In celebration Iron Harvest is now 30% off as part of Steam's Lunar Sale
The year of the Ox represents people who are reliable, strong, fair, patient, kind, methodical, calm, and trustworthy. All good traits for a military commander and their mechs. Let us know in the comments below, which Iron Harvest Mech or character is most like an Ox.
Since Iron Harvest's release, the game continues to be worked on with bi-weekly updates, clear roadmaps and DevBlogs each month. We've honnestly been going from strength to strength.
Here are some key features of the game:
Iron Harvest Changelog 17: Improved Gameplay I
Greetings Harvesters, today we’re happy to implement many improvements that respond directly to the community’s feedback. This month we’re focusing on gameplay with today’s update largely focusing on infantry and the early game and general improvements regarding responsiveness and gameplay feel.
Improved Response Time
One of the key piece of feedback we received from you is that you wanted faster response times between you issuing orders and the units undertaking them. Thanks, and now we have done just that. Responses time has been roughly halved, so your orders should feel slicker.
Game Core Changes
This involved hundreds of behind the scenes fixes and improvements. All the interesting and relevant changes are listed in “General Changes”.
Importantly, with all of today’s changes it is inevitable that your previous in-mission saved game files will be invalidated. However, your general game progress will be unaffected.
General changes:
Balance changes:
We’ve completed our assessment of the games balance based on your feedback and the recent tournaments. This week largely focuses on the infantry gameplay experience. We’ll then monitor things over the next two weeks and make adjustments and more mech focused changes in the next update.
Headquarter units: The meta of building your Rifleman, Stormtrooper, or Vanguards until a player reach pop cap has stolen much of the attention that other infantry units deserve. Removing them from the HQ puts them in line with the other infantry to choose from when the barracks are built. Therefore:
Starting squads: To accommodate for the loss and to speed up the very similar first minutes of gameplayer we added another squad to the starting units. Therefore:
General infantry cost rebalanced: due to their dying so quickly to advanced mechs, infantry can be a sunken cost during the mid and late game. We also want to give players more reason to upgrade their barracks and better reflect the units relative power levels. Therefore in the basic barracks:
Therefore, all tier 1 infantry units become cheaper to build in the Advanced Barracks:
Anna and Wojtek: Anna’s damage against armoured targets felt too high and Wojtek just wouldn’t die even after Anna was defeated. Therefore:
Lech Kos: with the new abilities, Lech Kos has become a power house that now deservers the reserve cost of 2 coins.
PZM-9 "Strażnik" (spider mech): the use of this mech was far too flexible for its reserve cost when compared to its Saxony counterpart. Therefore:
PZM-16 "Żółw" (troop transport): Walking and firing is great, but it is still very hard for players come up with counterplay even when prepared. Therefore:
PZM-24 "Tur" (mega mech): One part of making infantry more viable for the whole match is to reduce the Tur’s ability to wipe them out in one shot. Therefore the Tur’s splash damage against unarmoured & splash radius has been reduced:
Zubov: Jump time adjusted to better fit the animation:
Season 3 Begins
We hope you had fun unlocking all the collectables in Season Two. It ends Thursday at 16:00 CET. Congrats to NOAH, our season 2 winner, and all those who made our competitive scene more lively and interesting this season with tournaments etc. It’s great to see our mech vets helping out newer players in our Discord and subReddit communities.
All ranked players will receive an in-game title reflecting your achievement.
Everyone who ranked gold or higher has now just unlocked the “Wrought Iron” skin for the Rusviet Nagan (Revolver) mech. You should receive it in the next 48 hours. Nagan lie, it looks even sexier in black. Congrats all.
A new season begins with more rewards for you to unlock. Unlock everything and you’ll receive the Fire Truck “Tur” skin seen here on the right.
The ranked race to the top has also begun. Today’s changes means new metas are waiting to be established and so there is everything to play for.
With early gameplay now improved, the mechs are getting ready for a tune up!
In 2 weeks: Revive allied Heroes, reduced Heroes Fog of war reveal and more Gameplay improvements.
If you want be apart of the community and have your voice heard then stay up to date as we continue to progress by joining us on:
On the Saxony border lies a mountain range that has been steadily, and over the course of centuries, been carved away for raw materials. The region has become heavily contested by other factions seeking to feed their own, ravenous, war machine.
Last week we took home 4 out of 6 German Game Awards. We’re happy and humbled because Deutscher Entwicklerpreis is like the Oscars for us.
We won:
Thank you to all our collaborators, fans and supporters who have joined us on this journey to revitalize RTS gaming. The recognition and feedback you guys have provided really keeps our mechs going.
Also a massive mech sized congratulations to the other games that won and were nominated such as Desperados 3, SpellForce 3 and so many other great German games. We're extremely proud to be a part of this growing industry and community.
News: January’s Highlights
New Abilities
We’ve released new abilities for two of our iconic heroes. If you haven’t already, check them out and see how you can use them to turn the tide of battle.
Community Tournaments
Our glorious community remains active and are now established a tournament series that will see a tournament played once a month. As well as a prize pool, you will win league points that culminate in an invite only special tournament in September.
The first tournament took place last weekend and was a lot of fun to watch with some meta busting strats on display. Congrats to our winners and a massive thanks to everyone who organised and took part.
Community Art Contest
Our community members aren’t just lethal mech commanders, they also have creative talent. Seemann Oome, The_Von and The Iron Doctor have come together to judge a fun little art contest. Here are the details:
The winning submission of the last art contest by Dark maximus.
Behind-The-Scenes With Our Devs
Marilena (Assistant Producer) and Justin (Game Designer) spoke to the fine folks over at DevCom about working on Iron Harvest and all thing KING Art Games.
We've also updated the game with various changes and improvements:
Balance Changes
We are nearing completion of our balancing assessment and are now in the process of testing some of those changes. As discussed in previous DevBlogs, we concluded that constant tweaking of numbers and the endless spiral of buffs and nerfs is not desirable, nor does it fit with our long term goals. Future balancing improvements should come from systematic changes, rather than a game of number tweaks. We’re also mindful of the fact that, eventually, a 4th faction will enter the mix and so balancing will need to be reassessed again. Therefore, you can expect some changes with the next update in 2 weeks.
January is already done! Time is flying as we progress onwards.
Stay tuned for February’s Roadmap.
Stay up to date as we continue to progress by joining us on:
In celebration, we've spontaneously decided to extend our free Demo until Jan 28th.
Thank you to all our fans and supporter who have joined us on this journey to revitalize RTS gaming. The recognition and feedback you guys have provided really keeps our mechs going. Also a massive mech sized congratulations to the other games that won and were nominated such as Desperados3, SpellForce3 and so many other great German games. We're extremely proud to be apart of this industry and community.
Stay tuned we've still got updates every two weeks planned for this year, a big add-on (with a new faction and campaign) as well as our console release.
While we're here, quick FYI: We've deployed a hotfix today that will prevent crazy Lech Kos from using his new Vicious Tackle ability to charge through map terrain and go places he really shouldn't be :P
An unexpectedly awesome start to 2021 as we trampling onto battlefields anew
January’s end: a new 2v2 map!
Stay up to date as we continue to progress by joining us on:
we hope you’ve had a great festive gaming season and welcome back to this, the 15th of our regular post-release updates. Over the break we’ve had time to plan how we’re going to develop during 2021 with our major priorities being Iron Harvest first big Add-on (with a new faction!) and the games console release. So that we can better focus on those milestones, we’re now moving to an updates schedule of every two weeks. Read on and gain the ability of knowledge.
New Abilities
Today sees the release of new abilities for two of our iconic heroes:
Prince Wilhelm: Lay Waste (active) He can now fire from both arm-mounted weapons in a great uninterrupted, sweeping, outwards-in, arc. Devastating entrenched infantry.
Uncle Lech Kos: Vicious Tackle (active) Pushing his mech to the limits, he’ll leap forward, trampling any infantry in his path and attacking the first mech he hits.
Uncle Lech Kos: Patriotic Frenzy (passive) This stalwart of the Polanian resistance inflicts increasing damage in proportion to his health loss.
General changes:
Balance changes:
As discussed last year, we’re continuing our assessment of the games balance with a view to creating systemic, long-term fixes to avoid an endless spiral of buffs and nerfs. The addition of this week’s new abilities will also affect the games balance. Therefore, we will assess their impact before making any significant changes as part of our overall evaluation. This evaluation is nearing completion and we hope to make changes towards the end of this month.
Starting 2021 as we mean to go on, trampling onto battlefields anew
January’s end: a new 2v2 map!
Stay up to date as we continue to progress by joining us on:
[previewyoutube="z6llF5vt2Lo;full"] Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.
Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.
This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.
To join your comrades in the Rusviet revolution you need first of all to own the main game. With our Free Demo, deciding to invest your hard earned iron and oil is now easier than ever.
The Standard Version is now 30% off and it’s 33% off for those who want the Deluxe Edition and first access to the next big DLC. https://store.steampowered.com/app/826630/Iron_Harvest/ Discount starts today until January 5th.
To clarify, this is not the “big add-on” DLC that Deluxe edition owners are expecting. That’ll come next year and it’ll be huge. This is the mini-DLC promised to our Backers and that Deluxe owners are also entitled too.
Once claimed, the DLC will be immediately playable. But, if you haven’t completed the main campaign, you’ll get a warning window with a popup that this content includes spoilers.
Remember, these missions can be played in COOP, so invite some friends and discover the new adventure together.
Inspired by these events, Jakub Rozalski, the great mind behind the world fo 1920+, has just released this new artwork for you to enjoy.
Iron Harvest DevBlog 33: Rusviet Revolution DLC Out Now!
News: Rusviet Revolution Rises up!
Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.
Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.
This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.
Iron Harvest Changelog 13: Faster Q-times and More Fixes!
Greetings Harvesters, to the thirteenth of our regular post-release updates. Nothing unlucky about it. This week we focus on decreasing queue times by adding a feature that shares matchmaking. We’ve also implement several fixes and improvements requested by the community.
Shared Matchmaking
We know how eager you are to get into battle and feast upon the mechanized entrails of your enemy. Therefore, we are happy to oblige by refining the games matchmaker to more quickly pair combatants with their most suitable foes. It’ll work like this:
We’re aware that some high level players are reporting unexpected and significant SR losses. We are currently assessing how MMR is incorporated into the calculation of SR and discussing our options. We will have more on this for you very soon.
General changes:
Balance changes:
We continue to monitor the games state and your feedback regarding balancing, especially with all the info that comes from the ESL tournament. With that continuing, we are reluctant to make any significant changes that might disrupt those competing. We’ve also recently had in-depth conversations with community members. They helped to confirm us in our thinking that regularly, short-term, tweaking of numbers is undesirable.
Instead, we plan to focus on future balancing changes that would best come from long-term improvements. For example, in the way units operate and function on the battlefield.
Wow what a year! Only one week to go and we’re going to end it in style!
Next week: The winds of change arrive with the Rusviet Revolution mini-DLC
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