Battle Brothers is a challenging turn based strategy RPG mix for PC, Mac and Linux. The gameplay is inspired by such classics as X-com: UFO Defense and Jagged Alliance. It is being developed by Overhype Studios and is entering Early Access on April 27th 2015.
You take on the role of a leader of a band of mercenaries and adventurers on the hunt for treasure, fame and legendary artifacts. As you journey onwards, an epic scale invasion unfolds that leaves nothing but burning rubble in its wake. You and your Battle Brothers emerge as the people’s last hope to unravel the source of the invasion and strike at its heart. Will you turn out to be an able commander using cunning tactical outfits to emerge victorious, or will you fail miserably sending your men into a futile bloodbath? It is up to you, but be careful – every decision matters.

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Roadmap to the finish line!

Battle Brothers has come a long way since it entered Early Access over a year ago, in April of 2015. Every update has brought it a step closer towards being a finished game - and there’s still a few more steps to take. Read on to learn what changes and additions are yet to come!

What’s still to come?

With the perk & injury update live and stable, we’ll now start working on the last big update to the game before it leaves Early Access. This is going to be the second-biggest update after the big worldmap update earlier this year and will take us several months to complete.

Here’s the list of major points we’ll be working on:

  • Three different ‘Greater Evil’ end game crises for you to get involved in - a war between noble houses, a greenskin invasion and an undead invasion. Each will come with its own set of contracts, events and changes to the world.
  • An overarching goal to work towards throughout your campaign, and the ability to retire at any point to receive an illustrated ending screen telling of your accomplishments.
  • A more lively and dynamic world, with more opportunities for you to shape it, and more relation between what is going on in the world and contracts on offer.
  • A memorial wall screen where your fallen Battle Brothers are listed with their deeds.
  • An overhaul of the mood and desertion mechanics on the worldmap.
  • An overhaul of the undead faction with new visuals and lore, unique lootable weapons and armor, and the introduction of new enemy types with their own fighting style.
  • An overhaul of ghouls as independent beasts that are more interesting and challenging to fight.
  • More contracts and events to change things up.
  • Various improvements to usability in both combat and on the worldmap.
  • Steam achievements.

Not included in that list are the countless smaller additions and improvements we'll be doing along the way. As usual, all the major points and most of the minor ones will be explained in detail in future dev blogs as we go along, so you’ll always know what we’re working on and why.


This big update, once published, will then be followed by a couple of smaller updates for balancing, bug fixing and further improvements based on your feedback until the game is ready to be released.

So does that mean…?

It means that Battle Brothers will not be released in 2016. We’re looking at a release in early 2017 and you’ll be the first to know once we have a set date - most likely to happen when the last big update is live. It’s important to us that the finished game feels complete, polished and well worth its price, so we’ll take the time necessary to ensure just that and won’t rush anything.

It also means that some features that were considered at one point in development or another have been cut and will not make it into the game for now. While some concepts simply won’t fit anymore with how the game has evolved, others would still be cool to have but also require a lot of time to do right. Time that we then couldn’t spend working on other things. Game development is often about hard choices and setting priorities - what feature best to spend our limited time on? What feature will benefit the game the most? Our choices on what’s most important are reflected in the list above. If ever there is an expansion to Battle Brothers, we may revisit some of the concepts that didn't make it into the game at first.


Also, the game has been updated

That’s right. The game has just been updated to version with a new contract, balancing changes, a multitude of AI improvements and a couple of bug fixes. Find the changelog below.

  • Added new 'Defend Settlement' contract type.
  • Added '-nosound' command line parameter to start the game without any sound or music.
  • Changed loot in lootscreen to be sorted by type.
  • Changed amount of ammunition and medicinal supplies dropped by enemies as loot to be lower.
  • Changed 'Spear Mastery' perk to have spearwalls inflict full thrusting damage on a hit, and no longer give a bonus to hitchance.
  • Changed mechanics and cost of 'Rally the Troops' skill to better synergize with everyone's resolve, as well as the 'Sergeant' perk.
  • Changed 'First Aid' and 'Drink Antidote' skills to be usable only when bleeding or poisoned, respectively.
  • Changed AI to make more intelligent use of the 'Puncture', 'Lash' and 'Decapitate' skills.
  • Changed AI to better handle engaging into enemy spearwalls when equipped with a shield or throwing weapons.
  • Changed AI of more intelligent opponents to be less prone to gift the player free attacks by charging without any action points left on arrival.
  • Changed AI to better handle range advantages and disadvantages when deciding whether to engage or hold a defensive position.
  • Changed AI to make use of the wait function in more situations as to waste less action points.
  • Fixed wardogs not being affected by night time.
  • Fixed issue with dead wardogs that could result in other things not working properly down the line.
  • Fixed 'Sprained Ankle' injury not lowering initiative like it is supposed to.
  • Fixed 'Shoot Stake' skill being able to knock back rooted targets.
  • Fixed issue with contract-related footprints not appearing if accepting a contract immediately after traveling by ship.
  • Fixed contract-related worldmap parties sometimes not being attackable by other factions even when they should.
  • Fixed behavior of worldmap parties not being properly saved and restored in some cases.
  • Fixed various minor things.
Update released to Beta Branch!

