Iron Harvest - Sheep_wielder


  • Week 2 = New 3v3 Map and Campaign Coop mode.
  • Week 3 = New 2v2 Map and Glossary.
  • Week 4 = MP Ranked Mode and auto-cast abilities.
  • Week 5= New 1v1 Map.
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This is a look at what lies ahead and should hopefully resolve some confusion caused by the mislabelling of information on the game-store fronts. We're grateful for all your interest in the game, we hope you are enjoying the game and are as excited as we are for all the mech stompy goodness that is to come.

Also, our KS Backers you can now claim your special “thank you” cosmetic skin.


This is also coming to those who pre-ordered the game via Steam and GoG, these stores are just taking time to organise themselves.
Iron Harvest - Sheep_wielder
Hey everyone, wow this is incredible. So many people coming to the game, it's great to have you all. We're somewhat overwhelmed for a small team, so please be calm with us. Here’s a quick PSA:

  • More multiplayer maps, Coop mode, player portrait frame and the other things promised as backer perks are all in the works. You’ll see regular updates in the news week and month to come.
    Find out more here in this DevBlog

  • Japanese language is coming, but with console release in early 2021. Unfortunately, this was incorrectly listed on Steam.

  • For our Backers, the cosmetic mech skin has been removed temporarily from the website to give the maximum people the chance to download their game keys. Once things have calmed down a bit, we’ll let you know that we’ve reinstated them.

  • Some of your games still say Open Beta. This is an error, but the game your playing is the full release version and this text will be patched out shortly.


  • Players who pre-ordered the game through Steam do have access to the mech cosmetic skin, soundtrack and digital artbook. Steam will shortly be making these available.


Iron Harvest - Sheep_wielder

The game contains:
  • The trials and tribulations of three competing factions and the story that engulfs their heroes in over 20 single player campaign missions.
  • Three factions with dozens of unit types.
  • Hone your skills with each faction in unique challenge maps.
  • Set up your own battles in skirmishes against A.I. of various difficulties.
  • Battle in online multiplayer against players throughout the globe
  • Dynamic covers and next-level destruction.
  • Player customization through cosmetic rewards for in-game achievements.
This is one of the biggest RTS games in along time with a total unique aesthetic. We’re a live team who will be supporting the game for the foreseeable future with updates that will bring more game content. All based on community feedback.

This is what the press says:

Iron Harvest is one of the best RTS games to release in recent memory.
93% - Nicholas Downie, Lords of Gaming.[/u]

The spectacle of any given Iron Harvest match is phenomenal.
- 82% - Rick Lane, PC Gamer.

Iron Harvest could be best described as Company of Heroes with Mechs. That's high enough praise in itself and Iron Harvest lives up to it.
- 80% - Chris Wray, Wccftech.

You have a first world war setting (somewhat, it's 1920) and giant mechs to destroy everything with. Do you need anything else?
- 90% - Andrea Giongiani, IGN Italy. (Italian)

“Iron Harvest 1920+ is not just another RTS. Its original setting and ingenious system of changing units make it a game to consider in the real-time strategy genre.”
- 85% - Ismael Mercado, 33bits. (Spanish)

Iron Harvest 1920+ is not just another RTS. Its original setting and ingenious system of changing units make it a game to consider in the real-time strategy genre.
- 85% - Ismael Mercado, 33bits. (Spanish)

“Iron Harvest has the best RTS-campaign since Starcraft 2!”
- 84% - Martin Deppe, GameStar. (German)

If you're new:
Welcome, you can buy game editions with various perks from:

If you’re a Kickstarter backer or early supporter:
Please remember to log in with the same email address you used to back us during the early support phase.
  • Select either a PC Steam or GoG game key.
  • Install and get stomping!
If you’ve been playing the open Beta and keep playing via Steam, your progress and unlockable will be kept. However, all player levels will be reset, medal’s lost and save games invalidated.

The physical goodies as part of your edition’s perks are still on their way. Covid-19 sadly disrupted our global production, manufacturing, and shipping ability. We are planning to get these out to you before Christmas. Keep your shipping address up to date here.

