We know there have been some reported bugs around issuing movement commands for your army and hero lately. We’re working hard to get to the bottom of it so you can go back to slaying nightmares and pushing back The Veil.
How are we investigating the issue?
We’ve used a few different techniques for finding out what’s causing the bug - in particular, reports from players and our QA team have been very helpful for working out what’s going on. For some of the movement issues, getting a save file that has the issue happening in it has also been helpful for being able to investigate what’s happening, as that allows us to step through exactly what’s happening in the code when the issue is occurring. We aren’t able to reliably recreate the bug yet but have some fixes incoming. So a big thank you has to go to the community first and foremost for helping us track down and reproduce the bug.
What have we found so far?
We’ve figured out two different causes of movement issues - one is that sometimes, the game continues to think that the shift key is held while it really isn’t, and so tries to just queue all of your movements instead of doing them immediately. The other was that catapults were sometimes causing issues for navigation for units around them. One difficulty with this sort of bug where we don’t have any clear steps to reproduce it every time is that it’s difficult to know if those are the only causes! But those are the two that we know about.
What are we doing to fix this?
We’ve implemented fixes for movement that will be going out with version 0.6.2 for the two issues with movement that we know about. Catapults have been fixed to no longer cause units near them to have broken pathing. We’ve also added a fix for the issue with the game thinking shift is being held, although this one’s been harder for us to reproduce, which makes it a little harder to be absolutely certain that this fix resolves the issue.
If you’re still having issues on the new patch, here's how you can help with our investigation.
Please message in our Discord and provide the following information!
If you were doing anything in particular when the issue started occurring?
If pressing shift when the issue is happening causes it to stop?
If the issue persists after loading a save, providing the Dev Team with that save file would be incredibly helpful (they can be found in Documents/My Games/AgeOfDarkness/Saves).
As always we’re working diligently to improve the game with every update. Thank you all for being a part of our early access journey so far.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
In this upcoming update, we are separating our three heroes – Edwin, Vizargo and Aelis – into three distinct factions – The Order, The Volatists and The Rebellion respectively. We’re creating these factional divisions both to serve some very exciting future content (which, as much as we want to, we can’t talk about quite yet!) and to create much more replayability in Survival.
Let’s go over what this update is bringing for each of the three factions, as well as what their identities are and what kind of changes you can expect longer-term.
The Order, the faction to which Edwin Everard belongs, is ancient. They’ve learned through experience that one way to conquer is simply to outlast. This manifests through where they gain the majority of their benefits:
Siege units train faster
Siege units cost less
Siege units deal more damage.
To get them to the late-game in good health, ALL of their emboldened units get:
More health
More health regeneration
Their starting lineup becomes a well-rounded pair of archers, pikemen and soldiers.
What you WON’T see in this update are some of the economic requirements and benefits. Those are still being tested and implemented, but will broadly feature:
Higher unit costs than other factions
Slower early economic development
Better defensive structures
Much higher power cap
Less reliance on expansion
Aelis Syren is the leader of the Rebellion, a group of underdogs facing overwhelming odds. To survive, they must be mobile and tactical. To that end, Rebellion Archers and Arbalests get:
More damage
More movement speed
More range
Lower upkeep.
To ensure they can press the advantage, ALL emboldened Rebellion units get:
More movement speed
More damage
More health regeneration (but not as much as the Order)
In this update, they’ll also start with an additional archer. In future updates, you’ll see changes to the economic and infrastructure side. Broadly speaking, the Rebellion will:
Be more reliant on expanding their base
Require more houses
Get greater benefits for exploration
Get better use of the Trade Bazaar
Have some of the most tactically versatile units
The Volatists, led by Vizargo Oriah, are all about aggression and rapid expansion. Their melee units get:
More attack speed
More movement speed
Lower upkeep
Lower training time
Though the Volatists are human, they don’t let fear control them – they embrace it. Horrified units get:
Much more damage
Less movement speed penalty.
