we hope you’ve had a great festive gaming season and welcome back to this, the 15th of our regular post-release updates. Over the break we’ve had time to plan how we’re going to develop during 2021 with our major priorities being Iron Harvest first big Add-on (with a new faction!) and the games console release. So that we can better focus on those milestones, we’re now moving to an updates schedule of every two weeks. Read on and gain the ability of knowledge.
New Abilities
Today sees the release of new abilities for two of our iconic heroes:
Prince Wilhelm: Lay Waste (active) He can now fire from both arm-mounted weapons in a great uninterrupted, sweeping, outwards-in, arc. Devastating entrenched infantry.
Uncle Lech Kos: Vicious Tackle (active) Pushing his mech to the limits, he’ll leap forward, trampling any infantry in his path and attacking the first mech he hits.
Uncle Lech Kos: Patriotic Frenzy (passive) This stalwart of the Polanian resistance inflicts increasing damage in proportion to his health loss.
General changes:
Added tutorial for dropzone
Added tutorial for opening gates.
Fixed a bug that resulted in a loss of 2SR when an opponenet quit or surrendered.
Added gold trim faceplate and portrait for all Backers and Rusviet Revolution DLC owners as a thank you for all your gaming with us in 2020
Balance changes:
As discussed last year, we’re continuing our assessment of the games balance with a view to creating systemic, long-term fixes to avoid an endless spiral of buffs and nerfs. The addition of this week’s new abilities will also affect the games balance. Therefore, we will assess their impact before making any significant changes as part of our overall evaluation. This evaluation is nearing completion and we hope to make changes towards the end of this month.
Starting 2021 as we mean to go on, trampling onto battlefields anew
January’s end: a new 2v2 map!
Stay up to date as we continue to progress by joining us on:
Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.
Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.
This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.
To join your comrades in the Rusviet revolution you need first of all to own the main game. With our Free Demo, deciding to invest your hard earned iron and oil is now easier than ever.
The Standard Version is now 30% off and it’s 33% off for those who want the Deluxe Edition and first access to the next big DLC. https://store.steampowered.com/app/826630/Iron_Harvest/ Discount starts today until January 5th.
To clarify, this is not the “big add-on” DLC that Deluxe edition owners are expecting. That’ll come next year and it’ll be huge. This is the mini-DLC promised to our Backers and that Deluxe owners are also entitled too.
Once claimed, the DLC will be immediately playable. But, if you haven’t completed the main campaign, you’ll get a warning window with a popup that this content includes spoilers.
Remember, these missions can be played in COOP, so invite some friends and discover the new adventure together.
Inspired by these events, Jakub Rozalski, the great mind behind the world fo 1920+, has just released this new artwork for you to enjoy.
Introducing our 1st mini-DLC. Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.
Players will follow an additional story line that continues on after the events of the main games campaign. Over the course of four new campaign maps, you will begin to shed some light on the mysterious Rasputin and his machinations.
This mini-DLC is free to Backers and Deluxe game edition owners. Here’s how to get it.
Deluxe game edition owners on Steam will see their game update.
To clarify, this is not the “big add-on” DLC that Deluxe edition owners are expecting. That’ll come next year and it’ll be huge. This is the mini-DLC promised to our Backers and that Deluxe owners are also entitled too.
For everyone else, the “Rusviet Revolution” is €3,99
Once claimed, the DLC will be immediately playable. But, if you haven’t completed the main campaign, you’ll get a warning window with a popup that this content includes spoilers.
Remember, these missions can be played in COOP, so invite some friends and discover the new adventure together.
Inspired by these events, Jakub Rozalski, the great mind behind the world fo 1920+, has just released this new artwork for you to enjoy.
News: Free Demo and Sale
To join your comrades in the Rusviet revolution you need first of all to own the main game. With our Free Demo, deciding to invest your hard earned iron and oil is now easier than ever.
The Standard Version is now 30% off and it’s 33% off for those who want the Deluxe Edition and first access to the next big DLC.
Discount starts today December 17th until January 5th.
News: Holiday Cosmetics
Seeing as you’ve all been good mechs and commanders this year, we’re going to be offering numerous winter themed cosmetic rewards. Stay tuned in-game and across all our social channels.
