Armello - [LoG] Woody
Hey y’all,

For those that don't know me, I'm Woody, executive producer on Armello.

First off, we recognise that v2.0 and its immediate support has been a little rough, and made worse by our lack of communication, especially towards future plans for Armello. I’m here today to fill you in on some of the whys for that, and to update you all on where Armello is heading for the year, and beyond. This’ll be a lengthy post, because I want to address as much as I can.

Growing Pains

Working in production at LoG, I’ve seen our ability to operate as a games-as-a-service studio grow and evolve all the way from early access to v2.0. I’m truly proud of what we’ve achieved and stand behind our GaaS development cycles and methodology. That said, recently we haven’t met the high standards we hold ourselves to.

As you may know, we've had a second project in the building for quite some time now and we are hiring and expanding. Going from a single project to a multi-project studio is one of the toughest challenges you can undertake in videogame development. Your production methodology, your company structure, even your project accounting, needs to change. However, for all our successes in scaling the studio, actually finding and hiring the right people for this exciting next phase of LoG’s history has proven the single most difficult challenge.

(In case you're interested, )

This has left us in a situation where for the last 6-9 months we have been under-resourced across both projects. For the new project, that’s not as critical as it’s still years away from release. However for Armello, that’s a live game requiring ongoing support, so when we feel the strain of a lack of resources, unfortunately you feel it too.

Compounding that for Armello, we’ve also had a couple of critical Armello team members leave to pursue personal projects - they're gonna do great things!

So if you’re wondering why we’ve been slower than our usual selves to fix particular issues or provide more context as to what’s happening here in the studio; that’s why.

The upside to all this is that we do have a very dedicated team here at the studio making Armello the best it can be, and we have a bunch of rad stuff in the pipeline. Our goal is and has always been for us to deliver the best content we can, in a healthy and sustainable way for our developers. GaaS production is a marathon, not a sprint, so when the options are crunch our team and work longer hours or delay releases and support - we’ll always choose the latter. It’s always proven better in the long term, for our studio, our team, our games, and of course, for you, our players.

Hiring the right talent for our studio is always our highest priority, because it’s the team at LoG that makes amazing things for you. We really do appreciate you bearing with us whilst we weather the growing pains.

So what do we have in the pipeline…?

Armello in 2019

After the immediate release support for v2.0, due to resourcing issues mentioned the team moved onto our next (and really exciting if I may say so) major DLC. However, we hear you loud and clear; currently Armello is not at the standard you expect from us or the high standards we set ourselves, so we’ve pivoted from the new DLC (now due for release later this year) and instead will be dedicating the next few months towards addressing the bug fixes and significant Quality of Life (QoL) improvements you’re all asking for. We’ve also got a balance patch that primarily attends to the Trickery Deck. The first of these patches is coming within the next 2 weeks.

Here are just some of the things we plan on hitting over the next weeks and months:

  • Ensure AI takeover is working as intended, and make it feel less invasive for remaining players.
  • Ensure Quest outcomes function correctly and speed up the process a little bit.
  • Clarify the implications of “Offline Mode”, better communicating that Hero XP and chest drops become unavailable in this mode.
  • Party Widget improvements designed to make the flow of entering a multiplayer game and grouping with friends more seamless and intuitive.
  • Fix up an issue preventing players from progressing from a private lobby to a game.


As many of you know, we launched Armello on iOS in early 2018 and Android a little later. The decision to come to mobile was one made very early on in the Kickstarter phase, before it had even been released on Steam. As we moved through development we became skeptical that a game like Armello was the right fit for the platform (without severely compromising the game’s direction and integrity). Regardless, we honoured our Kickstarter promise and released the iOS and Android versions.

We’re proud of the iOS and Android version of Armello, but unfortunately it wasn’t as commercially successful as we had hoped. Due to this, and also the unavoidable fact that Mobile versions require a large amount of custom UI and content adaptation, a bittersweet announcement we’re making today is that mobile versions of Armello will not receive any major updates. This means v2.0 and any future content we develop will not be coming to mobile. That said, Armello and its mobile multiplayer services are here to stay. It’s free and always there if you ever find yourself looking to play some Armello while you’re out and about (or even introduce a friend to the game). Also content that exists already, such as dice collections, will continue to cycle as planned.

Growing as a studio means leaning into our strengths and focusing on where we want to leave our mark on this medium, and as such, larger scale experiences (likely on computers and consoles) is where our efforts will be placed for the foreseeable future.

