DTG Patch Re-Cap 6 Weeks of BETA
Well. That was a quarter.
The DarkThrone Game Beta opened on April 1st, which was either a brave move or a marketing crime — depending on how you feel about launching a serious title on a day famously reserved for lies.
Either way: 60+ deploys later, the game is meaningfully different from what it was on opening day. This post is the recap.
It is long. We know. We could have split it into seven posts and farmed pinned-message clout. Instead you're getting one absolute unit of a patch note because that's what 6 weeks of accumulated changes looks like when you decide to write it all down at once.
Grab a coffee. Or whatever your tick-management strategy involves.
⚔️ Combat & Casualties — "It Was Always The Fort"
Long-running complaint: "30:1 power ratio still kills only 1 unit, what the hell is this."
Long-running response from us: "...let us check."
Several Discord threads, three whiteboard drawings, and one mildly heated debate about siege logistics later — we found the actual bug.
Fort damage was a flat 100 HP per attack, regardless of power ratio. Fortification Level 3 or higher? Fort never cracked. Multi-fold-kill state never triggered. Defense investment looked pointless. Glass cannons looked correct.
Defenders losing one Berserker to a 30:1 attack was not a fairness problem — it was a math problem hiding behind a UX problem.
Now: fort damage scales with power ratio and turns used, then the new Siege Workshop multiplies it further. Forts crack. Walls actually fall. Defense gear has meaning. The kill state triggers when it should.
Many feelings were processed in the threads where this got figured out — thanks to everyone who kept pushing.
While we were in there:
- Casualty math rebalanced — close-ratio fights cause more casualties (it's a brawl); lopsided ratios cause fewer (it's a curb-stomp, units run away)
- Fort-zero penalty halved — when your fort hits 0 HP the all-categories casualty pass used to obliterate you. A 10-turn attack against a fort-at-0 target was eating ~33 units. Now it's ~16. The penalty still exists to discourage camping in the smoking ruins of your own castle, but it shouldn't shred your economy in two hours. Repair your fort. Please. We're begging.
- Combat log snapshots — battle results captured statically at the moment of attack, so reports survive defender resets. No more "wait, who attacked me, the log says null???"
- Battle reports show level at time of attack, not current. (Yes, that was confusing. Yes, it took a screenshot of a 'level ?' attacker for us to realize.)
- Daily Kills leaderboard tracks bot attacks now (it was running low, like, suspiciously low — turns out we were ignoring half the violence)
- "Resetted player" displays cleanly in old logs when the attacker has wiped — instead of a haunted nameless ghost
- Guards-display showing 0 when you definitely had guards — fixed
🏰 Fort System Overhaul — "No Fort = No Fort"
Pour one out for the Cabin in the Woods. It served us valiantly as a placeholder.
It also functioned as a sort of placebo fortress — confusing players into repairing it, costing themselves gold, achieving nothing. People spent thousands of gold maintaining a building that didn't exist. We have receipts.
The fort system has been rewritten around one simple rule: did you actually build a Fortification building?
- Dashboard fort card only shows if you have a real fort
- Battlelist + profiles show "No Fort" instead of a fake HP bar
- Attacks vs no-fort player = 0 fort damage (nothing to damage; the air doesn't have HP)
- Sabotage vs no-fort = 0 fort damage, but income block still applies (sabotage isn't about walls)
- Fort destruction casualties only trigger if you have a fort to destroy
- Daily fort regen only for players who built a fort (otherwise we'd be healing a vibe)
- Bots prioritize building Fortification first in their strategy mix
Building requirements update
Some players were skipping Fortification entirely to rush Armory and Mine. We see you. It's clever. It's also broken because then there's no fort damage curve. So:
- Level 2 building → requires Fortification Level 1
- Level 3 building → requires Fortification Level 2
- Applies to Armory, Mine, Spy Academy, Barracks, Housing, Mercenary Camp
- Already past these requirements? Your progress is safe. You just can't keep climbing until Fortification catches up. The wall must be tall to deserve a tall everything.
Siege Workshop — the new attack-side toy
Multiplies the fort damage you deal on a winning attack. Scales with building level. Pairs naturally with Fortification (defense) and the new fort damage scaling.
We tested it on each other. Walls came down. Felt right.
🏛️ Clans — Now With Actual Communication
If we're honest, the clan invite/application system was an honor-system flow held together by hopes and prayers. Notifications were not really notifying. Applications were rotting in queues. Two officers accepting the same applicant could create temporal paradoxes.
