Roadmap

What's coming to Grymheld. This is a solo project — priorities shift, timelines are loose. Feature requests welcome on the Forum.

ShippedIn progressPlannedConsidering

Planned features

Recently shipped first, then upcoming work in priority order.

1.Race-specific units

Shipped

Done! Each race now fields its own 8 units with distinct stats, costs and abilities — real strengths and weaknesses per race.

  • Humans balanced · Elves fast & elusive · Orcs brutal pillagers · Goblins cheap swarm
  • AI villages and warhosts now field their own race's units too

2.AI attacks on controlled zones

In progress

AI factions periodically raid the zones you control. Defend them or lose the production bonus.

  • Escalating pressure the longer you hold a zone
  • Push notification when a zone is under attack

3.AI raids on villages

In progress

AI hordes march on your village. Fight the horde for a big loot reward, or hide and minimise losses.

  • Advance warning via notification
  • Choosing to fight a horde yields major loot

4.Hideout for resources & troops

Planned

A village building that stashes a portion of your resources and troops so a raid can't take everything.

5.Academy building

Planned

Expensive endgame building unlocked at Keep level 10. Research trade-offs: more food upkeep, attack/defence penalties, gold production and a Gold Mine, higher troop carry capacity, and a higher controlled-zone limit.

  • Unlocks at Keep level 10
  • Gold Mine: passive gold at a food cost
  • Raises troop carry capacity and the max number of zones

6.Mythic creatures

Considering

Mages can summon powerful mythic creatures to the battlefield (inspired by Rise of Lords).

7.Graphics improvements

Planned

A visual overhaul across the game.

  • Troop artwork
  • General skins
  • Item and weapon artwork

8.Public profile & medals board

Planned

A shareable public profile page showing your achievements and a board of earned medals.

9.Ranking improvements

Planned

A permanent weekly leaderboard alongside the all-time ranking, plus medals for top finishers.

10.PvP — attack other players' villages

Planned

Full player-vs-player raids: attack real players' villages for their stockpiles.

11.Premium plan

Considering

An optional paid plan to help fund the project's ongoing development.

12.Two-factor authentication (MFA)

Planned

Add MFA to secure player accounts.

13.Alliances / Clans

Planned

Group up with other players into alliances with shared goals and coordination tools.

14.Alliance wars

Considering

Declared wars between alliances, with shared objectives and rewards.

15.Hero skill tree

Planned

Spend XP earned in battle to unlock passive bonuses for your General — attack, defence, loot, spy success and more.

16.General duels

Considering

Challenge another player's General to a 1v1 duel — outcome based on gear, level and skills, no troops involved.

17.General quests

Planned

A dedicated quest line for your General — unlock slots, skills and chase legendary items.

18.Prestige system

Planned

Define what Prestige is and what exclusive rewards players can spend it on.

19.Weekly challenges

Planned

A harder set of weekly challenges with premium rewards, spanning several days of effort.

20.Random map events

Planned

Unpredictable events on the map: plague, gold rush, wandering armies, merchant caravans.

21.World events — race wars

Considering

Server-wide events pitting the races against each other in large-scale conflicts.

Have an idea or feedback?

Create an account and drop a message in the in-game Forum — player feedback shapes what gets built next.