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Genre: Role-playing (RPG), Strategy, Adventure, Indie

Undead Horde

Version 0.9.1.1 live with Chinese Localization!



Great news to all our Chinese customers: The first version of Chinese localization is now live.

Important: The language must be selected from Steam game properties if it is not automatically selected for you. We are considering an in-game option as well, but the current version must be configured from Steam game properties.

As usual, send us feedback regarding the localization if you find any errors or such. Have fun playing!

Version 0.9.1.0 with Chapter IV Now Available!



Chapter IV in version 0.9.1.0 is now available in default branch. The beta has been running for a few days and it seems to be stable so we've moved this into the default slot.

Release notes already in beta announcement: https://steamcommunity.com/games/790850/announcements/detail/1780519275930151556

Version 0.9.1.0 in Beta!



Version 0.9.1.0 is in Beta. Chapter IV is also open there. So if you're eager to play the fourth chapter you can do so now in beta. We will move this into default after some more testing.

Bear in mind you may encounter bugs. We recommend backing up your saves before playing betas ( c:/users//appdata/roaming/10tons/UndeadHorde/Saves). Beta instructions: https://steamcommunity.com/app/790850/discussions/0/1837937637904364275/


  • Opened Chapter 4 for players
  • Disabled embalming skull from game since it was OP both in paper and in feedback
  • New item: Ring of Devouring
  • consume nearby random corpse to heal most damaged unit
  • Circular bonewall bug fix
  • Added new summoning statues for wasteland heroes
  • Added unique bear hero to hunter's outpost
  • Made some preliminary guesses for hero slot and summoning costs.
  • Nerfed unit attack speed affix a bit
  • Goodhelper is now Benevictor
  • Level up card particle fx replaced with some card anims
  • Gendry quest: skippable dialogue
  • Cancel hover if inventory use button is held down, not just on down event
  • Proper alpha for necro arrow
  • Increased mana/gold magnetism speed
  • Added less intrusive hit sfx for paladins and templars
  • Fixed wolf animation speed scaling
  • Added new riverbank tiles to citadel stages
  • Added a tougher guardian for barb stronghold treasure
  • Small visual fixes to desert-02 and desert-puzzle-dungeon
  • Fixed some cases where walls covering secret passages didn't get deleted properly
  • Adjusted necro hover fx
  • Prevented player being able to run out of the exit marker in secret passage
  • Added hover trail
  • Always allow hovering in crypt
  • Cleric enclave foliage optimized
  • Moved desert dungeon entrance markers closer to the doorway
  • Fixed bug in bene's temple
  • Giant loot table fix
  • Added colorable cast beams
  • Some ui changes regarding text placement and such
  • Typo fixes

0.9.0.9 "¡A nigromar!"



Changelist:

  • 1st version of spanish localization Send us feedback! (Please note there are some missing strings)
  • Added a short sidequest to Orok's Lair
  • Added missing foliage to wasteland levels
  • New main menu & startup loading systems
  • Added fireball watchtower model (only in Citadel, not yet open)
  • Added custom loot table to giants for better drops
  • Necro hover does not stop if player stops moving
  • Drawing an arrow instead of sector for player
  • Items are given power words like fine, great, superior according to their power level compared to level requirement
  • Item power distribution randoms were tweaked a bit, now there's a chance for even more powerful item drops
  • Shops have more powerful items in general now
  • Some new affix icons
  • Player arrow gfx
  • Some typo fixes
  • Moved Orok's Lair entrance to Decrepit Tunnel
  • Some secret switches in Desert and Wasteland dungeons are now easier to spot
  • Chickenify targets enemy which fits into budget and has most max hp
  • More massive corpse explosion
  • Added more generic "no targets in range" text when no targets are found for corpsplosion or chickenify
  • New water textures
  • Removed grunt sounds when necro taking eot damage (poison/fire)
  • Block necro hover @ dialogue
  • New item naming system with a formatting string
  • If random chance is 0, the affixed item won't be in the shop
  • Rebalanced Chicken Amulet
  • Fixed a locked gate in Decrepit Tunnel being openable by merely using it
  • Improved haste effect
  • Scaled down catacomb sarcofagi a bit, nerfed the giant village in desert
  • Removed bear spawner near Greene in forest 2 as it was causing problems
  • Fixed a couple of bugs in levels
  • Adjusted loot so that hidden and gold chest do not yield so much rare items
  • Dagger can have more affixes which should reduce the amount of similar daggers
  • Added loot table for hidden chests which spawns less items
  • Floored the probability increase skewing to avoid easily duplicating 1 rare to 2 chance at some points - the levels now add a bit less rarity

0.9.0.7 - Introducing Necro Hover!



Prepare for necro hover - the revolutionary automatic system which shortens travel times! Here's the changelist for the latest update.


