot shatter again for one second.
Clearer critical chains
Follow-up damage created by statuses no longer rolls another critical hit. Direct attacks still crit normally, while Frost, Fracture, Mist, and Blood Oath follow-ups now resolve predictably.
Battle speed and expanded clan depth
Version 0.3.2 preview
Version 0.3.2 brought faster battle controls, deeper clan identity, clearer results, and a broader visual and audio pass to the fort.
Choose your battle pace
The in-battle HUD now exposes the working 1x, 2x, 4x, 6x, and 8x speed cycle beside the Damage and Kills counters. The selected speed persists between launches.
Deeper clan identity
Clan garrisons, fort signatures, expanded talents, upgrade branches, vows, enemy auras, projectiles, and troop behavior give each defense more distinct choices.
Clearer end-of-run feedback
Run recaps now give stronger defeat insight, XP and talent reveals, build highlights, damage summaries, oath history, and clearer audio cues.
Richer battlefield presentation
New and updated unit, fort, ability, terrain, fog, status, result, and menu art make clan roles and combat effects easier to read.
Mandatory Online version update
Version 0.3.1 preview
Version 0.3.1 introduced the mandatory signed-channel check for Online Play. Offline Play remains available without an update request.
Current version required online
A missing, failed, or stale launcher check can no longer continue into account validation or community features. The API also rejects clients older than 0.3.1.
Launcher migration
Existing 0.3.0 installations receive launcher 1.1.0 inside the verified patch and promote it atomically before the next Online check.
Clear recovery choices
When an update cannot complete, the game offers Retry Required Update, the current download page, Offline Play, or a return to mode selection.
Failure is not success
The launcher now distinguishes successful and failed checks. Rollbacks and download failures relaunch safely but never authorize Online Play.
Verified patch launcher update
Version 0.3.0 preview
Version 0.3.0 introduced the patch launcher. Players on the older portable 0.2.0 build needed the launcher ZIP once; later preview patches are checked after Online Play is selected.
Azure-signed patch metadata
Patch manifests use an Azure Key Vault signature pinned into the launcher. The preview Windows binaries remain unsigned, so the initial HTTPS download is paired with a published SHA-256.
Consent-aware update checks
A normal launch makes no network request. The signed preview channel is checked only after Online Play is selected; Offline Play remains account-free and network-free.
Verified patch delivery
Four MiB content-addressed chunks resume safely and are verified before a new version is assembled. The current installation is never modified in place.
Health checks and rollback
New versions become current atomically. If the game cannot reach its startup health marker, the launcher restores the previous verified version on the next start.
Chapter and performance update
Version 0.2.0 preview
Bounded late-wave pressure
Waves 50 and beyond now compress excess bodies into stronger, faster, more elite threats. Total and concurrent enemy budgets prevent the runaway counts previously seen after wave 70.
Adaptive combat clarity
VFX, projectile trails, floating numbers, simulation steps, and detailed enemy overlays now scale down under heavy pressure while bosses, named enemies, and large threats remain readable.
Clan chapters
All 48 suitable Trials clan unit assets now support contextual Fort chapters. Unallied clans may test or contest the fort; once recruited, that clan leaves the hostile chapter rotation.
All-version community records
Fort leaderboards now default to All Clans and All Versions. Every result displays its game version, while each account keeps a distinct best record for every clan and version.
Reliability update
Version 0.1.1 preview
Guarded runtime callbacks
Startup, gameplay updates, input, and drawing now stop at a safe error screen instead of continuing through a corrupted run.
Local-first crash reports
A bounded sanitized report is written locally when possible. It excludes account credentials, email, full logs, and memory dumps.
Online-only delivery
Pending reports upload only after a later launch successfully validates Online Play. Offline Play remains network-free and never sends crash reports.
No balance changes
This patch is focused on diagnosis and recovery. Clan, enemy, Oath, Realm Shift, and damage balance are unchanged.
Initial public build
Version 0.1.0 preview
Eight playable clans
The initial preview includes all eight clans, their champions, talents, techniques, fort signatures, and distinct defensive identities.
Realm Shifts
Bespoke realm incursions, escalating endless waves, Ogham inscriptions, rivals, named enemies, and Realm Echo rewards are available in the run.
Online or Offline at launch
Online Play validates a shared account for community features. Offline Play requires no account and makes no network requests.
Community records
Account-linked runs can submit Best Wave, Largest Critical Hit, and Realm Shifts Completed records for each clan.