Successor cover
Successor screenshot
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Genre: Role-playing (RPG), Strategy, Tactical, Card & Board Game

Successor

Successor Enters Early Access May 29!

Hi everyone,

The day is finally here, and we’re thrilled to announce that Successor will launch in Steam Early Access on May 29!...Yes, it's just a few days away!



It’s nerve-racking and exciting to finally loosen the reins and let Successor into the world. You’ll soon be able to explore its miniature realms, command your heroes, and fight for your claim to the throne.

Successor has been in development for several years, shaped by countless playtests and invaluable feedback from players like you. That feedback has helped us refine and evolve the game into what it is today.

Now we’re ready for the next big step, releasing a version that’s not fully complete, but rich in content and ready to grow with your continued input. Early Access marks a new chapter, where we’ll work side by side with our community to polish, expand, and finalize Successor.

We can’t wait to welcome you into the world we’ve been building. Stay tuned for more.

See you on the battle boards May 29!

The Playwood Project Team

Free Demo & Kickstarter

Hi Everyone

Today, we're excited to share a major update on the development of Successor.

Thanks to months of dedicated playtesting, we've received invaluable feedback that has helped us improve the game in many areas. But as we stand at a crossroads between moving directly into Early Access or buying a bit more time to polish gameplay, UI, and systems, we've decided to take a different path.

Successor now on Kickstarter


We're launching a Kickstarter campaign and invite you to join us in the final steps of development. Kickstarter gives us a rare opportunity to connect directly with players and refine the features that matter most, while also expanding and improving areas that add real value to the experience. This could also have been possible during Early Access, but we believe some features, a bit of balancing, and lots of polishing would greatly benefit the overall experience. With a few small steps (soft launches), closely with our players, we can carefully combine the remaining pieces into something special, truly lasting, and special with your support.

Now's a perfect time if you've considered entering the Successor universe. Our Kickstarter offers some great Early Bird pledge tiers, some of which grant exclusive Beta testing access starting right after the campaign and leading up to Early Access.

👉 Take me to Kickstarter – Explore the campaign, play the Demo, and consider supporting us to help bring this world to life.

Successor Demo


And there's more: ‘we have just released our public Demo: Lord of Bones!
It features the tutorial campaign Betrayal, plus the exclusive campaign Lord of Bones, which is only available in the demo. You'll be able to experience the game firsthand and see what makes Successor such a unique blend of tactical depth and miniature fantasy.


Thanks a lot for being part of this journey
The Playwood Project Team

Patch Notes 0.7.37.06

Hi everyone,

This is likely our final update before the Demo goes public. Over the last month, we’ve received invaluable feedback from playtesters, helping us zero in on previously overlooked areas. The improvements are already noticeable, and we thank you for taking the time to help us refine the game. It’s time to move into the next stage before releasing Successor.

Coming to Kickstarter
We’ve spent years shaping the world of Successor and have come a long way, but we still have that final step to go. Before moving into Early Access, we’re heading to Kickstarter to involve our community in perfecting key features and bringing all the elements together. It’s a unique chance for us to connect directly with our players, where input can help us make meaningful enhancements and in areas where it creates the most value.

Curious about the campaign? Check it out here: [[url=https://www.wartile.com/kickstarter-landingpage-successor/]Kickstarter Link] (You’ll find plenty of info about Successor and how you can support the final stretch of development!)

Patch Notes

  • New Items: A handful of new unlockable items have been added. We’ve left a select few unlocked for the Demo so you can try them out.
  • Damage Calculations Fix: Resolved an issue where the system wrongly calculated the total damage for trinkets and other gear.
  • Duplicate Damage Bug: Fixed a bug where additional physical damage types (from traits, etc.) were applied twice.
  • Craig’s Skill Tree Update: Introduced the “Really Not Today” upgrade, allowing Craig to respawn with full HP.
  • Playbook Improvement: The Playbook remains in the skill slot when swapping between heroes.

Thank you for your continued support,

The Playwood Project Dev Team

Patch Notes 0.7.37.01

Hi everyone!

