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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie

Templar Battleforce

50% Christmas Sale + Cold-Iron Armor Design



Welcome to the Steam holiday sale! Pick up any Trese Brothers games and save 50% or more!

For this week's update, we've added a new armor design to the game -- the cold-iron blue and gray. With eight armor design options, color code your fire teams to speed your command.

We've improved the status display for Templars, making sure to display 0% counter-attack for all non-melee Templars, who are unable to counter-attack due to their weapon configuration.

We've improved the consistency of Talent display on the map view -- hover any time, even without enough AP, to see the full Talent details.

We've fixed bugs reported by players -- thanks for those! Issues with zooming and scrolling as well as Requisition Achievements.

Enjoy the holidays and the great deals on the sale!

v2.6.3 - 12/16/2016
- New armor design: gray and cold-iron blue
- Clarified Counter-attack for non-melee templars (0%)
- Improved hover over Talents regardless of selected / lack of AP
- Fixed issues with All RQ Achievements
- Fixed issue with zooming/scrolling while modal windows open

Update #59: New Terrors for the Xeno

For some time now, new amazing abilities have been showered down upon your Templars -- Dual Axe wielding Berserkers, the war machine of a 2H Hammer Paladin, and the flaming wrath of the Pyro Engineer.

The v2.6.x family is giving us a chance to add new terrors to the arsenal of your enemies. The first round goes out to the Terrox xeno, adding two new enemy types who will appear in later levels.



First, the Spiked Goltank is perhaps the worst variant of the Goliath to date. With nearly impenetrable plating and a deadly punch that packs a lot of Radiation Damage, you may want to try to slow the Goltank down before it gets too close.



Second, the Brood Lance is a horrendous new addition to the xeno biology. Capable of firing a folded up Scittering up to 5 squares, the Brood Lance acts as a mobile artillery and spawning tower at the same time. If your Templar suffers damage, the Scittering will land, unfold and leap into deadly action next to the target.

Be on guard Templars, the new xeno have arrived! The rest of the 2.6.x family will add new types of monster variations to other enemy races (Narvs, humans) as well. Then, we are coming back around to adding new Templar abilities, and will hit the Neptune up first!

v2.6.1 - 12/12/2016
- Terrifying new xeno deployed!
- New xeno type - Spined Goltank - mighty radiation damage Goliath
- New xeno type - Brood Lancer - spitting xeno grenades that summon Scittering
- Rebalanced some monster variations for better Deflection / Penetration
- Fixed mismatched info in Requisition tree
- Memory consumption improvements

Black Friday Sale + New Relics



Happy Black Friday to all! Welcome to the best deals you'll see all year. Don't miss deals on our entire catalog and the amazing deal on our Trese Brothers Bundle!!

This weeks' update brings two new unique Relics to the Requisition Tree. Gear up with the Strikepoint Kit to double your Plasma and Fire Damage whenever you get a Penetrating Hit. Be sure to stack buffs and other gear to maximize your benefits of this unique Weapon Mod Relic.

Second, equip the Spearpoint Ocular to increase the duration of any Buffs you use by +1 Turn. For both Soldiers and Berserks, get an extra bang for every one of your Buffs, which can be especially powerful for your Leader-in-the-Ranks Soldiers.

We've also fixed some bugs related to the recently released Pyro Engineer, Overwatch, and Gear Levels.

v2.5.7 - 11/21/2016
- New Relic Wargear: Strikepoint Kit doubles Fire/Plasma damage on Penetrating Hit (Neptune Tree)
- New Relic Wargear: Spearpoint Ocular extends Buff's used by +1 Duration (Soldier tree)
- Two new Requisition levels for new Relics
- Fixed sound effect for Pyro Turret's firing
- Fixed Overwatch bug that was adding heat when repositioning template
- Fixed issue with Engineers Gauntlet equips and Gear Level

Update #57: Pyro Patches



Every great and fiery update needs a patch to follow! The Pyro Engineer has rolled onto the scene with great success, but we've closed a few bugs in this follow-up patch.

We've fixed the Pyro's attack animation to be more flamey. We've fixed the labeling of the Flame Tank armor to correctly read "Engineers and Hydras Only". We fixed a bug with the Achievement for getting all of an Engineer's Requisition levels -- you'll need to get all of the Flame Tank levels now as well.

We've cleaned up an issue reporting 0 Secondary Objectives on The FLance Boarding March, an odd bug you could get renaming Templars, and some issues with the options screen being finicky.

All set -- patches away! Burn baby burn!

v2.5.3 - 11/12/2016
- Fixed bug mis-labeling Flame Tank Armor as Heavy
- Fixed issue with Engineering All-Tech Achievement
- Fixed Secondary Objective count in Ferarai Lance Boarding March
- Improved animation for Pyro Engineer firing hand flamer
- Fixed issues with designer and renaming Templars
- Fixed issues with option menu

Update #57: Pyro Engineer Lights it Up!