  • Necrohover: The necromancer speeds up a lot when traveling. The necrohover is stopped when the player or the horde is attacked or the player
  • Persistency for raised hero units - hero units are saved on exit so that you'll lose them only when they're killed or the necro is killed.
    starts to interact with any objects.
  • Fixed multi-gamepad usage @ worldmap & inventory
  • Bribe system: Bribes increase item function levels now in shops
  • Axes, clubs and other slower than dagger weapons were given a bit more power
  • Affixes get more powerful as item levels grow
  • Bribing shops will now increase chances for rarer items
  • Leveling shops will also increase the rarities a bit
  • Loot gets a bit better as the game progresses
  • Typo fixes
  • Exit areas are now drawn in game
  • Faster cleric healing
  • Improved double click logic @ inventory
  • Added support unit (cleric & goblin shaman) magic power improving affix
  • Benevolix's Temple recreated to be more like a temple
  • Scalable warning areas
  • AOE target selection should be better and correspond with the warning areas better
  • AOE ranges updated
  • Fireball tower added (only in Citadel area, not yet open for public)
  • Cache undeadify music
  • Lowered mana cost of chickenify
  • Dynamic help texts in tutorial level
  • Fixed tooltip bugs when changing controllers / reconfiguring keys
  • Replaced desert humans units with small numbers of knights
  • Added Orok lair and some wasteland level changes
  • Optimized some hud drawing
  • Fixed command ring draw bug when screen filters off
  • Scrooge McDead achievement: gain a million -> gain 600k
  • Goodhelper has some reasonable slot size

What We're Working On

Here's our current list. Hopefully we have the next update early next week. Maybe tuesday or wednesday - we'll see.


  • Shop improvements - the shops should offer better stuff!
  • Loot improvements - the loot quality and power should increase more with progress
  • Movement speed - a kind of autorun we currently call "necrohover".
  • Controller improvements - a bunch of bug fixes regarding some reported gamepad issue
  • More content - new chapters are under constructions. Not sure yet when we can open chapter 4 but hopefully within two weeks.
  • NG+ - we have a preliminary version, but it needs more developer testing and iteration.


Additionally we're working on numerous smaller fixes and improvements along the way.

Version 0.9.0.6


Here's the change list for version 0.9.0.6.

A great portion of these changes were done according to your feedback so thank you for helping us improve the game!

  • Three new spells: Despair, Bone Nova and Bone Star (Despair should be available on level 6, Bone Star is level 8 and Nova in upcoming content)
  • Added anti-nausea camera option
  • Added melee damage increase affixes (human, orc, animal)
  • Remaining secrets now shown on worldmap per tile
  • Yellow crystal search now a bit more guided
  • Fixed some rare startup problems on Windows 7
  • Extended Grumbznik quest line all the way up to picking up the crystal
  • Changed a couple of quest related announcements to white (less noisy colors, connects better with the white quest list)
  • Ranged and support units are drawn with a different color on the command ring
  • Mostly hidden XP numbers behind the hud not drawn anymore
  • Selling items with gamepad hold-key delay: 1s -> 0.5s
  • More HP for cleric
  • Opened up some affixes to more item types
  • Slight damage increase for scythe
  • Mine reset takes now 4 seconds instead of 2.5
  • Mine damage & trigger ranges more exact
  • Lowered chicken base damage
  • Added tutorial for mines
  • Fixed command ring drawing bug with different unit slot size scalings
  • Added quest level to worldmap active quest info
  • Added some under construction markers in Catacomb I
  • Catacomb I crystal chest now more visible
  • Ring of Flames can appear in shops again
  • Slight improvement in shop shuffling
  • Pricier higher level flaming rings
  • Fixed some useable indicator unset colours
  • Nudged Commander down a little in Crypt, so info "i" doesn't go inside pillar
  • Added missing floor tiles to Crypt
  • Added missing floor tile to first catacomb level
  • Fixed bug with Conquer Desert achievement
  • Caching command toggle direction trigger
  • Cleaned up voiceovers, replaced some takes
  • Marginal performance improvement @ unit targeting
  • Less aggressive prioritization of support units for enemies

Your Feedback in Action - Top Issues Revealed!



We've gotten a lot of feedback from the forums and from the game feedback form as well. In general people seem to like the game a lot and the game is perceived as "fun" by most of the people: The fun factor from 1-5 is around 4.5 on average! Thank you!

We're happy that people like the game, but as developers we're mostly interested about the problems players report. Here's a list of top issues reported by the players so far. These are grouped into larger themes so that we can observe the bigger picture.

Note that, we're also reacting to dozens of smaller items and individual issues. These themes are mentioned here because they have repeated the most in the feedback.

Walking Times and Run Button



A lot of players wanted a run button or shorter walk times. We worked on this issue around the design table and came up with a "necrohover"-system. The system will allow faster movement outside combat. Basically the necromancer starts levitating after traveling uninterrupted for some time. Doing other stuff than traveling or being attacked will interrupt the levitation. We're yet to test this, but on paper it looks promising.