Big rework:
- Sidebar notification badges + in-game messages for both invites you receive and applications to your clan
- Officers with manage permissions get notified when someone applies
- Accept/decline from Clan Search → Invites (invitee side) or Clan Management → Recruitment (officer side)
- Stale invites and applications auto-expire based on the clan's Invite Duration perk — no more piles of zombie requests from 2 months ago
- Race-condition fix on simultaneous accepts — first officer wins, second officer sees "already processed" instead of duplicating the member or breaking the universe
Hit List, bounties, the whole wishlist of violence
- Hit list pagination fixed — was capping silently at the first 10 entries, the rest were vibes only
- Hit list auto-cleanup — when a hitlisted player applies to and gets accepted by the clan, they auto-remove from the list. Diplomacy works.
- Bounty / nomination approval flow polished
Clan miscellany
- Clan upgrade message HTML escape — the message used to literally output
3.00M. Beautiful, in a way. Fixed anyway. - Mobile recruit-from-roster bug — clicking Recruit was redirecting to the player's profile after a reload, which was, and we quote, "super annoying" eventually the most annoying 24 minutes of the day.
- "Recruited today" badges on the roster so officers can see who's been freshly hired
- Notification red dots for messages and clan now persist until you actually read them — were being silently stripped after every tick, which made the badges seasonal
🔁 Character & Reset — Slightly More Forgiving
- Race and class change cooldowns shortened. Level cap raised from 3 to 10. Cooldown shortened from 7 days to 48 hours. Experiment with builds without imprisoning yourself in a Goblin Cleric for a week.
- Race and name change cooldowns now actually reset when you reset your account. Previously the cooldown persisted across resets, leading to the surreal situation where a fresh account couldn't change its name because of a 7-day timer set by a player who no longer existed.
- Spy operation cost clarity — recon shows actual turn requirements now, not just gold. We had a player who had the gold, had the spies, and could not figure out why "2/5" wouldn't go. Reader, it was turns. It was always turns. The UI now says so.
🛡 The Anti-Cheat Saga — Three Layers Of Suspicion
Free browser MMOs are like a beach at low tide: every weird crustacean shows up eventually.
The last six weeks were heavily about making the beach less hospitable to weird crustaceans.
Layer 1: Request Signing — the invisible bouncer
Every state-changing request from the game now carries an HMAC signature. The server checks it.
Real browsers from real players generate it correctly and you never see anything. Off-the-shelf scripts running curl loops do not, and get rejected at the door.
What this means for you, the legitimate player who has done nothing wrong (probably):
- ✅ Better protection against scripted spam and low-effort bots
- ✅ Stronger protection for banking, fort repair, clan deposits, attacks, training
- ✅ Safer gameplay during the high-pressure "I need to secure 80M gold right now" moments
- ✅ Cleaner recovery handling for stale sessions and old tabs
Also added under the hood: smarter anti-double-submit protection, stale-tab recovery flows, new monitoring + detection tooling, and admin observability for bot-signature failures and replay attempts.
If you leave a tab open for hours and come back, you may briefly see "Session refreshed — please submit again." That's the bouncer politely asking for your ID again. It's expected.
Layer 2: Anti-Camp Shield — your gold gets a force field (TestPhase v1)
Some industrious players had developed a beautiful workflow: park on the attack page with a 1-second auto-refresh extension, watch for fresh withdrawals, pounce within 2 seconds. Surgical. Almost respectable.
Almost.
Now freshly-acquired gold is briefly shielded from theft. Combat resolves normally — attacks still proceed, fort damage applies, XP awards, turns are consumed. But the recently-received portion of your gold can't be looted while the shield is up.
- Tick income (every 30 minutes) — 30s shield
- Bank withdrawal — 15s shield
- Armory or battle-upgrade sale — 10s shield
Example: you sit on 20M gold and your tick gives you 1M more. For the next 30 seconds, anyone who attacks you successfully will steal from the older 20M only. Your fresh 1M stays in your pocket.
Look for the 🛡 X · Ys badge on the attack list, on profiles, and on your own dashboard. Shielded gold is fully spendable by you — bank it, train, repair, buy upgrades, anything. The shield only stops theft.
Bots play by the same rule. Their target selection skips you while the shield is up — sort of. Actually, they don't anymore (more on that in the Bots section). The point is: the shield is universal.