Firstly, Gunter Von Duisburg is donning his big fluffy red coat for this unique player portrait available to anyone who plays the game over the holiday season.
2Sk3tchy and RedRupee will be offering rare Santa and elf Saxony mech skins. Check out their channels for more info.
And, for all Backers and DLC (including Deluxe game) owners, we have a special gold gilded trim faceplate and portrait frame for you as a thank you for your support this year.
Info: Change Log 14
We've also updated the game with various changes and improvements: General Changes
Improved object interactions so it is now possible to have multiple interactions, for example, repairing and entering a bunker at the same time.
This fixes an issue whereby it wasn’t possible to occupy a weapon system if another player had already issued the order to take it.
Adjusted the way units are prioritized over buildings and structures when selecting them.
In Saxony’s 6th mission “Battle of the Five Heroes”, your ally will no longer give up entirely when all its units are destroyed.
In Polania’s 5th mission “A Path to Hope”, pathways have been slightly enlarged to allow mechs to pass that visually should have been able to.
Added a “Waiting for game results” screen to the end of multiplayer games that will prevent empty or broken result screens appearing when the online response and/or connection was not fast enough.
Added missing Voiceovers to Stronghold Siege challenge map.
Fixed an issue, whereby experience points where not granted after a quick match multiplayer game.
Fixed a bug that resulted in a resource counter appearing in the middle of the map.
Improved flamer VFX when leaving a garrison.
Fixed that “Stiefmutter”, wasn´t receiving XP, when damaging enemy units.
Fixed many smaller bugs.
Skill Rating Hotfix
Yesterday we rolled out an improvement to your SR (Skill Rating) in ranked multiplayer that corrected earlier undesirable incidents. These created a situation whereby SR did not accurately reflect player skill. We have retroactively corrected SR for all affected players.
As a consequence, this update may make your SR (significantly) higher, but never lower than its value before this update. We have made sure that all players ranked season progress is maintained, so your new SR value will better reflect your skill and your progress this season.
Furthermore, we have adjusted all player’s MMR (Match Making Rating). This change will potentially make it easier for all the highest and lowest-rated players to find matches. It also allows encounters between players that would usually not match.
We are able to do this because of the invaluable feedback from our community. Thanks again for sharing your experiences and improving the game with us.
Balance Changes
We continue to watch the ESL tournament unfold and are looking forward to the finals this Saturday. We have collected a lot of feedback and data for us to mull over with our turkey sandwiches. It has convinced us that balancing issues need more systemic, long-term fixes to avoid an endless spiral of buffs and nerfs. Furthermore, we do not want to disrupt the tournament at this crucial stage. Therefore, balance changes can be expected in January.
Stay up to date as we continue to progress by joining us on:
Greetings Harvesters, to the thirteenth of our regular post-release updates. Nothing unlucky about it. This week we focus on decreasing queue times by adding a feature that shares matchmaking. We’ve also implement several fixes and improvements requested by the community.
Shared Matchmaking
We know how eager you are to get into battle and feast upon the mechanized entrails of your enemy. Therefore, we are happy to oblige by refining the games matchmaker to more quickly pair combatants with their most suitable foes. It’ll work like this:
You enter the game queue via either Quick match or Ranked mode.
The matchmaker will aim to match you with players based on this preference and most who has a similar MMR to you.
If, after a few minutes, the matchmaker is unable to pair you with someone with your preference, it will choose any player with a similar MMR.
If you queued for Ranked Match, you will gain or lose SR as normal depending on the result.
If you queued for Quick Match, your SR will be unaffected.
Safeguards have been deployed to prevent players who try to exploit this system to “farm” SR.
We’re aware that some high level players are reporting unexpected and significant SR losses. We are currently assessing how MMR is incorporated into the calculation of SR and discussing our options. We will have more on this for you very soon.
General changes:
Fixed an issue that resulted in infantry units being left outside when the squad was ordered to garrison a building, or Zolw while firing at enemy units.
The “Matter of time” achievement is now correctly awarded when you win a game due the time limit elapsing.
Fixed issues related to deconstructing connected barbed wire sections that could cause game input freezes.
Fixed “Matchmaking failed” errors created when a few players used Coop mode on the final Polanian campaign mission “Showdown”.
