Dorfromantik is coming to PlayStation and Xbox on August 14, 2025! Whether you're a long-time fan or discovering the game for the first time, you’ll soon be able to experience the cozy charm of Dorfromantik from the comfort of your couch.
This will be a direct port of the beloved original PC version, lovingly adapted for console play. That means the same peaceful gameplay, beautiful landscapes, and rewarding tile-placement mechanics—now optimized for controller input and big-screen relaxation.
Circle it on your calendar! August 14 is a major milestone for us and for everyone who's wanted to explore the peaceful world of Dorfromantik on console. It’s the perfect opportunity to wind down, build tranquil villages, and let your creativity flow—now on your favorite console.
Thanks to the efforts of our partner at Headup Games, who are co-responsible for bringing Dorfromantik to consoles, this port feels natural and smooth. With redesigned UI for controller use and intuitive gamepad controls, it’s never been easier to get lost in the relaxing rhythms of village-building.
Whether you're stretching out after work or enjoying a quiet weekend morning, Dorfromantik on console brings the full experience to your living room.
Place beautifully drawn tiles to grow your village and landscape. Now easier than ever with responsive controller support.
Complete quests and plan ahead to achieve high scores—perfect for both quick sessions and long, mindful builds.
Explore different biomes and unlock new tiles as you go. Build your dream countryside one tile at a time.
Let the gentle visuals and ambient music guide you into a state of flow, now from your favorite armchair.
Whether you're looking for a challenge or a no-pressure experience, Dorfromantik offers modes that suit every mood—and now, every screen.
While the console version is on its way, our Toukana team is hard at work on the Early Access version of our second title, Star Birds. But for now, we can’t wait for you to enjoy the calm and charm of Dorfromantik on your consoles.
Thanks for all your support over the years—and see you on August 14! 💛
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Commanders!
We’re happy to announce that the Rough Riders Battle Path campaign has just begun.
The Rough Riders Battle Path is focused on U.S. cavalry, from its humble beginnings in the Revolutionary War, the Civil War, the Rough Riders era of the late 19th century and both world wars to its transformation to the Armored Cavalry branch after the Vietnam War. The rewards will therefore be theme-appropriate, but there’s also a different theme at play here.
There are 50 levels of waiting for you as usual. Let’s start with the vehicles:
ELKE Tier 7 Premium LT for reaching Level 20 (featuring an elevated weapons station allowing you to ambush your enemies with ease)
RDF/LT Ares Tier 8 Premium LT for reaching Level 35 (featuring powerful missile launchers as well as 75mm gun)
XM1302 Tier 10 Premium LT for reaching Level 50 (featuring new “Mitigation” passive ability – the faster you go, the less damage you take)
There of course are new epic skins based on real-life vehicles, such as:
M60A3 “Crustacean” for the M60A3
M3A2 Cavalry Vehicle for the M2 Bradley
IPM1 “Danger Zone” for the M1 Abrams
Each comes with its unique story of U.S. service. New camouflages, decals and base paints will also come with this Battle Path.
You can review the prizes in the following article.
In order to join the Battle Path campaign, please enter the game and click on the Rough Riders icon on the upper bar. From there, you can simply purchase the Battle Path access:
Standard pass (access only)
Golden pass with access and 50.000 Battle Coins
The access can also be purchased in our Web Shop:
https://armoredwarfare.com/en/web-shop?tags=bp
We’re planning to release our game soon, but we thought it would be a good idea to share the story of our war with people from other countries as well. So, if you’re fluent in another language and would like to help with the translation - we’d be truly grateful.
We're especially looking for translations into:
Polish
German
French
But we’d also welcome help with other languages.
There isn’t a huge amount of text. However, a strong command of the language is important, as some dialogues need to convey a stylised “archaic” tone (for instance, a Cossack describing enemy tanks in the way he sees them).
As a thank-you, we’ll include your name in the credits and provide two game keys.
If you can help, please write to andrey.kostyushko @ gmail.com (remove the spaces around the @).
Gameplay:
Default Player UI now includes a live character portrait that gives you real time view of the action next to your HP bar.
The new UI layout also includes the pop-up bottom icon (B), a proc the player is granted for consecutive attacks, which, if hit in timing, will vary their combo with a special strike based on the elemental style currently used.
Balancing:
Elemental Warrior: slightly increased elemental proc frequency, and enhanced knock-back after magical effect accumulation.
Champion's Arena: Mecha-armor ability has been officially joined together with Skin Change ability, and a hidden fairy (no purchase required) has been added to the arena.
Design:
Style effects enhancements:
Lightning Lynx attacks now instantly spark lightning arcs. Visual enhancements to lightning textures on magic attacks.
Fire Monkey attack trails enhanced in textures.
Shadow Wolf attacks' trailing shadows emboldened.
Optimizations:
Reduced GPU and Memory consumption at runtime, and even faster level load ups.
Note: Players who already have a cached data may experience minor hitches at first launch. This can be fixed by a restarting the game.
Rookie – I · II · III · IV · V
Pilot – I · II · III · IV · V
Captain – I · II · III · IV · V
Elite – I · II · III · IV · V
Ace – I · II · III · IV · V
Hero – I · II · III · IV · V
Conqueror +
Can be opened via top avatars, stats panel avatars, or your own avatar
You can view visible enemy XBT info
In-game, hovering over your character icon will display your stats in the info panel
You can only view your own skills
Fixed an issue where some XBTs were visible when they shouldn’t be
Fixed incorrect range template caused by a talent on Khan
Minimum value for calculated attack and defense power during hit tests is now set to 0
Sphinx Talent 1A’s E skill now grants 5% speed buff instead of 20%
A driving mode toggle key has been added (KBM): Press Shift + M to switch between Tank Mode and Assisted Drive
In-game ping keybinds have been added to the launcher settings
Easy and Medium bots now play slightly worse for better balance
Added Fireburst and Xalium Bullet VFX sounds for Insolence Roland skin
Added SFX for skin selection in the hero selection screen
New hit SFX when a player is hit
New hit SFX when a unit is hit
New backstab SFX added
Death post-process effects improved
Khan post-process effects improved
New post-process effect added for when the player takes damage
SSA TEAM
Hello everyone!
We've been running a playtest on Android platform with 37 testers at the moment and are receiving extremely valuable feedback!
Most of it is super positive. Some of the points are also very interesting design challenges and we already have fun ideas to address these feedbacks!
Once this playtest is over, we want to wrap up all the new iterations into a second playtest, but this time for iPhones and iPad.
It is important for us to simultaneous launch the game on all three platforms - and to take the time to read and address important feedback.
Therefore we are taking an extra month to finish up the 1.0 version of LHEA! We are aiming for September 22nd at the moment. Only two months away!
Stay tuned for a lot more updates in the upcoming weeks - things are moving quite fast!
Jo @ Soul Fuel Games