Their two starting archers are being swapped out for three pikemen. With these troops and the benefits they receive, you’ll be surprised just how fast you can tear across the map in those first few nights.
In a future update the Volatists will:
Become reliant on Dark Essence for the core of their economy
Favour unit quantity over quality
Treat units as disposable.
Have greater access to Dark Essence and units, structures and mechanics that require it
While this next update makes the game easier across the board, you should enjoy it while you can. We have a lot of changes coming for these factions that we couldn’t quite get in. This is just a taste of what’s to come.
Also a reminder this patch will be incompatible with previous saves. So if you have any games you want to complete make sure to do so before the patch comes out in the next few days!
In the meantime, we really hope you enjoy experimenting with new builds and unit setups. Keep your eyes on the horizon, though… the Darkness encroaches.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
We see a bit of discussion around Arbalests after the recent nerf. Below are some thoughts and context for why we reduced their power.
Why did we change Arbalests? Arbalests were the centerpiece of any player composition prior to their change. If you wanted to win any game on any difficulty, you needed to do an arbalest build to achieve that goal. So when we nerfed arbalests, we actually buffed other units as well (Soldier, Pikeman, Sentinel etc.) to compensate and help create newer compositions Players could use to win.
The other reason for their change was that they were the best for defense and exploration. They were used to take down special units and clear the map when exploring making them far too viable over other units. As a result we wanted to dial back a bit on them and keep them as a special unit killer, making them highly effective against the higher tier enemies (Crusher, Spitter, Wraith etc.) when defending.
This brought about the Powerful perk ability that was given to them that increases their damage against these higher tier enemies. At the moment, this isn’t directly shown to the Player because it was put in at the last minute but it still achieves their goal as a special unit killer.
What does nerfing their movement speed allow us to do with our units and nightmares going forward? By nerfing the movement speed, it puts the Arbalest in more of a defensive position and gives them a stronger purpose as a special unit killer. This helps feed into more of a purpose for our other units where they will shine as exploration units rather than the Arbalest who will excel more in defending against deadly death nights. It also locks in the goal of the Arbalest and keeps their intention clear so that when other units come in, they don’t invade the space that they have as special unit killers.
It also helps give a bit more purpose to our nightmares by deciding what certain nightmares are weak too. We explored this first with our Bursters where fire was their kryptonite and would slow them down to a crawl while also taking additional damage. Now we have Arbalests with the Powerful perk dealing higher damage to special nightmare units. As we bring in new nightmare units, it will be a lot easier to define what it is strong against and what it is weak against.
What do we want for unit compositions going forward? We want unit compositions to have proper intent and when you build one, it serves a purpose. So there will be units that have a high movement speed, regen Hp quickly and when put together help to form a bio-ball that’s great for exploration but weak when overwhelmed by many nightmares at once. The same is true for defensive bio-balls where the Player can create compositions of units that have high damage and health but move slowly, keeping them more effective at defending against Death Nights and pester waves.
In essence this helps remove the one-size-fits-all that the Arbalests had previously and slots them more comfortably into a defensive role, giving some breathing room to other units. With these exploration and defensive compositions, there are many units that will fit into them and we have other units planned to fit within those paradigms as well, opening up many flexible options for how a Player would like to create their armies for different situations.
We hope that provides some more clarity on why changes were made. We're definitely going to keep an eye on the balance of the game to make sure AoD continues to be difficult but fair.
Let us know what you think and what else you'd like to hear us talk about.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Age of Darkness: Final Stand - Hot-Fix Patch v0.6.1
Dear Protectors of the Light,
Thank you all for your continued support and we hope you’ve enjoyed playing Vizargo this past week. Alongside all your feedback, messages and reviews we’ve identified several issues that we’ve decided to fix immediately.
This hot-fix is only addressing issues we’ve seen appear since the launch of the last Content Update with Vizargo and general gameplay being the focus here. We’ll be back later this month with more Content for you. Keep your claws at the ready for it!