The console release is scheduled for Q1 of 2021 (more details here). However, all console backers also have access to the game on PC.

Quickly get your mech up to speed with these beginner guides:

Subscribe and follow mega fan 2Sk3chty who always has the most up to date strategies and mechanized fun.


It’s just like an old school game manual. Viva La RTS!

We’re very grateful to these fans who have jumped into the fray and created these great resources for players. You guys are mech-tastic!

Lore-lovers rejoice!
The Templin Institute has scoured the lands of 1920+ to collate the deepest insider information for you. He’s bringing you a week of lore videos that explore the factions and world of Iron harvest. Subscribe and check out the first video here:


This is just the start. Big Mechs = Big Plans!

Stay up to date as we continue to progress by joining us on:
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Iron Harvest - Sheep_wielder
PSA: Everyone, the Beta Steam Keys have been revoked while we prepare for full release
Don't panic if your Iron Harvest game has disappeared, you will get a new game key when we release very shortly.
We know your all super keen and we're almost there. Please be patient as we work the details out, all will become clear when we're ready. This is rolling on going process but in order to issue new keys for tomorrow release we have to revoke the old Beta keys you have.

We'll announce full instruction on how to get these as soon as we release.

In the meantime enjoy the Polania Faction Feature Trailer!

Iron Harvest - Sheep_wielder
News: September 1st, It’s Happening!


We release in only 5 more days!

Firstly, a massive thank you to all our backers no matter what level you supported us at. We’re also grateful to all the newer player who came to the Open beta and who have been so supportive and engaging. We wouldn’t be where we are today if it weren’t for all of you.

Together, we’ve come a long way since our concept stages and our hugely successful $1.4 million Kickstarter campaign. It’s still great to see so many people who share our vision for a classic RTS game.



These are some of the custom portraits painted for our "rather handsome" You-in-the-Game Backers. You’ll have a chance later to unlock these for yourself.



The Free Open Beta is still available until release, just click here, download the game and Have fun!

Info: ESL Tournament and Digital Gamescom



To get our oil pumping for Iron Harvest’s release, we are at Digital Gamescom 2020! In the “before-times” we’d physically be in Cologne, Germany. Now everyone can join in the festivities online here.

Here’s our streaming schedule:

During the past 4 weeks we’ve been seeing some really gripping games as part of four ESL qualifier tournaments. Congrats to all who played and those who won prizes. We now have four great community players who will play this weekend in the play-offs and final for the chance to win over €5000 in prizes!




Ready? You can now pre-order Iron Harvest from Steam, GoG and Epic Store. This game edition comes with its own perks. Or check out the store from our merchandising partner for Vinyl, T-Shirts and more exclusive stuff here

Outlook: But Wait, There’s More!
September 1st release is only the beginning. Beyond, you can expect:
  • Us to continue to monitor and respond to your feedback. We’ll keep updating.
  • Kickstarter bonus campaign (4 missions, taking place after the story of the main game)
  • More multiplayer and challenge maps.
  • New game modes.
  • Multiple seasons with new challenges & rewards.
  • Regular balancing adjustments based on feedback & data.
  • Xbox one and PS4 release (currently aiming for Q1 of 2021)
In short: We want to keep going, see what works and add new features and content based on your feedback.


Here’s a sneak peek at a WIP no-man’s land style 3 vs.3 multiplayer map called "The Great Wastes"

Stay up to date as we continue to progress by joining us on:
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  • Facebook

  • Twitter

  • Reddit 

  • Instagram
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  • Devs are also streaming on Twitch!
  • Aug 26, 2020
    Iron Harvest - Sheep_wielder
    Hey everyone,
    my this is all getting rather exciting as we are only 6 days before release. More news in tomorrow's DevBlog.
    Small hotfix for patch 11.5 now in preparation for this weekends events:
    • Fixed offline mode. If you were unable to connect to online services, we fixed potentially connectivity issues in territories like China.
    • Fixed flamer bridge VFX bug.
    • Sandbags no longer give XP to engineers, prevent an exploit.
    • Changed match start sequence countdown.