Nintendo Switch

The Switch build has been… troublesome for us. Armello is such a great fit for the platform but there are severe low-level crash issues that are impacting our players in a serious way that we haven’t been able to crack. This issue seems to evade Nintendo’s crash reporting system and certification process, many of our internal QA processes and procedures, including automation.

In no way does this mean we’re not doing everything we can to fix this. We’re in discussions with several different Switch experts as well as Nintendo, and are using all relevant resources to get this solved ASAP.

Armello in 2020

We’re going to bring the DLC pack and wrap up all of Armello’s improvements including v2.0 into a hefty console update for PS4, Xbox One and Nintendo Switch. These take a lot of time, and it’s entirely possible that these might be our final console updates.

Beyond the slated improvements to Armello and planned DLC, we're looking to really engage and continue our conversation with you, the community.

Thank you!

The videogame industry is a rapidly changing beast, the way we play, make and exist around games has changed so much even in the four years since our little indie studio launched a game called Armello. "Games as a service" barely existed as a concept back then for indie games, and now it's almost an expected part of a game’s life cycle.

We'll continue to be a studio that cares about our team and our community alike.

We will continue to be a studio that listens to you, and learns from our mistakes - we know we've made them - as we realise acknowledging and growing from them is what matters most.

We will also continue to develop games in a healthy and sustainable way. This will mean we can't deliver on your every wish and things will take longer than expected from time to time. However, what we can do is communicate more with you when these times arise - and we will.

We love Armello just as much as you do, and we want to see it remain as glorious, as beautiful and as magical as it can be. We wouldn’t have been able to get Armello to where it is now without your support, so on behalf of everyone here at LoG, I want to thank you, our community, for all your ongoing support.


- Woody
Armello - [LoG] WordSlice


You may or may not have noticed that the Wyld's Dawn Dice Event is LIVE! With it comes Double Drops after games too. So get in there, hook up the colourful Wyld's Dawn dice and a bunch of others in the process.

It's worth noting that these are rare dice, so you’re not guaranteed a drop. You can find multiple sets though, so be sure to hand them out to your pals or put 'em on the marketplace if you find them.

ALSO, Armello is on sale. The base game is 50% off and all of the DLC is 30% off, so if that's up your alley get on into it.

Start: It's active NOW!

End: May 6th, 10:00 am Pacific Time

Game mode: Steam; Public and Private Multiplayer

Any questions, please hit me up!

<3 Darcy @ LoG
Armello - [LoG] yosafbridge

Rejoice Armellians!

Winter is leaving our lands and with the Sun rising higher every day, the Wyld’s Dawn is here! Young pups across Armello are being presented with the Wyld’s Dawn Dice that are created by skilled laboured paws for this special holiday.

During this holiday, you will have a small chance of receiving a Wyld’s Dawn Dice after completing Public Multiplayer games. These are rare dice, so you’re not guaranteed a drop.

To celebrate, there will be DOUBLE drops activated, meaning DOUBLE the regular loot!

Start: April 29th, 10:00 am Pacific Time

End: May 6th, 10:00 am Pacific Time

Game mode: Steam; Public and Private Multiplayer


Apr 10
Armello - [LoG] WordSlice

Howdy folks!

Hope you’re all well, it’s been a minute. We’ve been busy with chaos and development in the studio and I’m happy to confirm that a much needed patch has landed live. This attends to major issues that have been solved with outright bug fixes but also design improvements so I’m not going to divide ‘em into features or bug fixes. Instead there will be one ominous category referred to as “The Lot”.

Below the notes, I wanted to share some studio insight into why this patch took the time that it did. Check that out if that sort of insight interests you. The TLDR is that we sincerely appreciate your patience as we worked on these bugs and we really hope you dig it.