Fixed multiple little errors so as to improve overall game stability.
Fixed overlapping icons in long titles within the cosmetics menu.
Fixed incorrectly displaying loading bar.
Map and Game mode are now clearly displayed during the Reserve picking and game loading screen.
Balance changes:
We continue to monitor the games state and your feedback regarding balancing, especially with all the info that comes from the ESL tournament. With that continuing, we are reluctant to make any significant changes that might disrupt those competing. We’ve also recently had in-depth conversations with community members. They helped to confirm us in our thinking that regularly, short-term, tweaking of numbers is undesirable.
Instead, we plan to focus on future balancing changes that would best come from long-term improvements. For example, in the way units operate and function on the battlefield.
Wow what a year! Only one week to go and we’re going to end it in style!
Next week: The winds of change arrive with the Rusviet Revolution mini-DLC
Stay up to date as we continue to progress by joining us on:
to the twelfth of our regular post-release updates. This week we add a feature that will calm many manic mech commanders and add a host of general changes and fixes. Like an infantry squad that’s just spotted a crate drop falling from the sky, let us get right to it.
Cancellable Upgrades
We’ve all been there. You’re in the heat of battle and you decide to make that investment to upgrade your production buildings and start kicking out the big boys! But then the tide of battle suddenly changes and you need those resources elsewhere. Or maybe you simply miss-clicked.
Well now, panic no further, you can cancel that upgrade order for a full refund. This is another implementation we’re happy to make in response to player Feedback.
Free Demo Extended
This past weekend has seen many mechs mangled and marauding. Due to the recent popularity we have decided to extend the Free Demo until January. You’ll find it on Steam here,
With all that’s happened, happening and coming since release, now is a great time to join the Harvest. We’re also extremely proud and thankful that our players are responding so well to our weekly updates.
Thanks to everyone who has left us a review. This really greases our gears and keep this mechanized monster going.
General changes:
In “Drop Zone”, a Radar Pulse now highlights the drop-zone location upon the mini-map when a drop lands or another player is currently collecting it.
Fixed exploit, where the infantry-ability "Battle Cry" would stay active indefinitely while inside a building or transport-unit.
Fixed "Battle Cry", medic-heal and many infantry-hero-abilities not correctly updating their cooldown while inside of a building or transport-unit.
It is no longer possible to track units through the Fog of War using queued attack commands.
Unconscious heroes are no longer selectable when using Box/Drag to select multiple units.
Several banners now have a better fit over faceplates, making them look considerably better.
Removed dark backgrounds behind faceplates in the main menu and cosmetics screens so that faceplates with transparency and unconventional shapes look better.
Adjusted some mechs so that they correctly display their retreat icon when fleeing.
Adjusted scaling of the Tactical-Map for a few Maps to improve the accuracy of icon-positioning.
Flattened the player starting area on the 2v2 Crash Site map to prevent levitating buildings.
Fixed general missing textures.
General Flamer VFX fixes.
Added more “You-In-the-Game” Backer portraits to the roster of those available for public use via coins in the shop.
New cosmetic skins added to the shop for purchase with awarded coins.
Balance changes:
The ESL tournament continues and continues to offer a great source of balancing data. Similar to the last tourney, we love to see what solutions players come up with to contest the meta that has been established over the weekend.
Therefore, we’ll refrain from making balancing changes this week and keep observing. This will provide us a better foundation to make changes that are more solid and long term oriented as well as minimized disruption to players preparations.
As the year closes we plough on towards revolution. Vodka for Christmas?
Next week: Shared matchmaking will improve queue times between games.
Stay up to date as we continue to progress by joining us on:
Is it a bird? Is it a plane? It’s, it’s a . . . crate, and we need it for the war effort!
Today, we introduce a new Game Mode called "Drop Zone" to the world of 1920+. In "Drop Zone" players race to collect stockpiles containing Victory Points as they are air-dropped across the map. The first player to collect enough Victory Points wins!
Multiple stockpiles can drop simultaneously and they take time to collect. Protecting dropped stockpiles, while securing future drop zones, is the key to victory.
Drop Zone will be available on all existing skirmish/multiplayer maps and can be played in Ranked, Quick, and Custom matches.