    And in case you missed here's a nice video about the music of Iron Harvest
    Iron Harvest - Sheep_wielder
    Greetings Harvesters,

    We’re stomping ever closer to our September 1st release date and we have another one of our regular updates for you. Your feedback from the previous patch notes has been invaluable in helping us to prioritise at this crucial time. Remember, we will continue to update the game frequently. Here are the changes we’ve been able to make in this 3rd week of Open Beta.

    General Changes:

    Melee: The melee system has changed. Infantry units will no longer engage enemies in melee unless explicitly ordered to or when they are attacked in melee themselves. They will also leave the melee state earlier/easier if they can.

    Cover 1: Fixed several issues that prevented units from going into cover when ordered to do so as well as caused units to exit cover when not ordered to.

    Cover 2: You can now hold the right mouse button and drag an arrow over a cover to set the orientation you are looking for. Selected units will try to find cover nearby in the direction you set.

    Production building hotkeys: F1, F2 and F3 now select the HQ, Barracks, and Workshop, respectively. Double-press to focus the camera on the corresponding building.

    Chat: It is now possible to disable hovering over the in-game chat to open it. It is also possible to disable the in-game chat entirely.

    Mission challenges:
    • Bonus objectives have been added to the available campaign missions that provide additional challenges and rewards.
    • Fixed some season tree rewards that did not unlock when the appropriate medal was earned.
    • XP values for missions have been adjusted. This may cause your Player and Faction Levels to drastically increase if you played a lot previously.
    • The deadline for achieving all the pre-season rewards has been extended to August 31st. You have until then to earn your rewards and unlock the cosmetics that give you pre-season bragging rights. Achieve all 30 and mama bear (Wojtek’s mothers) will be all yours for the petting.


    Balance changes:

    Reserve Pacing: To boost Workshop and Tier 2 Heroes, we made some adjustments to the Reserves.
    • Tier 1 Heroes now cost 2 points for reserve picking.
    • Reserve 1 cost increased.
    • Reserve 2 does not require Reserve 1 to be deployed first anymore. It now requires both a Barracks and Workshop, with at least one of the two being upgraded.

    SHM-60 "Groza" (Rusviet Exosuits):
    While a single Groza squad performed as desired, their spammability was a problem. The changes we’ve made are of minor impact individually, but overall decrease the attractiveness of having multiple Groza squads without removing the viability of a single squad.
    • Movement speed reduced.
    • Jump damage reduced.
    • Exosuit healing from base now costs resources (this applies to all Exosuits).
    • The XP needed to reach veterancy increased.
    • Increased iron cost.

    Olga: We nerfed Olga a bit and we will keep an eye on her.
    • HP decreased.
    • Detonator damage decreased.

    Polania: To bolster individual unit power for Polanian troops, we did the following: 
    • Smiały damage increased.
    • Łowca HP and damage increased.
    • Riflemen range increased.

    Faction Variance: The difference between Rusviet and Polania wasn’t clear enough in the early game. Therefore, we’ve adjusted the prices of production structures and mechs to create more defined match pacing for each faction.
    • Polania: Barracks, Advanced Barracks and Workshop are cheaper.
    • Rusviet: Workshop and Advanced Workshop are more expensive, but mechs cost less.
    • Saxony: Remains unchanged in comparison to the other factions, having moderate costs for buildings and units but powerful individual units.

    Map changes:
    Thanks to your feedback, we are still finding a few issues with collision, navigation, and cover. We’re working hard to address them. All multiplayer maps have been overhauled to improve the game experience and we continue to monitor this. The location and number of resource and weapon crates has changed on nearly all maps to better address balance inequalities and to spice up the early game. These may change again in future updates. We also fixed some collision and navigation issues on most maps that especially affected larger mechs.

    Deserted track: Corner areas have been cleaned up to prevent some unintended cover behaviour.

    Border River: Changes here are still work-in-progress.

    Oil Spill: The positions of the oil pumps in the river have been adjusted and some trees removed that lead to the industrial site. This ensures they are equally reachable. We’ve added more explosive barrels to the industrial site so that more tactical opportunities are available.