One funny side effect from the rollout: legitimate farmers who used to land 12 successful gold-attacks a day are now hitting 30+. Turns out when the scripted accounts can't snipe every withdrawal in a 2-second window, there's quite a lot of gold available for everyone else.
Layer 3: The Ticket System
The era of "hey did anyone see my support message in Discord DMs" is over.
There's a proper ticket system in #ticket-panel now — Bug Report, Billing & Business, General Support, Bot Report. Click the button, pick a category, a private channel opens with the team. No waiting room. No "please hold while a representative becomes available."
This entire system — the bot, the logic, the channels, the routing, the polish — was built solo by one ducky who didn't ask for credit. We're giving them credit anyway in the roll call at the bottom. Go find their name. Buy them a virtual beer.
Bot Detection — the 40-day file
Twelve detection signal types scoring sessions across timing patterns, burst behaviour, page-view ratios, and honeypot endpoints. Graduated penalties for high-score accounts.
Quote from a recent Discord exchange about all this:
"do you know how many times I had to wake up and go throw a smoke grenade in my basement because the workers were rioting? it really is exhausting."
Sure. Time-Out.
The smoke grenades are now optional, because: we have been logging every action of every player for 40+ days, dossiers exist for flagged accounts, specific players are under close monitoring, and we will start enforcing penalties on every detection system in turn.
If you know you might be one of those — this is your gentle nudge to act wisely.
Or end up famous: DarkThroneGame_Player_Dossier_Marvin.pdf — Get a load of this guy.
🕵️ Spy & Intelligence
- Spy Logs Analytics tab (NEW) — 7-day overview, daily activity chart, op-type breakdown, hour-of-day heatmap, top failed-spy attackers, top spied-on targets. The anonymity rule is preserved — successful spies stay hidden, because successful spies are supposed to be hidden, it's literally the job. Only failed spies surface by name. The intel report is in.
- Intelligence search autocomplete — type-as-you-go dropdown matching the Attack page's search. Press up/down/enter. Live the dream.
- Bot spy logs preserved after the attacker resets — no more "I have a 7-spy-log notification and the logs are empty" 4-AM-mystery experiences
🎨 UI & Layout — Pixels Were Pushed
Attack & Intelligence pages — full redesign
- Top pagination row above the table. Yes, that's where it should have always been. Yes, we know.
- Compact page numbers: current ±1 with … ellipses. Fits one line on mobile. Mobile users have rights.
- Sidebar moved below the table on desktop — the player list now spans full width. Info cards arrange as a horizontal row beneath. Collapse them with the chevron; they remember your choice per device. Close it once, stays closed.
- Pagination tiebreaker fix when filtering by in-range — added player_id ASC so identical sort values stop shuffling rows on each refresh
- Friend badge visibility per page — Battlelist, Intelligence, Rankings, Profile, Battle Logs, Messages, Clan Members. Toggle each independently from settings. If you only want the Friend badge in Messages but not on the attack list (because you're going to attack them anyway), you can now have that.
- Battlelist exclusion filter — exclude clanmates, exclude friends, exclude both. For when you want a clean list of people you're allowed to be mean to.
- Attack page 1080-1200px display-width layout glitch fixed (one specific monitor size was unmasked by a sorting issue dressed up as a CSS issue dressed up as a Firefox conspiracy)
Battle Upgrades / Armory / Training — Aligned At Last
- Single global Buy/Sell/Upgrade toggle at the top of the page instead of one per category tile. Choice is remembered across page loads.
- Aligned tables across Armory, Training, and Battle Upgrades — Stats, Cost, Owned, Action columns now line up vertically across every category tile. The page no longer looks like five different rendering engines argued in public.
- Mobile clicks on the new T2/T3/T4 tiers fixed (they were silently doing nothing — exactly the kind of bug that makes you doubt your phone)
- "Your Stats" on the Armory now uses orange/purple for Spy Rating / Sentry Rating, matching the Battle Upgrades page. All four combat stats are color-coded consistently now. Turn this on/off in your settings page. (Mono colors)
- Buy vs Upgrade tab confusion cleaned up
The Great Turn → Tick Rename of 2026
Long-running terminology sin: we used "turn" for two different things and pretended that was fine. It was not fine. Reports kept coming in, all rooted in this confusion.
So we renamed everything that wasn't combat-related:
- Header timer: Next Turn → Next Tick
- Building effects: Citizens/Turn → Citizens/Tick
- Worker/miner stat tags: +N/turn → +N/tick
- Stats page + Dashboard: Gold Per Turn → Gold Per Tick
- Updated for all 5 supported languages (EN / NL / FR / DE / Gen-Z 😏)
Quick glossary for posterity:
- Tick = the 30-minute server event that gives income, citizens, and regenerates turns
- Turn = the action currency you spend on attacks and spy ops
- Attack/spy "turns" stay called turns. Those were never the issue.
Other UI polish
- Quick Access Bank button at the bottom of pages — for the constant "I need to bank, where's the link" moments
- Long player names no longer truncated to "Radagon Of The G…" in rankings. The Goblin Order has been restored to its full glory.
- Timezone auto-detect on settings — picks up your current timezone and offers it as the first dropdown option. Click Save. Click. Save. (Multiple players found this trap. We salute you.)
- Landing page updated to BETA branding instead of the old ALPHA splash
- Daily Income tooltip rendering bug on Firefox — was rendering a blank white box with a tiny "?" because Firefox interpreted the tooltip wrapper as confidential government intel
📋 Quality of Life — The Small Wins
- Tick refresh no longer wipes your typing. The auto-reload that fires after each tick used to nuke any in-progress message or form. Now if you have unsaved text in an input or textarea, the reload silently skips and the countdown keeps ticking. (One report described this as "I was salty for ten minutes before I gave up writing the message." We hear you.)
- Hide/show popup on the upgrades tab dismisses properly now instead of haunting your scroll
- "Spied 2/5 but can't go" — needed turns, not gold. Messaging now actually says that.
- More bots at higher levels — players in the 30s and 40s had nothing to attack because the bot pool stopped lower. Bot pool restarted. OOF!
📊 Tracking & Stats
- Attack log resilience — battle logs statically save attacker info at the moment of attack, so reports survive defender resets.
- Daily Farmers section added to Battle Logs analytics — see who maxed their attacks on you fast. Lovely tool for finding out who's been busy in your gold drawer.
- Population ranking only counts current trained units — no longer inflates when you train and untrain in cycles. (Some of you were train/untraining for the leaderboard. The hustle was admired. The hustle has been patched.)
- Top Farmers analytics deduplicates on level-up — used to show players twice the moment they hit a level threshold
- Mercs Hired leaderboard counts supporter auto-hired mercs (was secretly missing them, which made supporters look like slackers — slander)
💎 Supporter
- Supporter gifting fixed — "Gift payment is not configured" was a real bug, not a hint. Gifting is back, give the people supporter status.
- Supporter renewal failure handling improved + DM support path for stuck renewals
- Recent Hires split into Auto-Hired (Supporter) vs Manual purchases — so you can see what the magic supporter perk did vs what you did with your own hands
⚖️ Balance Knob-Twisting
- Charisma rate halved. Each Charisma point now reduces armory / battle upgrade / building costs by 0.5% (was 1%). Max 20 points → 10% off (was 20%). The previous rate compounded too aggressively at high allocations and made non-Charisma builds feel punished.
- Charisma discount also applies to sell-back prices now — closes a quick exploit where you could buy at discount and sell at full.
- Fort-zero casualty penalty rate halved (10-turn attack: ~33 unit losses → ~16)
- Casualty curve — close ratios cause more unit losses, runaway ratios cause fewer, fort tier matters again. Math has been restored to its rightful position as the arbiter of war.
🤖 Bots — Sentient (Lite)
- Fort seeding — bots build forts now, so they're not eternal free-XP punching bags. Combat against a bot feels more like combat against a real player of the same level.
- Smarter target selection + more varied action distribution. They train. They recruit. They occasionally even bank. (Bank, bots. Bank.)
- Respect the gold-theft shield in their loot calc — same rule as human attackers
- Bot attacks count toward defender's Kills leaderboard — your kills on bots count too, your bot-defense kills count too. The Kills leaderboard was running below true.
- Higher-level bots added so 30s/40s players have someone to swing at when the day is quiet. They might be a little suicidal at the moment, throwing themselves at fortresses three weight classes above them, but per the philosophy: we'd rather have bots losing than winning. They'll get smarter.
🎮 Discord Integration — More Slash, More Bot
The Discord bot got a major expansion. Full command list:
- Account Linking: /link code, /unlink
- Player Info: /profile (own, @user, or by name)
- Leaderboards: /stats, /leaderboard players type:offense|kills|..., /leaderboard clans type:warfare|...