New Season Tree To Unlock
Today also marks the end of the 1st Iron Harvest Season. Mech Commanders have returned from the battlefield with all manner of trophy’s and rewards.
Season 2 begins with a whole new set of goodies to unlock.
The Ranked Ladder will also be reset. Congratulations to all these Commanders for making it to the top of the board.
All in the top 15 will receive a “Season 1 Elite” title to honor your labors on the battlefield.
Everyone whose completed their placement matches will also receive a “Veteran” title and faceplate cosmetic.
We’ve saved all Season 1 player info and this may be available in the future for display.
Season 2 beings, what rewards will you reap?
New Rusviet Revolution DLC
Over 100 years ago the real Russian revolution came to a halt when the red forces won the final battles at the Krim. However, the alternate history of 1920+ has never seen this kind of revolution . . . until now.
December 17th marks the day the Rusviet people will raise up against the Tsar. Players will follow an additional story line over the course of four new single player maps, shedding some light on the mysterious Rasputin.
New Rusviet revolution add-on story line will explore the mysterious Rasputin over 4 new single player, but COOP-able, maps.
It releases December 17th!
These missions will be free for all Kickstarter Backers and Digital Deluxe owners.
For everyone else, the “Rusviet Revolution” will be €3,99 through Steam, GOG or Epic Games Store.
ESL Fall Tournament
Once again KING Art Games and ESL have teamed up to bring competitive RTS gamers another Iron Harvest tournament. Players will compete for prizes totalling up to 5000€! All playing participants will receive the Grimbart “Ivory” cosmetic skin and a Title for their player profile.
Mega Mech fans, 2Sk3tchy and RedRupee will be Streaming the games
“He’d be camouflaged, if only he’d stop shooting for a second!”[/i]
Free Demo Weekend
Starting November 25th and ending December 1st, all interested players can join the battlefield via a free public demo on Steam, GOG and Epic.
The Demo will feature:
A sneak peek at the thrilling campaign missions.
Skirmish and Challenge Maps: Players can take on the A.I. alone or in co-op with a friend.
Competitive Multiplayer: Players can challenge each other in thrilling toe-to-toe battles on either 1v1, 2v2 or even one 3v3 map!
Change Log 11
We also updated the game with various changes and improvements: General changes
Skill Rating (SR) gained or lost after a Ranked Match is now based primarily on your opponent's (hidden) Match Making Rating (MMR). Winning against more skilled opponents grants more SR compared to winning against less skilled opponents.
Gold, Platinum, Diamond, and Master Division have received tweaks to their thresholds. It should now be easier to reach these divisions.
5 more mechs now have skins, bringing the total to 12. All 12 mechs now have 1 skin for sale by default. Also new additional skins can be unlocked for many of these mechs through the Season Tree, achievements, and levelling up!
The maximum Player Level has been expanded by 10 and the maximum Faction Level by 5 for each faction. These levels grant exciting new rewards such as new portraits, titles, frames, and unit skins!
Fixed an issue in Multiplayer lobby that caused game settings to not be displayed for joined players.
Fixed an issue that caused an invite to a friend to be accidentally sent twice when clicking on the name multiple times.
Fixed an issue whereby the tooltip of the player leaving a party stayed open.
Fixed that players appeared to not be in a match session after they became host once their party leader left a game lobby.
Improved checksum check for multiplayer matches.
Fixed the issue that GoG players were not able to invite other players from their friend list.
Fixed an issue that caused the build menu of engineers to stay open once they picked up a different weapon or died.
Fixed icon positions of the tactical map on “Deserted Tracks”
Fixed an issue that could lead to a situation whereby the Polanian Campaign Mission “To the Rescue” could not be completed.
Balance Changes
Last week we unleashed a variety of balance changes, and so this week we will continue to collect data and gauge the effect these have had on gameplay. With players already practicing for the ESL tournament, it would also be unfair to disrupt their preparation with changes. The Tourney offers another excellent opportunity to gather feedback on balancing.
November’s Highlights
Party Invite System
You Mech Commanders like to Party. You’ve told us many times, and now we are excited to offer it. You can now form a Group/Party of up to 3 people and queue for quick, ranked and custom matches.