The Lot
  • Fixed players who disconnect or abandon not being correctly replaced with AI
  • The Party Menu now contains a "Go To Multiplayer" option that will take your straight to the Multiplayer Game Select screen.
  • Stranger Games rulesets are now back! Click on the "?" on the game mode panel to see this week’s rules.
  • Custom Private Multiplayer games are back, the party leader can change and set custom rules after you've started a Private game.
  • Fixed drop shadows on main menu items being drawn twice
  • Fixed an issue where Skeeve's Shop could not be exited if opened from the inventory screen
  • The public multiplayer queue now prevents lobbies that contain AI from entering it
  • Fixed extra peril symbols added by curse of fate not recognizing burned rot cards.
  • Updated multiple areas where white text was hard to read against the tapestry background.
  • Updated alignment of buttons in the GDPR mode select screen
  • Fixed Hero mastery XP earned while offline not correctly syncing when a connection is re-established
  • Fixed Hero select portrait tiles layering above the clan banner in hero select

Known Issue
  • If a player fails to complete hero select for an online game in the time allowed, buttons may become unresponsive. It is safe to abandon and seek a new game if this occurs

So I wanted to make a few acknowledgements and perhaps open a little window into our dev process. First and foremost, I want to recognise that the bugs that shipped with v2.0, along with the time that it has taken to remedy them is unacceptable. Those that have been cutting down hordes of AFK AI, and those bummed that they can’t mess with House Rules in their game nights - we see you, and thank you for sticking around long enough to read this.

As to the why, our biggest issues boil down to resources at the moment. The studio is growing rapidly to support expanding ventures both old and new, and how we make games is completely different to what it was when Armello was just a wee child. Ah the simplicity of so few platforms, the lack of server infrastructure. They were beautiful, basic days.

Our processes are changing and growing and we're on the hunt for key people to assist us in that growth. Luckily we are hiring, and we are doing our best to scour the globe for talented folks to join the crew. Hey, if that’s you - please hit us up.

I say this to provide insight rather than excuse. Every time we cook the goose, and we’ve done our fair share of goose cooking (bird clan unconfirmed), we learn a little more and we grow a little more. Your continued support is why we do this stuff, and we are sensitive to the fact that ruined experiences for you, ultimately hurt us.

Sincerely, thank you for your extended patience. I hope you dive into some custom games and immolate each other’s faces off. Tear down some friendships and have fun while doing it. May the dice roll in your favour, and ours.

<3 Darcy & the LoG Squad
Armello - [LoG] WordSlice

What's up everyone, hopefully you're all having a good week and livin' yo best lives. I come bearing the delicious fruits from the intricate codery orchard, and they are ready to be eaten.

As always, thank you so much for your bug reports and your patience, this patch is LIVE.

Bug Fixes
  • Fixed Thai system language players (and others) seeing a 'Steam Not Authorized' on game start
  • Commendations are now correctly applying and awarding.
  • Resolved further issues stopping GDPR-Offline players from starting Single Player games (not being able to Ready in Hero Select).

Known Issues
  • Players sharing DLC in private multiplayer lobbies may have difficulties readying up.
  • Season 1/Wyld Chests may not correctly open.
  • A.I may not immediately take over when someone disconnects from a multiplayer game.

<3 Darcy & the LoG Squad


Armello - [LoG]Lena

Hey everyone,

Lena’s here with some exciting news.

If you’ve read our patch notes you might already know that as a part of the 2.0 launch, we’ve rolled out something called Community localisation. It is a way for the community to help us polish the existing Armello localisation AND get rewards in the process.

In the past (almost) 4 years, we’ve received very useful feedback from various community members about Armello’s translation. You’ve made valuable and meaningful suggestions, pointed out mistakes and overall were very eager to make the game truly localised, not just translated.

Now, we finally had the opportunity to implement a tool that we hope would allow you to make Armello even better in your own language.

I am also really excited to see that some of you have already jumped in and started making your suggestions. All of us in the studio are grateful that you found the time to help us and I can’t stress enough the importance of your contribution. Thank you!

Now, to the details.

Our project is hosted here (you’ll need to create an account to contribute).
All 12 of Armello’s supported languages are up and running, awaiting your suggested improvements.

The process is pretty straightforward - you make suggestions, or leave a comment, and others will vote on it. We review your suggestions and can add them to the game!

As this is a work in progress, and we’re testing this together with you, there might be questions along the way, so of course feel free to reach out to us when you need to. We’ve created a separate subforum for the translation-related discussions as well, right here .

We’ll be handing out either an Armello base game key OR a DLC key of choice to the top 10 monthly contributors. At the end of each month, we’ll determine who the top contributors are by analysing all of the strings that can be implemented into Armello offer a Steam key of the contributors choice, simple as that.

Please be patient with us whilst we work out these new processes, we’ll review and refine the reward scheme moving forward.
Armello - [LoG] WordSlice

Howdy folks!

Here are a couple more fixes for you. Enjoy and you'll hear from us after the weekend!