Just a small update this time, but with a few helpful changes:

Keybinds Are Back!

  • You can now rebind keys again!
  • This should help players who had issues with rotating the map, especially if your middle mouse button wasn’t being recognized.

Rigor Mortis Removed

  • We’ve removed the default "kicker" Rigor Mortis, which spawned graves that could awaken skeletons when approached.

Grimlegion Population Adjustments

  • Tweaked the Grimlegion’s population distribution to favor fewer but stronger units.

Tower Tooltip Update

  • Updated tower tooltips to clarify that towers are not battles, but instead reveal the fog of war in their territory.

And as always thanks again for testing Successor and sharing your feedback, it really helps shape the game!

Have fun everybody
The Playwood Project Dev Team

Patch Notes 0.7.36.29

Hi Everyone

A big thank you for all the feedback we’ve been receiving! It’s clear that many of the early accessibility issues are being resolved, and we’re now starting to see more gameplay-focused input.

We know there’s still plenty of work ahead. Improving UI readability, AI behavior, unit navigation, and better communication around player and enemy status are all on our radar. But the growing interest in digging deeper into the systems is a great sign, and we’re doing our best to keep improving the experience across the board.
So, once again, thank you for trying out the playtest!

New in This Update

Resource Rewards Added to the Lord of Bones Campaign

  • You can now gather coins and scrolls to upgrade your heroes and experiment with new abilities.

Under the Hood

  • A major optimization pass was completed. While you won’t notice gameplay changes directly, it lays important groundwork for future improvements.

If you are New to the playtest, We’d love to hear from you! Please share your feedback via the in-game questionnaire or join us on Discord and chat with the team.

Best regards
The Playwood Project Dev Team

Patch Notes 0.7.36.25

Hi everyone

Just a few small hot fixes to the patch yesterday.


  • Sometimes, when the game was running below 60 fps, it made the game run in slow motion. That should be fixed now.
  • An issue where the game was not paused during tutorial moments in Betrayal has also been corrected.


Nothing more for now. We are still collecting feedback for the next update.

Thanks a lot for your feedback and help.

Best regards
Playwood Project Dev Team

Patch Notes 0.7.36.24

Hi everyone

We are really happy with all the feedback from our players and are sorry for those who still struggle with the resolution, which results in a mouse pointer offset, making it impossible to play the game.

Today's update addresses a few grave technical issues for many players.


  • Pre-set resolution to 1920x1080, where players can adjust it for their preferences through the options menu.
  • Auto-enabled Vsync
  • limited the fps to 60. I believe this will be an option in the future.


And a slight gameplay improvement.

  • Small changes to the Tactical and Action pause mode: Pressing the spacebar during any pause mode now will always quit the pause. However, the focus moment will still play to the end before the full real-time is continued. (Focus mode is when using an ability on an object/unit; the animations will play out in full before real-time is restored.)


Best regards
The Playwood Project Dev Team

Update 20

Hi everyone

The past two weeks have been super hectic with the playtesting of the upcoming Successor Demo. We have received lots of great feedback pointing out both technical and design issues that needed our attention. You can see all the details in the patch notes below.

Play-testing upcoming Demo



If you are curious and would like to try out the upcoming demo before its release, just sign up for playtesting from the Store page. You should get an invitation during the next few days, as we are opening up more testers. This will also allow you to express your concerns or share ideas, helping us to make the game as good as possible. The Demo features a unique campaign named Lord of Bones.

In-house playtesting yesterday


We had a bunch of playtesters by the office yesterday to try out Successor live, and as always, these more personal sessions combined with an interview gave us a reality check into how the game works and plays in its current state.

If you'd like a sneak peek into the upcoming Demo and the Lord of Bones campaign, @Vileurple streamed his playtest on YouTube.