Of course, you’re likely to be matched with a same sized group, but it is also possible for a 3 person Group to be matched against a 2 person Group and a Solo player. Any combination is now feasible! You can even add A.I. to fill empty slots.
Remember, communication is always overpowered, and so you’re welcome to use the voice channels found by clicking here in our Official Discord Server.
New 1v1 Map “Dark Forest”
Saxony is home to many majestic and wild forests. Despite the ever-present encroachment of man, these places are still filled with mystery and myth.
But you’ll find more than folklore here.Deep within this sparsely populated area, the Kaiser’s finest engineers have been working in secret on a cutting-edge hydroelectric dam.
This potent alternative to oil would be an incredible asset to the commander who can conquer the woodland's twisted paths and crumbling castles.
Destructible Barbed Wire
In response to player feedback about the awkward use of barbed wire, especially on narrow bridges, we are happy to have now added this counter
December's Roadmap
We continue to collect your feedback and respond to it as best we can. November was very successful with many fan approved additions. We’ll continue this and December is likely to end the year on a high. Here’s what you can look forward to:
Week 1: Building upgrades will become cancellable. Week 2: Shared Matchmaking pool for quicker game queue times. Week 3: The people of Rusviet will rise in Revolution. New DLC campaign missions! Week 4: Holiday Season.
Stay up to date as we continue to progress by joining us on:
Welcome to the tenth (!) of our regular post-release updates. Today’s update allows you to create groups and enter matches with your friends more easily. Keep reading for details on many general and balance game changes.
Group Invite Available!
Hey Mech Commanders, you like to Party? ;) This has easily been the No.1 request from you and we are excited to offer it now. You can now form a Group/Party of up to 3 people and queue for quick, ranked and custom matches. Of course, your likely to be matched with a same sized group, but it is also possible for a 3 person Group to be matched against a 2 person Group and a Solo player. Any combination is now feasible! You can even add A.I. to fill empty slots.
By forming a party your are also now able to play COOP with up to 3 players.
So grab some loyal commanders, choose your faction, and “hav-at-em”.
A massive shoutout to the PartyMechs who helped us road-test and QA this feature during the past week. You guys make the emperor proud!
More Dynamic and Responsive Infantry Combat
Following your feedback, we continue our commitment to improving infantry responsiveness and combat aspects of the game. We’ve now implemented a new system so that units start shooting sooner after being given the command. As well as this, we’ve added more dynamic Shoot & Run variations to all relevant soldiers. Check it out.
General Changes
We continue to improve the game with various bug fixes and adjustments. This week we’ve:
Improved save game system to make saving and loading quicker.
Fixed various bugs that broke save games when the save happened under specific conditions. This resulted in the save game file loading only as far as at 97%. If you still have this issue, please contact the Iron Doctor on Discord.
Enabled the Saxonian “Stiefmutter” mech to now properly attack-move when ordered.
Fixed issue where Olga and MG infantry transitioning into aiming stance resulted in issues with infantry they killed.
Fixed a related issue where killed unit models for an infantry squad did not properly die while the squad is entering a structure.
Enabled the Rusviet’s Serp mech ability “Rally Call” now negate suppression and healing effects.
Enabled destroyed mechs to functionally reveal the Fog Of War for a short duration, not just visually
Improved scripting in Polania’s 1st and Rusviet’s 2nd campaign mission.
Made U.I. improvements for game menus as well as in-game.
Improved visualization of destroyed barbed wire and sandbags.
Prevented mechs from breaking Sandbags and Barbwire that are still under construction.
Improved curved sandbag-segments, so it should now be possible to enter cover on both sides of curved sandbags.
Fixed a bug that prevented grenades and sticky bombs from being consistent across saved and loaded games.
Fixed Cavalry Sticky-Bombs so that they always hit their target.
Fixed failed outcomes accidently visually resetting on Saxony’s 1st campaign mission “Welcome to the Mud”.
Enabled resource structures to now play their animations while being upgraded.
Unfortunately, while this is a mech-ton of important changes, the consequence is that saved game files from prior to this update are now invalidated. Overall game progress remains and we apologize for any inconvenience.