Update released to Beta Branch!

News 1 comment

We just released a gib update to the public beta branch inlcuding the reworked perk system and the injury system. All the details in the article!

Dev Blog #81: Progress Update - Other Improvements

Dev Blog #81: Progress Update - Other Improvements

News 1 comment

Progress is going well with redoing the perk system of Battle Brothers. While it’s not quite ready to go yet, we have improved the game in other aspects...

Dev Blog #80: Progress Update - New Perk System

Dev Blog #80: Progress Update - New Perk System

News 4 comments

This week we’re talking about the other major change coming with the next update: a revised perk system. We’re doing extensive changes both on how...

Dev Blog #79: Progress Update - Injury Mechanics

Dev Blog #79: Progress Update - Injury Mechanics

News 1 comment

Battle Brothers, as you know, is a game about managing a mercenary company. This week we’re talking about a new aspect to manage both on the battlefield...

RSS Files
Battle Brothers Combat Demo 0.1.1

Battle Brothers Combat Demo 0.1.1

Demo 0 comments

Battle Brothers Combat Demo - play the tactical combat mode of the game in a row of procedurally generated scenarios, equip you troops and find the best...

Battle Brothers Combat Demo 0.1.0

Battle Brothers Combat Demo 0.1.0

Demo 1 comment

It’s done. Finally! Get out your party hats as it’s time to celebrate the release of the Pre-Alpha Combat Demo of Battle Brothers!

Comments  (0 - 10 of 51)

Hello.. I am not sure, whether this was a bug, or a feature, but after taking a head of a bandit leader for a contract, I was met with a surprisingly challenging band of bounty hunters. After losing half of my brothers, and grinning at some new and shiny armor, that no longer leaves rust stains on our gambensons, we strode onwards... Only to be stopped by a second equally challenging band of bounty hunters, about five steps away from our previous battle, right next to a city. Our six remaining men were grieviously injured after the last fight, and they were no match for the better numbered and armed force.

But yes.. My question is, whether or not, this impossibly spontaneous bounty hunt is intended feature.

Reply Good karma Bad karma+1 vote

Men will be men! I can dance to that!

Reply Good karma Bad karma+1 vote

Best game concept i've played this year.
I feel the spirit of a great RPG in this game, but i have to stop to play it now, because there will be no surprises for me when it will be released x)

Bon courage from France ! :D

Reply Good karma Bad karma+3 votes

Just bought the early access and looking forward to try it out when I have some free time. Keep up the good work, cheers.

Reply Good karma Bad karma+2 votes

Hello, thanks for such a good tactic game. It's look like baby of Jagged Alliance and Battle for Wesnoth =) I usually don't believe in early-accsess games, but this got my attention. And i have one question. Would you do something with char's art? Right now they have cool portraits, wound system and etc. But will we see full-height characters?

Reply Good karma Bad karma+1 vote

Hello devs...i must say that when looking for the next week games release i have a good surprise finding your game even if its only on early access wich normally would make me skip it but i am tempted to buy it breaking my own rules =p... you guys need too put the word out maybe with some youtubers to get some pub you know

Reply Good karma Bad karma+1 vote
JaysenBattle Creator

Glad you like the game! Go check out Reformists LP, hes doing a great job:

Reply Good karma+2 votes

you will add cavalary in the game?
and the player can defend city and settlements?
the player can make a camp?

Reply Good karma Bad karma0 votes
JaysenBattle Creator

Cavalry will not be in the game for the player. It would just not fit in the small scale tactical battles that we are focusing on right now. Adding cavalry would make it more large scale. However, we will have enemies that use some sort of cavalry but i dont want to tell too much about them right now ;)

Yes, you can defend cities and settlements when they get attacked. All settlements have defenders (militia and soldiers) that will also try to fend of any attackers. You can even join an ongoing battle and help the (Ai-controlled) defenders.

The player can not make a camp right now but we have a lot of ideas regarding a possible camping feature in the future (after early access release). But we are not decided on that yet.

Reply Good karma+2 votes

thanks for reply and you guys are doing a good work

Reply Good karma Bad karma+1 vote
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Latest tweets from @overhypestudios

Get #Battelbrothers at 20% off this weekend while we celebrate the launch of the Perk & Injury Update!…

Sep 24 2016

Now on Steam: TURN-BASED-GEMS bundle! Inlcuding yours truly #Battlebrothers and more for 20% off! #indiegame

Sep 24 2016

New Blog Post out now: #battlebrothers #indiegame

Sep 23 2016

Ich habe ein Video zu einer @YouTube-Playlist hinzugefügt: Let's Play Battle Brothers - Episode 8 (Perk &

Sep 23 2016

RT @sergeiklimov: Arriving to Steam very soon. #Indiedev #GameDev #TurnBasedGems

Sep 22 2016

The Perk&Injury update has been released to the public on friday. Check out the blog post!

Sep 19 2016

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