It starts with a popping and a crackling noise and then a huge gout of flame envelopes the battlefield. Through the stench of sizzling xeno strides the Pyro Engineer, heaving a Pyro Turret into the fray.

This week's update rolls out 8 new Requisition levels in the Engineer branch of the Requisition, unlocking Flame Tank Armor, Hand-Flamer weapons, and 4 new Talents for your Engineers.



With four new Talents, you're Engineers have new capabilities to bring to the strike team. Deploying a Pyro Turret requires Flame Tank Armor and trades the Overwatch of a Sentry Turret for raging napalm on the field of battle.

Manual Vent is the Flame Tank Engineer's replacement for Heat Sink, an Area of Effect heat reduction that trades mobility for offensive power.

Scorch Order helps a Templar Engineer synchronize better with Hydras and their own Pyro Turrets. This Crippling Order doesn't require Flame Tank armor, but does make enemies more vulnerable to Fire Damage!

Finally, Turret Stance is the ultimate defensive stand -- completely preventing all movement but trading up for powerful offensive punch. Useful for Templars and Turrets alike, in the right situation it can double down on devastating firepower.



With new weapons, armor types, and relics juicily hanging off the new branch of the Requisition tree, you'll want to get out there and scoop them up quickly. To increase their allure, Flame Tank Armor can also be equipped by Hydras -- so if your squad already includes a flamey or two, don't miss this upgrade. Flame Tank Armors are lighter and more offensive focused than Hydra's existing Heavy Armor, but giving the scenario and your build, you may find them to your liking -- nothing like a piece of armor to add +Fire Dmg!

If you enjoy the free upgrades and new content, please leave a review and tell some friends. 57 Updates in a year and no DLC!

v2.5.1 - 11/4/2016
- Added new weapon / armor combo for Engineer: Pyro!
- Added 8 new Requisition Levels for Engineers
- Added 4 new Talents for Pyro Engineers: Pyro Turret, Scorch Order, Manual Vent, Turret Stance
- Deploy flame-spewing turrets to the field of battle!
- Added 3 new Hand-Flamer Weapons + 1 Relic, 3 Flame-Tank Armors + 1 Relic
- Added Ordnance for Pyro Engineer resupply
- Hydra Templars can wear Flame Tank Armor
- New Talents limited by armor type worn - some talents require standard / flame-tank armor



The latest update sends the already sprawling Requisition Tree to a new level of packed. More coming too, btw!

Update #56: Patches



With major updates come small bugs. Dedicated to fixing them quickly, we've dropped a patch tonight to clean up a few things after update #55.

First, we introduced a bug with the Detonation Site that was causing your Engineer not to arrive on turn 6. We've fixed this and you should be able to play forward -- your Engineer will arrive next turn. If you are not on a higher end difficulty, you might want to restart the level.

Second, we've fixed a set of levels that were all under-reporting their secondary objectives. Levels like Kaldun Factory South, Deck 14 Alta Sector, Siege of Tundeer - fixed up!

Thanks to all of our Templar Captains, especially those leaving reviews!

v2.4.27 - 10/23/2016
- Fixed bug in Detonation Site with no Engineer arriving
- Fixed incorrect Secondary Objective counts
- Fixed map bugs

Update #55: Rubic 5 Deployment Improvements



This week's update features some major improvements to the levels of the Rubic 5 deployment, as well as some exciting quality of life improvements for any level.

First, we've beefed up the regimen of secondary objectives throughout the Rubic 5 deployment. They aren't always easy to reach, but they are now available across the level set.

While we are on the subject of Secondary Objectives, we've improved the victory screen to list the total possible objective count, showing something like 3/3 Secondary Objectives (+15 XP) or 0/3 Secondary Objectives if your Templars were feeling lazy.



Next up, we've removed the Swap limitations that were in place on the two Rubic 5 levels -- Infiltration and Detonation Site. For both levels, there is still a limitation in place that you cannot Swap in an Engineer, as both levels are built around achieving an objective to bring in an Engineer through a story event. Still, you can now swap out the Scouts or Soldiers for other any other Templar you want to bring in.



We've made a nice improvement for Ordnance, where the purchasing screen from your Tact Point will list the number of Ordnance you already have in your inventory. This can help your precision when buying and avoid accidental duping.

To mix things up, we've also added new spawning towers to maps across the Rubic campaign. This will give you more control over the spawning map in the levels, having some influence and ability to shut down different spawning vectors.