Shop Selection Lacking



Some players found the shop items lacking or undesirable. The shop systems need some improvement. The current system is very simple and usually doesn't produce desirable items. We are working on improving the shops so that you can "bribe" the merchants to shuffle AND improve the item quality. We'll also increase base item quality. This allows players more control over the shop contents and more desirable items.

Inventory Too Small & No Stash in Crypt



Some players feel that inventory is too small. We'll be adding at least one row more of inventory which should help with the issue. Some players would want a stash of some kind. We're not certain about the stash details yet, but we're thinking about it.

Lack of Horde Control or Minions Stuck



This aspect garnered a bunch of comments. Some wanted to pinpoint targets for the horde or control them more individually. Others commented that minions get stuck in places.

We'll try to address the minions getting stuck issue as well as we can. There's still room for improvement on that front.

In general we want to keep the horde controls simple and straightforward so that the game doesn't become an RTS and stays playable on gamepads as well. This means we won't be doing massive changes on horde control as it would result in some very different game. That said, we'll keep working on the unit AI to make it as fun as possible. Please report to us any cases where the horde does something which frustrates you - we might be able to tweak it so that it doesn't do that.

Too Few Weapons or Spells



Some players felt there should be more weapons and spells. We'll be adding more spells and affixes as we go so this area will improve as we develop. We'll also improve the damage of slower weapons to differentiate them and tweak the affix systems so that players would get more interesting weapons.

Too Few Minions



Some players wanted more minions - a bigger army simply. We're doing our best, but to keep the game working on low-end or mid-tier setups, we have some limitations. We're probably unable to increase counts since low-end machines need to switch off details already. Vastly different counts lead to different games, so we need to have some kind of compromise.

Hero Visuals Customization



This would be awesome to have, but it's a massive feature needing a lot of art and programming. It would probably take most of our time for 1-2 months. We'll try to focus on things we can change the most instead.

Controls



There were some mentions of controls in general and some went to detail about the melee targeting. We found something to be improved in melee targeting at least.

The sector symbol in the game is a bit misleading, since you usually hit one target which is closest to the middle of the sector. We'll be removing the sector indicator and replacing it with some other directional indicator which is clearer. This also helps with the reported minor issue of somewhat unclear necromancer orientation.

Game Not Ready



Rest assured - we're working hard to make it ready :)

Thanks for reading this far! Here's a sneak peek into the change list of the next update which could be out tomorrow:

  • Added tutorial for mines
  • Added 4 more inventory slots
  • Fixed command ring drawing bug with different unit slot size scalings
  • Added quest level to worldmap active quest info
  • Three new abilities: Despair, Bone Nova and Bone Star
  • Added some under construction markers in Catacomb I
  • Catacomb I crystal chest now more visible
  • Ring of flames can appear in shops again
  • Slight improvement in shop shuffling
  • Pricier higher level flaming rings
  • Fixed some useable indicator unset colours
  • Nudged Commander down a little in Crypt, so info "i" doesn't go inside pillar
  • Added missing floor tiles to Crypt
  • Added missing floor tile to first catacomb level
  • Fixed bug with Conquer Desert achievement
  • Remaining secrets now shown on worldmap per tile

Version 0.9.0.5


Changes & Bug fixes:

  • Decreased Arcane Wall damage a bit
  • Increased Arcane Flaming Arrows damage a bit
  • Unified unit/building hpbar, name etc. draw positions
  • Get appropriate XP from chickenify
  • Copy unit loot config to new chicken on chickenify
  • Moved Goodhelper @ desert, so he can't be killed while talking to Dr.Y Bones
  • Removed LIVING class from treant, so it can't be chickenified (or vampire/manasuck)
  • Steam cloud should work - the quota was too small previously at 10kb, now it is up to around a megabyte

Undead Horde Early Access Out + Latest Info



Welcome to Undead Horde Early access!

Here's an info package which probably answers some early access questions.

Roadmap: https://steamcommunity.com/app/790850/discussions/0/1837937637881971190/

Videos: https://steamcommunity.com/app/790850/discussions/0/1842440600622603012/

We've received some questions of pricing plans so here are some answers. The Early Access base price is $14.99/14.99EUR with regional differences. During early access launch week there's a 10% discount.

There's also a small loyalty bonus: If you own any one of TvsL, JYDGE, Time Recoil, Neon Chrome or Crimsonland - you'll get an additional 10% off from the EA price so it should show you -20% total at the moment.

In full launch the price will increase. The amount of increase is still open, but there'll be an increase.

❕ Keep your game updated - we will probably issue a lot of hot fixes during the first few days to fix any major issues the players report quickly.

Have fun playing - you can reach us on the forums or on the official Discord: https://discord.gg/ECYEyCt