    Industrial Area: The ramps leading up to the corners have been increased to make early game turtling harder. An oil pump from the corner has been switched with an iron mine close to base so that it is less likely that one team has no oil at all

    Crash Site: Bunkers were removed because they no longer serve their original purpose and often ended up in the way. Replaced the Destroyer Cannons with the proper wrecks to prevent confusion. 

    Restless Woods: We took two of the iron mines and moved them into the wide empty space between allies to enable more dynamic and shifting battles that include all players across the entire map. Colliders have been adjusted that often prevented the Destroyer Cannons from aiming and shooting properly. We’ve enlarged the bridge towards the central oil pump to ensure both sides can always field large mechs.

    For those of you interested in greater details and reasoning behind these changes, we’re preparing a longer explanation for you. Stay tuned for that announcement.

    Official Iron Harvest Story Trailer:
    One of the great things about Iron Harvest is the immersive world of 1920+ and its lore. We know you’re also captivated by it and so we are excited to release this Official Story trailer to give you a taste of what you’ll experience in the full campaign. Enjoy!


    Official Saxony Trailer:
    We’ve also revealed the official Saxony campaign feature trailer. Glory to the Empire!
    Iron Harvest - Sheep_wielder
    Greetings Harvesters,
    This is the second of our open beta updates that we’ll put out as we head towards full release. That’s in just under 3 weeks! We’re extremely excited and continue to assess and respond to your feedback. From everyone in the team, thanks again for all your input. These are the changes we’ve been able to implement this past week:

    New Languages!
    We’ve translated all texts into English, Czech, German, Spanish, French Italian, Korean, Polish, Portuguese (Brazilian), Russian, Turkish, Traditional Chinese and Simplified Chinese

    Just go to the settings menu and select your preferred language. This is still a work in progress and we will modify based on your feedback.


    General changes:

    • Fixed more instances that caused the game to freezes.
    • Fixed an issue with selecting structures.
    • Temporary removed controller key bindings from settings because they were causing a display issue.
    • Fixed display text issues.
    • Updated some back-end server infrastructure.
    • Adjusted some miss-fitting headers, text and labels.
    • U.I. changes to in-game chat.
    • An exploit has been fixed whereby structures no longer refund their build-costs or upgrade-costs, only the costs of currently active productions is refunded.
    • Weapon system now cost the correct amount of population.
    • All texts are now available in English, Czech, German, Spanish, French Italian, Korean, Polish, Portuguese (Brazilian), Russian, Turkish, Traditional Chinese and Simplified Chinese.
    • Due to the update, previous save games had to be invalidated, but your campaign progress will remain.

    Balance changes:
    We are constantly monitoring all game results from the Pre-Season and ESL Qualifier. With your help, we are able to ensure that all three factions are balanced for all player profiles. The collected data allows us to look into potential changes needed over the course of the Pre-Season and later on during the on-going season content of Iron Harvest. 

    As a first step, we removed refund costs for all structures to make match pacing smoother. Cancelling the construction placement preview will still refund the resources but as soon as an Engineer squad begins construction, no refunds will be provided. We are also looking into improving melee combat based on your feedback.

    New Challenge Map “Fortress City”
    As a small teaser for the upcoming Saxony Feature Trailer on Friday, we’ve released a new challenge map. Here you and your entrenched Saxony troops must defend the key strategic river-side fortress from Rusviet aggression. You will hold! Reinforcements will arrive.


    Enjoy and remember you can now unlock all pre-season rewards. Stay tuned because we have an awesome Saxony feature trailers for you on Friday.

    Aug 7, 2020
    Iron Harvest - julian.strzoda
    In preparation for the ESL tournament starting tomorrow, we just released a Hotfix for 11.2!

    - Fixed issue in the “Victory Points” system regarding bonus points
    - Fixed issue that could lead to a freeze in a multiplayer match when using the Engineer repair ability.
    - Fixed sliding movement for PZM-2 “Rycerz”.
    - Fixed sliding movement for SHM-60 “Groza”.
    Iron Harvest - Sheep_wielder
    Greetings Harvesters, 

    Thank you for all your feedback. It's really motivating to see how many of you enjoy the game! We've taken your constructive feedback to heart and are working on improving the Beta.