Check out the full patch notes below:
Release Notes
Fixes & Changes
Fixed an issue where Vizargo’s Veiled Coil ability does not appear to be healing correctly. The ability description has been updated to reflect that it “restores his health by up to 5%” not a guaranteed 5%.
Fixed an issue where the player cannot correctly animation cancel with Vizargo.
Fixed an issue where Nightmares would not respawn after a Death Night in unlit areas.
Known Issues
Vizargo’s Veiled Coil ability will have some incorrect translations in all other languages aside from English. This will be updated in our next Content Update.
Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
---
We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Age of Darkness: Final Stand - Content Update v0.6.0
Dear Protectors of the Light,
The fight against The Veil continues, but along the way the evil has corrupted our most brave and loyal. To aid in your fight, we bring you our newest Hero Vizargo, The Consumed Hand. On his path to power, Vizargo has been enticed by The Veil and given into temptation by consuming Dark Essence.
Although he may look wicked, he is not irredeemable, the corruption of the Dark Essence has only partially taken over his body which is what grants him with abilities to fight against the Nightmares that no other Hero has.
See the Hero Spotlight trailer for Vizargo here. [previewyoutube="RMugbjQ37BY;full"] To aid your Units and help them fight alongside your new Hero, you now have a brand new Military Building, the Triage Tent. This Building provides you a chance to revive Units who die within its Radius. Additionally it increases their healing rate while within the Radius, helping you to send them back into the heart of the battle faster. As well as this, if your Hero dies within the Rescue Radius, it will respawn back at the Triage Tent where they died.
In the spirit of keeping you on your toes, we have made some improvements and balancing changes to Arbalests. Their health and damage has been lowered slightly, however they have now been given a unique perk. The Powerful perk increases damage against Crushers, Spitters and Wraiths. Heroes and Impalers have also been granted the Powerful perk to improve their capabilities against their most deadly of foes.
The time is now, Vizargo calls your name and beckons you to his side. Lead your fearless new Hero into the Darkness and clear your lands of the pestilence that plagues it…
As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.
Check out the full patch notes below:
Release Notes
Improvements
New Hero: Vizargo, The Consumed Hand.
New Building: Triage Tent
New Resources & Villagers Panel.
New Enemy Damage Multipliers for Heroes.
New Enemy Damage Multipliers for Arbalests.
New Enemy Damage Multipliers for Impalers.
Localisation for New Features.
Additional Changes
Stun Durations are now Individual rather than Global.
Enemies who are Stunned stop attacking for the duration of the Stun debuff.
Increased Pikeman Health.
Increased Pikeman Cost.
Pikeman no longer needs to be researched.
Increased Arbalest Cost.
Lowered Arbalest Damage.
Lowered Arbalest Health.
Lowered Arbalest Movement Speed.
Increased Flamer Movement Speed
Flamer no longer needs to be researched.
Lowered Grand Bellows Damage.
Lowered Upkeep on Fishing Port.
Added Pikeman to the pool of Units that can spawn from Points of Interest.
Triage Tent has been added to the Hotkey Overrides Menu.
Added the functionality to Keybind ‘Select All Catapults’ and ‘Select All Pikeman’ under the Units Count Menu .
The 'Hotkey Overrides' Ability subsection now dynamically updates for each Hero.
Updated the Charge Skill description to more accurately reflect the Skill.
Updated the Hold Command description to more accurately reflect the Command.
Updated VFX for Points of Interest.
Added Vizargo Voice actor and 1518 Studios to Credits.
Crashes
Fixed a crash that would occur when inputs were pressed during the loading screen.
Fixes & Changes
Fixed an issue where the Player could not sell Buildings when Shift Selecting multiple Buildings of different types.
Fixed an issue where Buildings could be repaired using the Repair All Hotkey with Rusty Tools applied.
Fixed an issue where the Ballista Tower would fire projectiles while upgrading to the Grand Ballista Tower.
Fixed an issue where Enemies were not being stunned by Sentinels on the first hit.