Bug Fixes
  • Fixed an issue where players would be faced with an indefinite loading screen when attempting to access the Clan Grounds, Store, or any other screen that required server information. Folks experiencing this can reactivate their DLC!
  • Resolved an issue where Hero models in Hero select became invisible while editing loadout.
  • Fixed an issue where the main menu text would go black after leaving or exiting a Multiplayer game. (We think this has fixed all cases, but please send us a bug report if it still occurs!)
  • Fixed an issue for players who have their system language (not game language) set to Turkish, and would experience tiles/terrain missing.
  • Resolved an issue where accessing Clan Grounds while you have a game available to reconnect to would cause an NMA/hard lock.

Known Issues and Workarounds
  • Players with their system language in Thai will get a 'Steam not authorized' message. (We are tracking and investigating this issue!)
    Please note that you can workaround this issue by changing your system language
  • Commendations not awarding/functioning correctly (we have a fix for a future patch)
  • A.I not taking over a player who quit (currently investigating!)
  • The King is not playing his victory specific death animations.

Thank you for your continued vigilance and bug reports! Get on in there and kill that King.

<3 Darcy & the LoG Squad


Armello - [LoG] WordSlice

HEY folks, hope you're all well! If we haven't met, I'm Darcy and I'll be your LoG host for the day, how are the appetizers? Today we'll be serving a couple of hot juicy fixes from the codery oven straight to your plates.

We've also got some known issues and workarounds for you.

Bug Fixes
  • Fixed an issue where selecting 'Offline' in the introductory Privacy Statement caused significant menu/visual issues (This often made Ghor appear with 99 stats, aka the notorious Ghor99 bug)
  • Resolved an issue where quest results would not correctly display the actual outcome. (showing false successes and false failures)
  • Fixed an issue where pressing ESC shortly after entering options/credits submenu would cause significant visual issues.

Known Issues and Workarounds
  • Players who own DLC may experience an infinite loading screen upon entering an area of the menu that requires server data (Clan Grounds, Inventory, Store, etc. etc.)
    This is our highest priority bug. A partial workaround for this issue is to turn all DLC off in the Steam Library. Unfortunately this means users impacted by this issue will not be able to access their DLC heroes until a fix is implemented.
  • In-game land/tiles appearing blank or missing.
    This is impacting users who have their system language set to Turkish. A temporary workaround is to change your system language and restart the Armello client.
  • Steam not Authorized appearing on game launch.
    This is impacting users who have their system language set to Thai. A temporary workaround is to change your system language and restart the Armello client.
  • Commendations screen not functioning correctly
    In this patch, we've implemented additional logging/tracking to more accurately determine the issue.
  • A.I not immediately taking over a disconnected/player who quits a public multiplayer game.
  • Main menu text going black after returning from Multiplayer.
  • Wyld Chests may not open correctly.

Bless all of you and your continued reports and patience. We're hard at work with fixes for the above known issues, hopefully we have some good news for you soon.

<3 Darcy & the LoG Squad
Armello - [LoG] Trent Kusters

With v2.0, the very fibres of Armello have been woven anew...

Armello's largest update is live right NOW!

Thank you to everyone for coming with us on this epic journey. Since we released Armello to Early Access in early 2015 the game has become so much more than we ever imagined, and a large part of that is due to all of you.

After 4+ years of Hero Packs and content-driven updates, we wanted to take some time to focus on re-architecting some big systems that would vastly improve the user experience and quality of life of Armello. v2.0 also contains a tonne of player-driven feedback - including, yes, RECONNECTION. So thanks for all your suggestions in the 2.0 thread! They really helped guide the way.

Anyway, the team has worked super hard on this update, so without further ado... I'll let you be on your way. You've got a throne to take or something, right?

Feature List & Patch Notes

Watch the Trailer

Enjoy! See you all in Armello!

<3 LoG
Armello - [LoG]Lena

Hi folks,

Let me apologize for the confusion regarding the beta. It is now officially over as of last Friday. In all the excitement of preparation for the 2.0 release, we haven't notified you in the News section (we did tweet about it here

tl;dr of it:

- 6000+ Games completed
- 200+ Bug Reports received
- 2 x Mid-Beta Patches

The build is now as stable as a live build!

Thank you for playing and thank you for helping us improve the game!

We're now moving towards 2.0, full steam (hehe) ahead!

Lena @ LoG


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