    Here are some of the changes we were able to implement over the last couple of days:
    General changes:
    • V-sync option has been restored. Go to settings menu to select it. 
    • We have fixed the issues that meant we had to limit FPS to 60. There is now no FPS cap.
    • Due to the update, previous save games had to be invalidated, but your campaign progress will remain.
    • A bug related to Restarting Missions has been fixed that could prevent players from finishing a mission. 
    • Fixed numerous unit animations issues. Unit animations should be much smoother now.
    • Fixed issues with building debris (e.g. floating or missing debris).
    • Interactions with resource points should now behave properly.
    • There is now a notification voice line when reserves are ready for use. 
    • Fog of War now correctly conceals bunkers and some other FoW related bugs have been fixed.
    • Resolved issues caused by players disconnecting while on the “Faction Picking” or “Reserve Picking” screens.
    • Some causes of fatal simulation errors have been fixed. These errors could lead the game to “freeze” in multiplayer matches.
    • Fixed an exploit with target ground attack orders that allowed unit to continue to fire at units that were out of play due to being unconscious or in stealth mode. 
    • Fixed numerous occasions where incorrect text was being displayed or displayed incorrectly. 
    • Fixed an issue whereby old reserve slots were not updated visually, resulting in two heroes, and/or already sold units being displayed. 
    • Improved explosion impact SFX and increased variations.
    • We added and replaced some unit voice lines. 
    • We’ve made various improvements to ease U.I. navigation, transitions, and fixed inconsistencies. 
    • Fixed invisible barricades in the 2nd Polanian campaign mission. 
    Balance changes:
    Melee- We recognize our infantry melee system needs improvement and we aim to do this for future updates. It turned out getting into melee was too easy and damage was inconsistent. Therefore: 
    • Vanguard melee dmg vs. unarmored down from 15 to 12. 
    • Rifleman melee dmg vs. unarmored up from 5 to 8. 
    • Gunner melee dmg vs. unarmored up from 5 to 8. 
    • Flamer Infantry melee dmg vs. unarmored down: 20 to 15. 
    Vanguards- They benefited from the melee situation the most, being the unit with the highest power to accessibility ratio. There was also a bug that let them focus damage on individual enemy squad soldiers instead of distributing their damage. This made them win every more match-ups than planned.
    • Vanguard weapon dmg vs. light armor down from 0.7 to 0.5 
    Gunter- His wolves, Tag and Nacht, now appear briefly out of the shadows, attacking infantry units and pushing them back. His melee fist punch now works correctly, doing less damage to armor. He’s easier to hit for enemy range attacks and his health has been reduced to make him less tanky. Also, his visuals have received an upgrade.
    • Weapon damage vs. armored targets down from 75 to 65 
    • Hitbox radius up from 0.3 to 1.0 
    EisenHans-  The Saxonian exo-suit Eisenhans is meant to be an area control unit that forces foes to move. It is not meant to be a very effective artillery or damage dealers. To help this we have increased their armor class from light to medium. We also increased their melee damage significantly. 
    • Armor class changed from light to medium 
    • Melee damage vs. unarmored up from 50 to 100 
    Artillery- The oil cost of the Polanian “Mocny” and Saxony “Erlkönig” artillery mechs has been reduced from 160 to 130 and 170 to 120, respectively.

    "Serp"- The (Scythe mech) veteran ability has been made more effective. After freeing any previously suppressed units, it now prevents your own soldiers from being suppressed for ]3.5 seconds. 

    "Ognivo"- (Flamethrower mech) population cost reduced from 5 to 4.

    All Mega mechs- The Kaiser, Tur and Guyay-Gorod, reach veterancy slightly faster.

    Brunhilde- This beasts HP has been reduced from 900 to 850.

    Col. Lev Zubov- His Bloodlust passive life steal ability has been reduced from 40% to 20%.
    ...