Fixed an issue where Catapults would overshoot their target.
Fixed an issue where Impalers would do the incorrect amount of Damage to Spitters when Horrified.
Fixed an issue where Nightmares are not being aggroed when shot by Towers.
Fixed an issue where Dark Essence does not drop from Elite enemies if a Ballista Tower lands the final shot.
Fixed an issue where the Hero Select button would overlap with the Hero Description text box if the Ui Scaling is Set to 125%.
Fixed an issue where Buildings only show construction progress when filled with Villagers.
Fixed an issue where Units do not have flavour text after selecting a Training Hall that is training Unit.
Fixed an issue where the Skill Tree notifier would display the incorrect number of Upgrades available.
Fixed an issue where the Cursor is not always changing to a Sword when hovering over Enemies close to the edge Vision.
Fixed an issue where the resources panel would appear above Houses while building.
Fixed an issue where Crawlers could stack on top of each other.
Fixed an issue where the Units mesh would overlap.
Fixed an issue with the Archers animation when switching between Idle State and Running.
Fixed an issue with Edwin’s Animation when switching between Idle State and Attack.
Fixed an issue where Crushers could get stuck in between two Animation loops when chasing a Flamer.
Fixed an issue where no Death Night music would play when loading into a Save from the previous Version.
Fixed an issue where no music would play on Death Night 1.
Fixed an issue where the Gatherers text in the Resource Hoverbox was not localised for non-English languages.
Fixed an issue where the Tax Earnings text in the Gold Income Hoverbox is cut-off in Russian
Fixed an issue where the Dangerously Familiar Hardship description was not localised in non-English languages.
Fixed an issue where Autosaves text in the Load Save menu overlaps in French.
Fixed an issue where the Return to Menu button from Credits was not localised in non-English languages.
Fixed an issue where the Credits title was not localised in multiple non-English languages.
Fixed an issue where the Navigate Back button is not localised in multiple non-English languages.
Fixed an issue where the Revive button and description are not localised in non-English languages.
Known Issues
A fix for these issues will come in the following Patch Update.
Some Save Files from the previous version may not be compatible. When loading in a Save from the previous version, Units you have not researched in the Training Hall may disappear and cannot be Researched or Trained.
Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
---
We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Age of Darkness: Final Stand | The Veil's Claw Update Trailer
To aid in your fight, we bring you our newest Hero Vizargo, The Consumed Hand. On his path to power, Vizargo has been enticed by The Veil and given into temptation by consuming Dark Essence.
The Veil's Claw update is coming soon!
See the teaser trailer here [previewyoutube="HQq5VFlfJJE;full"] Find out more information about Age Of Darkness on our Steam Store page here.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Age of Darkness: Final Stand - Patch Update v0.5.1
Dear Protectors of the Light,
While we work towards our incredibly exciting Content Update coming at the end of the month, we bring you another Patch Update to help keep the Darkness from creeping in.
With the release of the Refined Lumber Yard last month, we have improved the way the Lumber Yard upgrades, so now when upgrading you will be prevented from doing so if it intersects with a Refined Lumber Yard. Along with this we have added all new Units and buildings to the Hot-Key Overrides section so you are able to change the Key Remapping.
We know how much you have loved the Pikeman, but perhaps you don’t want them crying out every time you interact with them, so we have reduced the amount of Audio Bark Lines when commanding your Unit.
As always we aim to eliminate as many bugs as possible, with the most notable being Edwin’s Crackfire not damaging enemies at full range and a fix for our faithful Heroes getting stuck. We have made multiple fixes and improvements to address the readability of Units and UI, as well as Buildings displaying the correct UI and ensuring using the arrows to scroll between buildings will scroll through the same type.
Until next time, start collecting all the Dark Essence you can, fortify your defenses and keep your eye open for teasers around our next Update…
As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.
Check out the full patch notes below:
Release Notes
Improvements
The Hot Key Action Button has been brightened to increase readability.
Golden Cogs are now disabled and grayed out on Actions that are not currently achievable.
Edwin’s passive ability “Enlighten” is more visible on friendly Units.
New Units and Buildings have now been added to the Hot-Key Overrides section in Key Remapping.
Lowered the Gold upkeep of Fishing Ports.
When upgrading the Lumberyard it will now detect if it is going to intersect with a Refined Lumberyard and prevent you from doing so.
Crashes
Fixed a crash that could occur when rapidly upgrading the Keep.
Fixed a crash that could occur when spamming Crackfire.
Fixed a crash when moving a Catapult and changing another Catapult to Siege Mode at the same time.
Fixes & Changes
Fixed an issue where Edwin’s Crackfire attack would not correctly deal damage to Enemies at full-range.
Fixed an issue where using Edwin’s Crackfire ability would cause him to become stuck.
Fixed an issue where using Aelis’ Queens Rage ability would cause her to become stuck.
Fixed an issue where certain Hero VFX would not display correctly.
Implemented another fix preventing units from getting stuck towards the edge of the Map.
Fixed an issue where the Storehouse would display the wrong UI when placed near a Refined Lumberyard.
Fixed an issue where the Storehouse would not always increase the amount of wood gathered when placed by a Refined Lumberyard.
Fixed an issue on Final Night where the remaining enemies left are replaced with a countdown timer.
Fixed an issue where the Death Fog would not deal the correct amount of damage to player units.
Fixed an issue where the Left / Right arrows on the Building UI would not move between the same building types.
Fixed an issue where the Gold Earnings are not being displayed correctly in the Hover UI for every type of earning.
Fixed an issue where the Skill Tree would not accurately display the right number of purchasable skills.
Fixed an issue where the player could repair buildings while having the Rusty Tools hardship enabled.
Fixed an issue where the Catapults would not exit Siege Mode correctly.
Fixed an issue where player units could path around walls on the edge of the map.
Fixed an issue where the Dangerously Familiar Hardship had the wrong description.
Fixed an issue where the player could not hear Death Night music on Death Night 1.
Reduced the frequency of audio barks of Pikemen.
Fixed various Localisation Issues related to text wrapping and untranslated text.
Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
--- We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool. Till next time Protectors of the Light…
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
Age of Darkness: Final Stand - Content Update v0.5.0
Dear Protectors of the Light,
With a new Update, comes a new Player Unit. Introducing the Pikeman, a brand new Melee unit who can pierce up to THREE enemies in front of them. So it’s time to sharpen your weapons and wits and impale as many Nightmares as you can!
We know your Villagers have been under pressure to stockpile as much wood as they can with the limited resources available, to help them out we now have the Refined Lumber Yard. This new upgrade will provide you with extra Resources and an added Construction Speed Buff for surrounding buildings.
Naturally we had to add in something for those who want an extra challenge, included in this Update are TWO new Hardships! Time Waits for No One punishes the player by removing the ability to pause the game in any way and Mortal Coil causes you to suffer an immediate defeat if your Hero dies.
Change your tactics, increase your defenses and resources, but don’t get too overconfident and launch into battle unprepared, because it could lead to your impending doom.
As always please continue to report bugs to our Steam forums or in the bug reporting channel on our Discord, as we’re constantly monitoring those channels.
See the new trailer for the Pikeman unit here [previewyoutube="KvYyL71cIr4;full"] Check out the full patch notes below:
Release Notes
Improvements
New Player Unit: The Pikeman
New Building: The Refined Lumberyard
New Hardships: Mortal Coil & Time Waits for No One.
Localisation for New Features.
Additional Changes
Added additional support for the Hardship Menu to disable certain hardships when others are active and selected.
Added support for new Catapult FX on impact of projectiles.
Adjusted the Training Hall to display the icon of the unit currently being trained.
Adjusted Edwin’s Passive Ability to give other units a chance to avoid Horror upon Edwin reaching Level 6.
