Hey everyone 👋
We planned to release the game on October 23rd, but unfortunately Steam didn’t finish reviewing our build in time.
The game itself is 100% ready — we’re just waiting for the green light from Steam.
As soon as the build passes review, we’ll launch immediately (likely the same day).
Thank you so much for your patience and support ❤️
It really means the world to us.
Stay tuned — we’ll update this page the moment the game goes live!
— The Jetza Games Team



Bug fixes:
-Blob Command Deck "Frenzy" gives combat when it shouldn't
-Union Command Deck "Union Blitz" should only give 1 combat
-Command Deck selection broken in tournament screen
Hello everyone!
A larger update for you today based on your feedback and reports.
NOTICE : Given the nature of this update, you may want to check your settings after updating as they may have been reset.
Fixed a soft-lock near the Blue Key in M6
(Main Story)
Added a Visual Crack on the Wall in M5
(Main Story)
Updated the engine to BIMA 3.5
Several fixes to player collision and physics
(Main Story, The Extraction, and Instant Action)
Fixed one of the secret levels having no ambient light whatsoever
Removed the box puzzle in M4 due to unreliable physics.
(Main Story)
Small Weapon optimizations
Fixed weapons zooming twice and locking the player in zoom mode if they didn't tap on the RMB correctly
(All modes)
Decreased Recoil for M4K-10 from 60 to 40
(All modes)
Increased 9MM Pistol damage from 12 to 14
(The Extraction)
Increased Shotgun damage from 14 to 15
(The Extraction/Instant Action)
Decreased Shotgun spread from 19 to 17
(The Extraction/Instant Action)
Fixed the Thomsfield Vickers playing a sound that doesn't exist in its reload animation
(The Extraction/Instant Action/Multiplayer Arena)
Revamped the Ai for Braindead Type B's
Fixed an Agile Type A being stuck in M3
(Main Story)
Added new Blood Textures produced by enemies
That's all for this update, as always I'll continue to look closely at your suggestions and feedback! Huge thank you to everyone who's submitted their feedback and reported bugs for Harbinger, it really helps a lot!
Also, I'm working on a new update for the Demo so it includes most of these changes and a settings program along side it.
Changelog:
- noticeable performance improvement with lot of projectiles
- fix: player could pass through shockwaves unharmed when using Joja Cola
- fix: trajectories and impact zones of some enemies projectiles were wrong
Dear Viking Chefs, we've released a quick but important update to protect your game from a recently discovered security vulnerability in Unity games. Now you can focus fully on your culinary triumphs once again – without any worries about external threats.
Critical Unity Security Vulnerability Fixed:
A serious flaw in the Unity engine that posed a security risk has been promptly patched. Your Viking feasts are now safer than ever – no more unnecessary disruptions!
Thank you for your understanding and loyalty!
We wish you continued epic meals in Viking Chef: Feast Frenzy
Mounted units no longer get attack bonus into Marsh. Renamed Flat to Open for Mounted Attack bonus
Adding urban tiles (Builder Leader ability) stone costs doubled (20 on flat and 40 on hill)
Eliminating the last unit of a tribe outside of a camp now also counts as eliminating the tribe and triggers elimination events
Spending Civics to Enlist (Zealot Leader ability) no longer expires after 3 turns, but the effect is removed when the leader is removed from the unit
Duplicate nations are now allowed even with preset leaders, as long as dynasties are not duplicated
In No Events / No Characters, truce offers cost nothing if you're winning the war
Unit position swaps clears temporarily hidden state of the swap initiating unit
Characters with an active mission on them (like marriage) cannot be auto-married in the meantime
Great Lighthouse now applies faster upgrade bonus to existing hamlet class improvements, not only newly constructed ones
AI now aims to have have a minimum of about a tenth of its units be its Unique Unit
Added initial turn timer time stockpile. Slow adds 3 minutes, Medium 2 and Fast 1
Fixed several memory leaks
Memory allocation optimization
Improved AI use of Enlist
Unhardcoded some AI diplomacy parameters, made warState.xml more mod-friendly
Updated AWS SDK to 3.7
Added Road improvement ping
Temporarily hidden units show a timer
Temporary hidden status is ignored for damage preview if unit has to move for previewed attack
Last choices for customized leaders are remembered
Cloud game hosts can now rename the game using the host control popup
Succession list helptext (tooltip for the Inheritance button) shows archetype icons
Removed Follower list when selecting families
Remove the separate popups for dead/retiring governor, agent and general
Improved goal instructions in Learn to Play scenarios
Moved some tooltip text to advanced help text
MP Setup screen newly added players duplicate the parameters of the previous player
City religious improvement tooltip now includes unfinished and pillaged improvements
Added tribe elimination notification
Fixed AI not building most projects
Fixed map scripts sometimes generating marsh on hills
Fixed Regicide achievement not always triggering
Fixed characters incorrectly showing under Court filter
Fixed tile widgets not always updating after place bonus decision resolved
Fixed not being able to retire when there are no opponents in SP
Fixed possible null reference when a city is razed
Fixed Mounted unit attack bonus incorrectly being listed in tooltips as a negative defensive modifier
Fixed tribal unit movement bug
Fixed extra divider in improvement tooltip for improvements with no yields
Fixed event trigger text not always showing correctly
Fixed camera hotkeys not working in map editor
Fixed MP setup when playing scenarios where player order doesn't match scenario save
Fixed new tribe leaders not following their tribe's religion in Wrath of Gods scenario
Text and event fixes