- Auto-Recruit: /recruit today (auto-recruit your 300 daily citizens), /recruit status, /recruit cancel
- Fortification: /fort status, /fort repair, /fort dm on|off (get a DM when fort drops to 30% HP — yes really, your phone can scream at you)
- My Clan: /myclan info | members | warstatus | warhistory | stats | bank | perks | intel | hitlist | activity | applications
- Wars: /war status, /war history, /war rankings
Plus the new Ticket System in #ticket-panel (Bug Report / Billing & Business / General Support / Bot Report) — minimal forms, no waiting room, real channel opens, real human shows up.
🛠️ Infrastructure & The One Bad Day
- May 6: our hosting provider had an Object Storage outage in their region. DTG went down. So did our sister project LoC. So did a wide range of unrelated sites. The internet got dimmer. We monitored from a phone and complained. Servers were back up the same evening.
- Combat, war, and signing systems all got additional retry + idempotency guards across deploys — fewer "this should have been one thing and now it's three things" scenarios
- Discord queue cron is more resilient. Daily/30-minute ticks have retry-on-deadlock logic.
🔍 On The Table — Suggestions Being Weighed
Open community proposals that haven't shipped yet but are being actively discussed:
- Catch-up mechanic for population — 66 comments and growing, possibly the longest single thread we've ever had. Kleenex advisory.
- Losing-attack fort damage when the ratio is close (you tried, the wall noticed)
- Gold-during-tick race window — partially solved by the Anti-Camp Shield, full fix is queued
- Defensive XP from bot attacks — Shall we remove those XP gain for our dear turtles?
Vote and discuss in #suggestions. The "implemented" tag on a thread means it shipped. The fact that ~30 threads carry that tag now means the system is working.
📈 The Numbers — Brace Yourself
For perspective. We pulled the analytics. We stared at the numbers. We made coffee. We stared again.
April 5 – May 5 (last 31 days, all players):
- 9 hours, 39 minutes average engagement time per active user. We checked. We checked twice. This is not a typo. This is on a free browser game with a half-built UI. We are humbled and slightly worried about your sleep.
- 1.8 million events tracked
- Top pages by views: Armory (162K), Attack (134K), Dashboard (107K), Battle Upgrades (80K), Training (79K), Bank (60K), Battle Report (24K)
- Bounce rates between 3-7% (the industry average is 50%, just for reference)
- Players from at minimum Cebu City, Tagbilaran City, Amsterdam, Stawell, New York, Taguig, and London
Top-100-player combined playtime:
- Week 1 (Apr 5-11): 1,925 hours — 275 h/day
- Week 2 (Apr 12-18): 1,987 hours — 284 h/day
- Week 3 (Apr 19-25): 2,208 hours — 315 h/day
- Week 4 (Apr 26-May 5): 3,125 hours — 312 h/day
- 31-day total: 9,244 hours. 298 hours per day. Average.
That's the top 100 collectively putting in roughly an hour each, every single day, for a month straight. Sustained. With no bugs at all. (maybe a couple..)
If you ever wonder whether the work matters or whether the bug reports are worth filing — please refer back to this section.
🙏 The Roll Call
Almost every change above traces back to one or more of you. The following names came up in tickets, threads, polls, screenshots, ratio calculations, sleepless casualty debates, mod-welcome ceremonies, support DMs, and at least one excellent meme. In approximately the order of how often we typed your handle this month:
Shigamonwai — the Apr 27 patch notes write-up that we should have written ourselves, sort-on-desktop teaching moment, the "casualty calculations, you say?" gif, plus a quiet talent for being the calmest person in any conversation. Huge shoutout for all your implementations into DTG, your alignment fixings did really turn pages into artwork!
Rihoj — for too many things to count; the Spy Analytics tab, the attack-log persistence design, the Turn→Tick rename, the moderation patience, the casualty-thread mediation. Also the most professionally-worded gentle reminders that anyone has ever sent in this Discord.
Mungus — anti-camp gold protection origin, hit list pagination report, Daily Farmers analytics feature, supporter gifting bug, timezone DST debugging, plus the "im 1 timezone west" message that made us all collectively realize daylight savings hits different in different continents.