Patch notes 0.7.36.22



Game Flow & UI:

  • The Feedback & Bug Report Button now pauses the game while active.
  • New players are now prompted to create a profile at the start.
  • The Play and Continue buttons have been merged. New profiles start a fresh game, while existing profiles continue from the last save.
  • The tutorial UI has been updated to dark mode, reduced in size, and anchored to specific in-game locations in the Betrayal tutorial.
  • The game fully pauses during tutorial panels until "OK" is pressed, preventing floating UI issues.
  • Resolution settings are now more stable at launch and when changed in-game.
  • Fixed an issue where Scout Towers could trap units, preventing movement or abilities.

Gameplay Adjustments:

  • Bloaters and their spawn totems are now highly vulnerable to fire, and totems have reduced HP.

Performance & Optimization:

  • The region map scene has been optimized to reduce FPS drops.

Bug Fixes

  • We fixed an issue where quitting during the first campaign could leave players stuck on the intro screen.
  • Fixed a bug where music would stop playing if turned down in the options menu.
  • Fixed an issue where the battle board with the captured Scoundrel could be empty, leaving no key to collect.
  • Chat keys are disabled to prevent unintended campaign wins/losses.
  • Keybinding options are hidden in the menu until they are fully functional.
  • Fixed an issue where exiting the menu from the region map would block all interactions except for camera movement.
  • Fixed a bug where opening the options menu twice would stop the music.
  • Corrected various spelling errors.

Betrayal Campaign Adjustments

  • Reworked enemy setup in the tutorial board where you must free the Archer.
  • Changed triggers in the Courtyard to simplify item pickup and usage.
  • Added scream to the guard being kicked off the cliff (immersion!).
  • A short intro scene was added to the first Courtyard board.
  • Navigation info is added when starting on the region map.

Lord of Bones - Demo Campaign

  • The warpriest wave encounter (The Crypt) was nerfed for better balance.


As we approach the Early Access release, we're ramping up testing across all aspects of Successor. If you're interested in helping us make Successor the best game it can be, stay tuned—we’ll soon be looking for your feedback and ideas to refine the experience!

Best regards
The Playwood Project Dev Team

Patch Notes 0.7.36.20

Hi everyone

Another update this evening, primarily to address an issue that slipped into yesterday’s update affecting the UI panels for Betrayal.

Fixes & Adjustments

  • Fixed various grammar issues.
  • Key instructions were added to the tooltip banners.
  • Nerfed the Warpriest encounter slightly.
  • Reduced the amount of water in the Lord of Bones region to prevent the Lord from getting cut off and being unable to move.
  • Fixed an issue where the mouse UI helper was visible through the Player Book.
  • Resolved a bug that allowed players to unpause while a Tutorial panel and blur effect covered the screen.


Thanks for your continued feedback and support!

Best regards,
The Playwood Project Dev Team

Patchnote 0.7.36.18

Hi everyone,



First, a huge thank you to all who have tried out the Demo Playtest and shared your feedback! Your insights are invaluable in helping us identify and fix issues that might compromise the experience we aim to create.

We’ll continue the playtest for a few more days before opening the demo to the public. This update includes several fixes and improvements based on community feedback.

Changes & Fixes

  • The Feedback & Bug Report Button now pauses the game while active.
  • Bloaters and their spawn totems are now highly vulnerable to fire, and totems have reduced HP.
  • Improved interaction with scout towers for better usability.
  • Tutorial UI updates: The game now fully pauses until "OK" is pressed on UI panels to prevent them from floating during gameplay.
  • We fixed an issue where quitting during the first campaign could leave players stuck on the intro screen.
  • Fixed a bug where music would stop playing if turned down in the options menu.
  • Resolved an issue where the battle board with the captured Scoundrel could be empty, leaving no key to collect.
  • Optimized the region map scene to reduce heavy FPS drops some players were experiencing.
  • Improved camera navigation on some battle boards—still room for further refinements!


Ongoing Work
We're still working on keybinding support and hope to include it in an upcoming update soon.

More Playtest Invites Coming!
With this update, we’ll be sending out invites to another batch of playtesters, so if you've signed up, keep an eye on your Steam inbox!

Best regards & happy gaming
The Playwood Project Dev Team