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Realm Arena
Muster a squad of Knights, Archers, Mages, Clerics and more in secret, buy them items, then fight for the centre of a ruined fort one action at a time β climbing towers for the high ground, putting your fighters on watch to shoot whoever moves into sight, and setting each other alight. Two players duel; three or four fight a free-for-all on a fort of their own, with fog of war if the host wants it. Your characters earn mastery as they fight and unlock new ways to play.
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Kingdom Builder prototype
Explore your generated world map, found more settlements at open sites, and move between your towns as wood, stone and iron arrive each hour.
ποΈ
Race Cars
Pick a gear, roll its die, and find out whether the corner will take it. The roll lands before you choose where to put the car, so a turn is a bet on a range rather than on a number β and tyres, brakes and gearbox never refill, so the three of them are one budget for the whole race. Three circuits, a Sprint or a two-lap Grand Prix, two to six drivers, optional oil spills, and a slipstream that only ever helps the car behind.
Banned Islet
Dice Cities: the Docks expansion
Fires Out!
Outbreak
Train Time
Enhancements
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Realm Arena: Hold Out for a team of four
Four of you can now fight Hold Out together, on the Sacked Fort or the Sunken Village: a quarter of the middle each, four warbands closing in from the edges, and the same four waves over 13 rounds. Hold the Centre and the gate forts still seat up to three.
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Realm Arena: line of sight depends on the angle
Height now decides what you can see over. From higher ground you see over a wall to anyone standing back from it, but not to someone pressed close behind it, and the edge of a rise or a tower's parapet hides the ground just below. The Sunken Village's hedges now stand a full height, so they can be burned away but not climbed through. Battles already under way keep their original rules.
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Realm Arena: a new Hold Out battlefield, the Sunken Village
For a team of three: hold a village green sunk below hedges, lanes and roofless cottages that hide the enemy until it's close, so archers can't pick you off from across the map. Nobody sees through a hedge, but anyone can push through one, and a fireball burns it away.
Quicker when you come back to the app
Realm Arena: clearer battle details
Realm Arena: new abilities for the Realm
Realm Arena's scoreboard shows your allies' full squad and HP
Realm Arena: take turns in blocks against the computer
Realm Arena is now in 3D
Realm Arena: choose your faction β the Realm, the Swarm or the Miners
Bug fixes
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Completed tutorials stay dismissed
Realm Arena and the other games now remember when you finish or skip their tutorial even if saving your progress fails. You can still take the tour again from the game menu.
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Realm Arena's Hold Out warbands come for you
The computer's warbands in Hold Out could hang back two squares from your characters and never step in, or β in fog of war β march to the keep and wait there all battle while you held an edge it couldn't see, each wave piling in beside the last. They now close in and attack, trading their own fighters freely since every wave replaces them, and when they've lost track of you they go looking where your squads deployed instead of standing about.
Results bar charts keep every bar on the same baseline
On a game's results page, a bar whose name was too long for one line β Realm Arena's Man-at-arms, say β wrapped its label and stood its bar up above the others, so it looked taller or shorter than it was. Every bar now starts from the same line, with the names sitting underneath.
Realm Arena's setup screen shows how big each difficulty's warbands are
Coming back home starts you at the top of the page
Realm Arena's battle plays back steadily, one action at a time
Realm Arena's map pinches smoothly again
Realm Arena's fog of war covers the log, the recap and the review
Taking back several moves in a row clears them all from the recap
Boards zoom onto the action from where you were looking