Added support for if all units in a group selection have a shared ability it should display and be activatable.
Increased the point modifier of the “Blessed We Are Not” Malice from 0.1 to 0.2.
Additional Localisation added for areas previously missing Localisation. E.g. Hotkey Overrides, Hero Revive, Blessing & Malice descriptions.
Added additional Credits for PlaySide, Team17 and VO Talent.
Added analytics support for The Pikeman and The Refined Lumberyard.
Crashes
Fixed a crash that could occur when closing and re-opening the game too quickly.
Fixed a crash that could occur when ordering Aelis to move during Death Nights.
Fixed a crash that could occur when too many movement queues are scheduled. [8] Fixed a crash when swapping between Siege and Mobile mode with the Siege Catapult.
Fixes & Changes
Fixed an issue where enemies would not attack the player if a wall was built between them and an Archer Tower.
Fixed an issue where the Fire Sconce & Fire Tower could display Targeting Priority.
Fixed an issue where Archers and Arbalests would not scale correctly when Emboldened or when affected by the Fury Skills.
Fixed an issue where the player could animation cancel with the Siege Catapult.
Fixed an issue where the minimap could be fully displayed when spawning into the game.
Fixed an issue where the Crystal Alert would display in the wrong place on the enlarged Minimap.
Fixed an issue where Aelis’ Royal Guards would have incorrect animations.
Fixed an issue where the radius of Food Huts would appear larger than normal when trying to place a Farm.
Fixed an issue where the Siege Factory could display the Impaler as a white cube.
Fixed an issue where selecting a difficulty and then swapping to Custom Difficulty selection could disable pausing.
Fixed an issue where Archers, Arbalests and Siege Weapons could attack enemies hidden by Darkness.
Fixed an issue where Arbalests would respond to orders incorrectly.
Fixed an issue where the Terminal Darkness Malice would cause Emboldened Units to lose their “Emboldened” Status.
Fixed an issue where Bursters could move forward when exploding.
Fixed and added analytics support for: The Catapult, The Pikeman and The Refined Lumberyard.
Various Localisation fixes all languages affecting Text Wrapping.
Known Issues
A fix for these issues will come in the following Patch Update.
Veil Fog is damaging Units at a slower rate than it should.
Pikeman VO plays after every command.
Bonus AOE Skill Tree for Siege Weapons does not always apply for Catapults.
Where possible please ensure all drivers are updated to ensure the best and smoothest performance.
--- We greatly appreciate everyone who has taken the time to let us know about these bugs and crashes you’ve encountered. If you come across any bugs or crashes in the future, please report them to us either through the Steam forums, our Discord server in the ‘bug-reporting’ channel or using the in-game bug reporting tool.
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.
We hear your calls for more options and units to aid in your fight against the darkness. We bring to you our overly ambitious and enthusiastic Pikeman who are itching to go to war against the Nightmares and show off their skills.
early concept art
Although they may not move as quickly or have as much health as their Soldier squad members, they have the reach that the Soldiers do not. They can often be overconfident due to their Attack Speed and Damage being almost as good as Aelis’ trusty Loyal Guards, which can lead to them making irrational decisions and getting killed on the battlefield.
However, when expertly used they can strike safely at enemies dealing Piercing Damage to up to 3 Enemies in front of them!
So run to your Training Halls and Research these bad boys, because it’s time to start skewering some Nightmares.
As usual we’ll release the full patch notes alongside the update in the coming days. Until next time!
Save 25% on Age Of Darkness: Final Stand during the Steam Weeklong Deal!
Greetings Protectors of the Light…
We've checked the keep and found Age Of Darkness: Final Stand is currently 25% during a Steam Weeklong deal!
Now is the ultimate time for you to dive in, defend humanity, and experience Age Of Darkness: Final Stand for yourself!
Have a question about the game? We have a handy FAQ we’ve posted on the Steam forums that you can view. If your question hasn’t been answered there, we’ll be doing our best to keep up with questions here, on the forums and our Discord server.