Balance Changes
Garrisoned Units: Damage against units in buildings has been decreased overall to create fewer situations in which cover provides far more protection than being in a house or bunker.Gunner: Are notable for having higher HP than other infantry, this is necessary to help them fulfil their role combating mechs. The perception of this difference is higher than we anticipated and so we’ve reduced their HP slightly to hinder any undesired effectiveness vs. other units. Therefore:
HP decreased from 175 to 150 per model.
Medics: We are now getting to a point where medics are fine without risking their overuse.
Heal cooldown decreased from 50 to 25 seconds.
Barbed wire: Our recent focus on how very high skilled players use barbed wire has unintentionally affected others players use of this tool. Therefore, as a first step to readdress their utility, we’ve reverted their cost.
Iron cost decreased from 15 to 10.
The Rusviet’s, in general, are the least chosen of all our factions and therefore they’ve received some slight buffs. Groza (Exosuits): Previous movement speed reductions had a large effect on this unit. These changes aim at preventing their “spamability” while making a single squad viable.
Increased HP from 170 to 200 per model.
Increased damage vs. light armor from 30 to 40.
Increased damage vs. medium armor from 25 to 35.
Increased damage vs. heavy armor from 15 to 25.
Ognivo (Flamethrower mech): Contrary to the memes, our data tells us this beautiful mech is still, and has been for a long time now, the most built Rusviet mech. However, it hasn’t been performing in battle as well as its counterparts, often dying before it reaches its target and not fully finishing them off. Therefore:
Increased HP from 600 to 700.
Increased Flame Radius from 3.4 to 4.
Kolokol (Bomber mech): Its low range and difficulty to hit moving targets are now further compensated for by higher damage. Structure damage was also increased to emphasize this factions tendency in lore of destroying buildings. Therefore:
Increased damage vs. light armor from 75 to 85.
Increased damage vs. medium armor from 45 to 55.
Increased damage vs. heavy armor from 30 to 35.
Increased damage vs. structures from 35 to 50.
Erlkönig (Artillery mech): While Polania’s Mocny has been repeatedly buffed, the Erlkönig was neglected. However, their higher range is a factor that should not be forgotten, and so too much change would easily make this mech overpowered. Therefore, for now, we’ve:
Increased damage vs. light armor from 75 to 140.
Increased damage vs. medium armor from 65 to 85.
Increased damage vs. heavy armor from 65 to 85.
It’s been a busy month and yet the best is still to come.
It’s been a busy month and yet the best is still to come
Next week: A brand new game mode “Drop zone” and we begin a new season tree with new perks to unlock.
Stay up to date as we continue to progress by joining us on:
Welcome to this the ninth of our regular post-release updates. We’re please to report that many players approved of the last weeks update and we hope to continue in this vein. Today, we release a new 1v1 map and fix some issues affecting competitive gameplay. Read on!
New 1v1 Map: Dark Forest
Saxony is home to many majestic and wild forests. Despite the ever present encroachment of man, these places are still filled with mystery and myth.
But you’ll find more than folklore here. Deep within this sparsely populated area, the Kaiser’s finest engineers have been working in secret on a cutting-edge hydroelectric dam. This potent alternative to oil would be an incredible asset to the commander who can conquer the woodland's twisted paths and crumbling castles.
We wish you luck navigating the narrow woodland tracks as you flank your enemy. Just don’t get distracted wondering if a mech that explodes in a forest, when no-ones is around to hear it, does it make a sound?
General Changes
Fixed a bug that prevented saved games on Polania’s 5th mission, “A Path to Hope”, from loading beyond 97%.
Olga now uses Changa’s cool down correctly, preventing Changa from immediately respawning after death.
Fixed an issue whereby grenadiers would freeze when trying to throw a grenade outside of their range while also aiming and firing.
Following our recent update of the 1v1 Border River map, the community highlighted some collider issues. Thanks to this feedback, these have now been fixed.
Barbed wire cost reduced in single player from 15 to 5 iron.
Fixed destroyer cannons that weren’t working, incorrect quest messages and misplaced bushes in Stronghold Siege map.
Balance Changes
This week there will be no balance changes while we continue to collect and assess player data. “Measure twice, cut once” is our approach.
We soldier on. Half the month complete with the month’s best almost here!
Next week: Group invite, that will allow you to queue for battle with your friends.
Stay up to date as we continue to progress by joining us on: