Season 1: Errata & Update (Finalized)

Errata & Competitive Season 1 Extension

With valuable gameplay feedback from Guild Masters and the wider community, we have finalized the latest Errata update.

Many of you will be glad to hear that one of the most notable changes is the removal of Impede I from ranged attacks.

As a result, Competitive Season 1 has been extended until July 1.

We concluded that the 2026 Errata arrived too close to the original end of Season 1 to gather sufficient data and provide a fully polished, balanced, competitive environment for its final phase.

This extension allows both players and us to evaluate better the impact of the changes and the overall competitive balance.

Looking ahead, Season 2 will also introduce a light rebalance of selected models, and of course, a new selection of competitive Quests.

Our goal is to collect at least three months of data with the updated version of the game before making further adjustments, and this extension gives us exactly that.

You can see the full finalized Errata here: Errata (APR 2026)
And you can read the developer commentary here: Errata Finalized - Developer Commentary (APR 2026)

Let's now continue to some interesting, detailed insights into game balance and tournament statistics.

Tournament Statistics

Since the beginning of the first competitive season in May 2025, a total of 44 official tournaments have been played and reported on the Longshanks tournament and event organizer platform. We are extremely proud and grateful to everyone who participated in these events. We consider this number alone a major success for the first year of organized play.

Across those 44 tournaments, we recorded 403 official competitive games, giving us a substantial amount of data to analyze. This also provides valuable insight into faction win rates.

As of April 2026, all factions except the Adventurers’ Guild and Goblins have surpassed 100 competitive games. Among those factions, only one falls outside the “golden standard” win rate range of 45%–55% - the Oni Clans, currently sitting at 59%.

However, a closer look shows that this win rate is gradually trending downward as players learn how to counter the Oni’s unique playstyle.

In second place, we have the Coalition of Thenion. The Coalition began the season slowly, lingering around a 43% win rate for quite some time. In recent months, however, the cunning Thenrin have climbed from fourth to second place, stabilizing at a healthy 50% win rate - perhaps aided in part by their new reinforcements.

Close behind is the Helian League, which, true to its disciplined nature, has maintained a steady performance throughout the season, holding a 49% win rate.

In fourth place sits the Empire of Soga at 47%. Mid-season, the Empire dominated the leaderboards, but has since been pushed back - likely in part due to the rise of the Oni in the North. These incursions have clearly taken their toll on Imperial forces.

Just behind, in fifth place, are the Sand Kingdoms, also at 47%. This faction is somewhat difficult to evaluate. Due to the complexity of magic, their overall win rate is lower, yet they frequently appear in top-three tournament placements. It will be interesting to see how upcoming reinforcements affect their standing.

Last but not least are the Goblin Wartribes, currently at 47%, with around 60 ranked games played. With their win rate trending upward, it is still too early to determine their long-term position.

These leaderboards provide an excellent snapshot of competitive balance. They show that the game is healthy, with strong faction-to-faction balance overall. Increasing win rates across factions also indicate that players are continuously discovering new strategies and combinations.

That said, we will not become complacent. We will continue monitoring gameplay closely to keep it fresh and engaging. Win rates are only one of many metrics we use when making balance decisions, but they remain a valuable data point.

Quest Statistics

Finally, let’s take a look at the quests played throughout the season.

The distribution is generally even, with one clear outlier: Supply Run, which saw only 25 games played. This is likely due to the additional logistical demands it places on event organizers, as it requires two Tier III Hostiles on the field.

Despite this, feedback on the quest itself has been largely positive, with the main concern being the added setup effort.

Most other quests are relatively close in popularity. Secure the Artifact appears less frequently, which aligns with feedback suggesting it is one of the less balanced scenarios. At the top, we see Magic Stones and Awaiting Reinforcements, both highly popular missions that offer unique and engaging ways to score victory points.

Looking Ahead

Overall, the data we’ve gathered — combined with your feedback — shows that the game is in a strong position.

We’ve also gained valuable insight into what players enjoy and where improvements can be made, allowing us to continue refining the experience.

We would like to give special thanks to our Portuguese, Polish, and Spanish communities for their incredible dedication and the many events they have organized. Your support is instrumental in helping the game grow.

Good luck with the final stretch of the season!