Patch notes

Everything that changed in Conquest Rush, newest first.

Latest

Version 1.3 Bosses, a royal makeover and a map to scroll

Highlights

  • Five bosses on Veteran and Warlord, each with a dramatic entrance.
  • A new Royal Campaign look, with a new logo.
  • Fewer but stronger units, and reworked turrets.
  • A campaign map you can open and scroll at any time.
  • 2x speed, and a feedback form right inside the game.

New

  • Bosses. On Veteran and Warlord, the last base of every age and the capital are guarded. When the enemy base drops to half health, it seals itself, the ground rumbles and a boss makes its entrance: the Bull King, Jarl Stormhammer, the Oni General, the Iron Behemoth and Titan Prime. Beat the boss to take the base.
  • Read the signs. Every big boss move is telegraphed with a red marker on the ground, and a well-timed special can interrupt the scariest ones. On Warlord, each boss changes at half health and learns a new move.
  • Jarl's Stormcall. The Jarl raises his hammer, storm clouds gather and lightning strikes your biggest groups. Hit him with a special during the raise to stop it.
  • The Oni's underworld army. Oni Ashigaru claw their way up out of glowing rifts, and on Warlord an Oni Brute with a giant club bursts from the ground.
  • Boss teasers. Veteran and Warlord show five dark silhouettes, and the campaign map marks every boss base with a medallion that stays a mystery until you meet its boss.
  • Six boss achievements, one per boss and one for beating them all, also in Google Play Games (Google Play version).
  • The Royal Campaign look. A new logo and app icon, painted buttons, ribbons and wax seals, parchment panels and new Victory and Defeat screens.
  • Scrollable campaign map. Tap Map on the Conquest Tree or in the pause menu to see the whole road, the bosses ahead and the bases you've taken.
  • 2x speed. A speed button under the pause button. Boss entrances and your first tutorial fight always play at normal speed.
  • Feedback form. Tell us what you think from the main menu or the pause menu, without leaving the game. The Google Play version sends it straight to us; the itch.io version opens your email app with the message filled in.
  • Unlock a next-age unit (Google Play version). In the Conquest Tree, watch an optional ad to unlock one unit from the next age for the rest of the run, at its normal price. Once per age.
  • Cloud save (Google Play version). Signed in to Google Play Games? Your progress is kept in your Play Games account, so a reinstall or a new phone picks up where you left off.
  • Reset game data. Start completely fresh from Settings (hold the button to confirm). This also clears your cloud save; achievements already in Google Play Games stay there.
  • What's new popup. After an update, the game shows what changed and links to these notes. A newly unlocked difficulty now gets a proper reveal, with a NEW ribbon in the difficulty picker.
  • Run progress. Each fight starts with a "Base X / 15" chip next to your difficulty tier.

Changes

  • Fewer but stronger units. Units on both sides cost twice as much, have twice the health and hit twice as hard, and take a little longer to train, so the battlefield is less crowded and every unit counts. Specials hit harder to match.
  • Turrets reworked. Turrets now support your army instead of replacing it. Each line has a job: rapid turrets shred infantry, siege turrets reach across the whole lane and hit heavies hard, and area turrets break up crowds. Turret kills hold off the War Drums for a moment, but drummed-up enemies shrug off more turret fire. Refit an older turret to the new age for the price difference, and turret research is cheaper.
  • Enemy assaults. The enemy now gathers its troops and sends them in waves, so keep something back.
  • Smoother tutorial. The interactive tutorial from v1.2.1 now waits for your tap, the spotlight glides between steps, and prompts you ignore stop after two fights.
  • Easier to read. A contrast pass over unit cards, the War Drums meter and disabled buttons, and clearer Conquest Tree states: owned, ready to buy, too expensive and locked. The XP counter in the tree is bigger.
  • New animated ninjas for the Ninja Smoke special.
  • New backgrounds. Painterly, billowing smoke in every age, and a repainted Atomic Age with more depth and a glowing skyline.
  • The Moonbreaker crouches to walk through its gate.
  • The Conquest Tree says "Research lasts the whole run" once, instead of on every upgrade.
  • Achievements: Endless Ranks now asks for 500 units, and Overkill for 5 enemies with one special.
  • War Chest retune. Royal patron now pays 50% more XP when you open a new age (it was double). Moonbreaker plans now need three unit lines at the Atomic Age and cost half the XP and half the gold, one Moonbreaker per fight. Soldier is a little easier while your War Chest is still small, and the Bull King has a bit less health on Veteran.
  • Every difficulty tier was rebalanced for the new units, turrets and bosses.

Fixes

  • On some phones, the Conquest Tree could show up black or off-centre.
  • Mortar shells, dynamite, rockets and javelins now deal their damage when they land, and heavy turret shots have an impact sound.
  • Save safety. Your profile from every earlier version carries over (medals, War Chest, achievements, difficulty tiers). Because the rules changed so much, a run in progress from an older version ends with the update and pays the medals it had earned. Saves are written safely so closing the app mid-save can't wipe them, and a damaged save is kept instead of overwritten.

Version 1.2.1 Learn by playing, a campaign map and angrier drums

Highlights

  • An interactive tutorial instead of walls of text.
  • A campaign map at the start of every fight.
  • A War Drums meter that gets angrier as the enemy grows stronger.
  • Full-screen play on tablets and foldables.

New

  • Interactive tutorial. Learn by doing: unlock the War Council, train your first unit, build a turret and fire your special. The enemy waits until your first soldier marches out. Skip it any time, or replay it from Settings.
  • Campaign map. A map scroll shows your progress at the start of each fight, then lifts away. It changes with every age.
  • War Drums meter. One drum that goes from calm to cracked to on fire as the enemy grows stronger, with a bar from yellow to red and a thump on every escalation.
  • War Chest button on the victory and defeat screens, so you can spend your medals right away.
  • Tablets and foldables. The game fills the whole screen at any shape, with no black bars, even when you unfold mid-fight.
  • Google Play Games achievements (Google Play version).

Changes

  • Rounded screen corners and camera cutouts no longer cover the gold counter or the pause button.
  • Sell a turret with a small "Sell" tag beside it.
  • Popups that don't need a close button no longer have one.
  • New bow and arrow volley sounds.

Fixes

  • The War Drums bar stays inside its frame.
  • Flags, plumes and feathers on some units, like the chariot horse and the battle turtle, are no longer cut off at the top.

Version 1.2 War drums with teeth, a bigger tree and turrets that hit on impact

Highlights

  • War Drums that end stalemates.
  • Crumbling enemy walls below 40% health.
  • A Conquest Tree that's easier to use, with a big details panel.
  • A new main menu.

New

  • War Drums with teeth. Every beat makes the enemy tougher and stronger, but it sends fewer, better units, painted in red war paint. Stalemates now end within a minute or two.
  • War horn and drums. A horn when the drums start, and a heavy beat each time they grow louder.
  • Crumbling walls. Below 40% health, an enemy base's towers go silent and its reinforcements dwindle.
  • New main menu with big Upgrades and Achievements buttons, and Settings behind a corner cog.
  • Optional rewarded ads (Google Play version): a Second Chance when your base falls, or +50% medals after a run. An ad only plays when you tap for one.

Changes

  • Captured bases start at full health. Bulwark, Bastion and Ramparts now add max health to every base you hold.
  • Turret and archer damage lands on impact, not when the shot is fired.
  • The Conquest Tree opens zoomed in on what you can buy. Tap a hex for a bigger details panel with a Buy button, and the descriptions now explain what new units and turrets do.
  • Bigger gold, XP and War Drums readouts.
  • The 15-base progress track only shows when you move on to the next fight.
  • Hints and tutorial popups fade by themselves or when you do what they ask. No more "Got it" buttons.
  • Tap outside the turret menu to close it.
  • Every difficulty tier was rebalanced.

Version 1.1 Difficulty tiers, achievements and no retreat

Highlights

  • Four difficulty tiers, from Recruit to Warlord.
  • 24 achievements that pay medals.
  • One run, no retreat: lose your front base and the run is over.

New

  • Difficulty tiers. Recruit, Soldier, Veteran and Warlord. Recruit and Soldier are open from the start; win a run to unlock the next tier. Harder tiers pay more medals, up to double on Warlord. The main menu shows a crown for every tier you've won.
  • 24 achievements for progress, skill, collecting and fun, each with a badge and a medal reward. Two are hidden.
  • War Drums. After two to three minutes of fighting, the enemy grows stronger every 30 seconds. A meter shows how angry they are.
  • Second Chance. A new War Chest upgrade, once per run: when your base falls, it's rebuilt to half health, the attack is cleared and the fight goes on. Not on Warlord.