If you enjoy all the updates, improvements, and continued stream of new content for the game, please leave a review! 55 updates in a year, no paid DLC ever!

v2.4.25 - 10/21/2016
- Improved Rubic 5 deployment maps
- Added 7 new Secondary Objectives throughout deployment
- Added spawning towers to 5 maps across campaign
- When buying Ordnance, count of currently owned Ordnance is shown
- Total possible Secondary Objectives displayed in Victory screen (2/3)
- Fixed Infiltration Site and Detonation Site preventing Swap at start

Update #54: Patches and Balance



This week's Battleforce release focuses on a set of balancing patches. As we ramp up toward the release of the Flame-Engineer, we're tightening up some knobs and bolts to make sure everything is ready. This war mech has to be shine up and ready to ride when the new pyro arrives.

We've increased difficulty in a few levels by preventing humans from using Reactor Jolt Ordnance. Simply put, do not try this at home without a void reactor.

If you are firing the Roavin MK9 Relic on Overwatch, it will now cause Bio-Poison damage on following turns. Even better than before! Full-Vent 7 no longer costs 3 Heat, oddity resolved. We've improved the starting spawn setups and turn goals for a few levels. Careful out there. We squashed a bug that let you swap your Engineer even after Capturing a Tact Point. Green recruits to your Templar squad were reporting 1 Kill, now they report "No Career Kills" correctly.

We fixed a few little issues to tighten up controller support as well. We're continuing to make progress here and great to hear all the feedback from teh community. We sunk a few hours into looking at XBox 360 controller support and hope to keep learning more there.

v2.4.23 - 10/13/2016
- Humans can no longer use +MP Reactor Jolt Ordnance
- Improved balance and starting spawns for multiple levels
- Fixed bug with Swapping after Tact Point capture
- Fixed issue with scrolling while status / ordnance / objectives open
- Fixed issues with Roavin MK9 and Overwatch, fixed issue with Full-Vent 7
- Fixed bug with score for Templars with 0 kills

Update #53: Improvements for Controller + Patches



This week, we've got our hands on some Steam controllers and are making strides to adding full Steam controller support. The first step has been to add missing keybindings -- you can now bind to Prev Templar (Ctrl) and Prev Talent (Z) and Next Talent (X). These new bindings let a controller setup work much smoother, paging backward and forward through ready Templars, as well as moving through a Templar's Talents without having to bring the mouse / controller anywhere near the Talent bar. It's a great QoL improvement for anyone playing with a controller or even a mouse. We're working toward official controller support, so stay tuned as we keep making improvements.

To help anyone who wants to try out a controller, we've published a controller config called "Trese Bros: October Best". Once we get full support, we'll publish a recommended config.

We've also added an internal setting that remembers the sort setting on your Templar list. We fixed the balance of Wrathful Defense 4-7.

We've made some balance changes to Stacking Buffs for the Paladin. First up, Stacking Buffs were never intended to be affected by Ordnance that increased Buff duration -- that bug is now fixed. Second, we've increased the duration of the stackable Buffs -- up to 3 and 4 for the higher level ones. We also fixed a bug where no buffs were applied if you killed lots of enemies (4+).

v2.4.21 - 10/3/2016
- Increased duration of higher level Embrace stacking buffs
- Added new hotkeys for Prev Templar, Next / Prev Talent
- Veteran sorting preference remembered
- Adjusted benefits of Wrathful Defense 4-7
- Fixed bug where Righteous Embrace was not Stacking Buffs on 4+ Kills
- Fixed bug where Stacking Buffs were effected by Ordnance
- Fixed bug with Tact Point defenses killing enemy bosses

Update #52: Patches + Neptune & Grenade Balance



This week's update sees some bug patches as well as some improved balance for Neptune and Grenades.

First, last week we fixed some issues with the Stratos Elevator Complex, but we also introduced a new bug that could get you stuck if you attempted to switch the elevator switches in a certain manner. If you're stuck, you need to install this update, end one turn in Stratos, and then try again on the next turn and you'll be all set.

Second, we've added new Gear Level 1 gear for Neptunes (and Hydras, Paladins) that adds +20 Max Heat to give Neptunes a nice Heat bonus out of the gate. On top of that, we've reduced the high end of the penalties around the Full-Vent Talent, keeping the -Move penalty to -2 and reducing the -Deflection penalty as well.

For a long time, the maximum number of targets hit by a Grenade was defined by your Grenades skill. This wasn't intentional, and it is now fixed. When a Grenade is thrown, any number of targets under the AoE template can be hit. As always, every target gets an Accuracy roll.

v2.4.19 - 9/27/2016
- Added new Thermal Enclosure gear for Neptunes: Gear Level 1 adds +20 Max Heat
- Reduced penalties from higher level Neptune's Full-Vent Buff
- Max targets by grenade attacks is no longer limited by Grenade Skill
- Fixed animation issues with Dual Axes + Grenades
- Fixed bugs in Stratos Elevator Complex victory conditions
- Fixed map and dialog bugs