Ragnawar — race/class cooldown poll, charisma cap clarification, clan upgrade HTML escape, mercs leaderboard supporter inclusion, and the rare ability to disagree with five people in a thread while still getting a 👍 reaction from each. Diplomacy in action.
nerv — casualty math debate, 30:1-ratio investigation that kicked off the entire fort damage scaling fix, plus the longest-running "let me re-explain my position with one more example" thread of the season. Worth it. We listened.
Hetrovono — siege overrun proposals, unit-vs-unit math, the "5000 vs 400 castle protects no problem due to logistics" line that probably belongs on a t-shirt.
Jasbob — guards display bug, spy turns confusion, Daily Kills tracking, building requirements questions, plus the entire investigation of "what will it become" mechanics on reset. The official quartermaster.
Xeutal — mobile upgrade tab clicks, popup-stay-on-scroll bug, attack page layout reframe, spy log preservation reporting. Also the user who first calmly described an outage like he was rating a restaurant. Restaurant is closed today.
Tycoon — Firefox tooltip rendering bug, Top Farmers level-up dedup, supporter renewal investigation, plus one ranking discussion that produced "lower than you two" — instant classic.
foxconn — Firefox safe-mode debugging at 2 AM, attack page width bug, gold-on-hand display issue, willing to reboot a PC in service of a screenshot. Hero behaviour.
Wind Rider — population stat ranking bug, plus the inexplicable ability to be both a bot and an expert tester at the same time. Quantum bug-reporter.
Mettalica — armory color audit, defensive XP suggestion, the cause of the 'are you sure' to sell popup. The eye for detail we'd otherwise miss.
Harley — long-name truncation report, battlelist exclusions feature, plus a continuing tradition of being correct about UI papercuts before anyone else notices.
flavio_2121 — bank access shortcut, clan recruit-from-roster bug, charisma sell-back exploit, signing-update gold-availability observation, plus the most balanced takes in any heated thread.
Gaara — post-reset cooldown bug, name change report, plus "as a reward give me 1k pop" which we are still not implementing hihi. Most resetted user of beta reward!
SaintPatrick — the catch-up mechanic suggestion that became the longest comment thread on the suggestions channel, plus showing up on a quiet day to confirm the server outage like a polite alarm clock. Don't believe his profile bio, he loves this!
clement — bank deposits scaling proposal, late-game thinking.
jw1122629 — "more bots at higher levels" suggestion, implemented. A 30s/40s player's quality of life now reflects this directly.
ETANARUSOURU — Attack Chain Incentive proposal, Fort Co-op suggestion, dashboard mockups, plus more meme reactions per square inch of Discord than scientifically advisable.
ProbsJustin — tick-refresh-wipes-typing report, the very specific frustration of losing a half-written message you cared about. Fixed.
JT — original anti-camp ticket, plus the "if fun time here, he killed me today, I want to tip my hat" message that captured the spirit of the game perfectly.
SecureTheFuture — the Cabin in the Woods debate (you're not the only one who repaired it; you're in good company), fort overhaul questions.
lasherfnm — "and I was repairing that damn cabin every single f***ing time…" — the universal experience.
ghostshell13 — supporter renewal edge case, the kind of report that surfaces a real bug class.
Fuchas — attack range clarification (10 not 5, sorry for the confusion in the Beta opening post).
gluedog — the "smoke grenades for the workers" line, the most bullshitted topic report in the channel's history.
Talzanar — the entire discord setup plus ticket system. Built solo. Didn't ask for credit. Got it anyway.
The OG Admins & OG Moderators — keeping the lights on, the channels organized, the heated threads cooled when needed.
Chuchancrosis and Beginner — the newest moderators. May your coffees hit fast and your responsibilities hit slow. The first one is recovering from Monday. The second one says "bro" in a tone that will make you rethink your life choices. Welcome aboard.
And to everyone in #bugs-archived, #feedback, #suggestions, and #general who dropped a screenshot, asked a question, made a joke, or argued for an hour about siege logistics — thank you.
This is one small dev team running a public beta. There's no QA department, no comms department, no "PR will get back to you." There's just the work, the bug reports, and the community. The numbers above are because of you.
Keep reporting. It evidently works.
Coming next: the community-voted Spy & Sabotage Overhaul (spy unit cost + failed-op intel reveal — poll winners from Jasbob's #spying-feedback thread), revisited, smarter bots, and whatever else lands in tickets this week.
Not in the Discord yet? darkthronegame.com/discord — that's where most of this happens.
See you in the rankings. 🛡⚔️