Changes

  • No retreat. Losing your front base ends the run.
  • The repair button shows how much health it restores, and only works when you can afford it.
  • The War Chest costs a bit more to match the extra medals, and the game was rebalanced for the new rules.
  • The Android app has a new app ID, the same one the Google Play version uses. It installs next to v1.0.1 or older instead of over it, and old progress doesn't carry over. Later updates install over v1.1.

Version 1.0.1 Playtest fixes

Highlights

  • Turrets move with you to your new front tower.
  • A Conquest Tree that only shows what you can reach.
  • Tighter gold and a steadier climb in difficulty.

New

  • The training queue shows each unit's progress.
  • XP has a new icon: a star in a laurel wreath.

Changes

  • Turrets move with you to your new front tower when you capture or lose a base. If the tower has fewer floors, the most valuable turrets stay and the rest are sold.
  • Specials no longer wipe out units from later ages in one go. They still clear their own age, and the Bronze stampede only partly hurts Viking units.
  • Difficulty rises through the run: enemies get stronger each age, later bases have more health and the enemy starts fights with some troops. The second base is a little easier.
  • Gold is tighter: later-age kills pay a bit less, and less gold carries over between bases.
  • The Conquest Tree only shows upgrades you can reach. The next steps show as dark silhouettes, and later ages stay hidden until you get close.
  • Upgrades last the whole run, and the cards say so. Bronze perks keep working in the Viking Age and beyond.
  • Continue is now the big button on the main menu, and a new run asks you to confirm.
  • Green buttons have lighter, easier-to-read text, and the repair price shows a gold coin.
  • A softer sound for the early rapid turrets, and all turret sounds sit below the music.

Fixes

  • Thick walls and Citadel no longer lower your health bar as if you took damage. The extra health is yours straight away.
  • The turret menu unlocks as soon as you have enough gold, even if it was already open.

Version 1.0 Wide screens, the War Chest and a smarter enemy

Highlights

  • Fits every phone, including very wide screens.
  • The War Chest, with 18 permanent upgrades.
  • An enemy that adapts to your army.

New

  • Wide-screen support for the battlefield, the HUD and the Conquest Tree, including the Galaxy Z Fold cover screen.
  • The War Chest with 18 permanent upgrades. Runs start harder, so the medals you earn matter more.
  • A smarter enemy that watches what you send and counters it.
  • A new app icon.
  • Weapon icons in the build queue and the Conquest Tree.

Changes

  • Bigger buttons and text, and a centred pause button.
  • Base health is now a channel built into each fortress wall instead of a floating bar.
  • After a capture or push-back, the camera pans along the front before the Conquest Tree fades in. Research now happens only between fights.
  • The Moonbreaker is now a four-legged walker.
  • Better unit proportions and animation: archers draw their strings, katanas are held properly, and walking and galloping are smoother.
  • Livelier turrets: Tesla arcs crackle, the log roller rolls its next log, missile pods reload and gatling barrels spin.
  • The bull stampede and the runaway cart now hit the units they run over.
  • Balance: gold carried between bases is capped per age and a push-back costs half of it, capture rewards shrink slowly when a fight drags on, enemy ages follow the gates you've opened, and gold and diamond income is lower.

Fixes

  • On very wide phones, the battlefield and the Conquest Tree now fill the whole screen.

Version 0.9 The first public demo

Highlights

  • The whole march, from the Bronze Age to the Atomic Age.
  • 15 bases across 5 ages.
  • Hand-painted art and an orchestral soundtrack.

New

  • 15 bases across 5 ages: Bronze, Viking, Samurai, Steam and Atomic, each with its own units, turrets, fortresses, battlefield and music.
  • The Conquest Tree. One radial skill tree for your whole army. Each age adds an upgrade per line and a choice of two perks, and you only get one.
  • Turret towers that grow a floor per slot. Turrets aim, fire their stored ammo and reload. Tap one to sell it.
  • One special per age: a bull stampede, a longship raid, ninja smoke, a runaway mine cart and an EMP blast.
  • War Chest. Medals from every run buy permanent upgrades.
  • A guided tutorial in your first fight.
  • Hand-painted art and an orchestral soundtrack with a theme for every age.

Thanks for playing from the very start!

Tell us what you think

Found a bug, or does a run feel too easy or too hard? Email support@clntstudios.com or see Support. Many of these changes started with a player's note.