‘Blazing Deserts’ DLC Announcement

We’re excited to announce that we’re working on another DLC for Battle Brothers called  ‘Blazing Deserts’.

The focus of the DLC will be on expanding and enriching the existing world with a new land of burning deserts and lush jungles to the south. Across these lands you’ll find a unique culture loosely based on historic Arabian and Persian cultures of the medieval ages built atop the ruins of the Ancient Empire in the world of Battle Brothers. You’ll find new lore and a different political system, equipment not seen anywhere else, and fresh contracts to earn your stay with. There’ll be a new late game crisis, new legendary locations and several new beasts roaming the wilds. This DLC will be our biggest one yet for Battle Brothers.

Here’s the rough list of features we’re aiming for:

  • A realm of independent southern city-states with their own lore, equipment and services, as well as entirely new character backgrounds to recruit
  • A new late game crisis that tests the mettle of your company in the fires of religious turmoil
  • A gallery of company feats that grant permanent boons with which to customize your company to your playstyle as you progress throughout your campaign
  • A variety of new opponents with their own fighting styles – from exotic beasts to desert raiders and southern armies quite unlike those in the north
  • New environments both on the world map and in tactical combat
  • Several new origins to pick for your company for a different campaign experience
  • New banners, weapons, armors and helmets inspired by historic Arabian and Persian cultures of the medieval ages
  • New legendary locations and legendary rewards
  • New contracts and events
  • New crafting recipes for owners of the ‘Beasts & Exploration’ DLC
  • Several new music tracks by Breakdown Epiphanies to accompany you on your travels south

In addition to these major features, the DLC will also include countless smaller additions. Just like in the past, we’ll explain all major features and most minor ones in detail in future dev blogs as we go along, so you’ll always know what we’re working on and why. We expect to be finished sometime in Q2 of this year and will announce a release date and final feature list once we’re closer to the finish line.

Alongside the DLC, which will not be free, the game will also receive a sizable free update again. This update will contain a whole bunch of improvements, quality-of-life features and balancing changes, as well as some minor content additions.

Join us next week for our first dev blog on the new DLC!


A Prophecy Fulfilled

Where the sun reigns eternal, burned to cinders and reborn from ash, fire shall lead the way once again.

Read all about it in next week’s announcement!


Alp Rework

We’re back from vacation with a rework of everyone’s favorite opponent, the Alp.

Why do a makeover? The intention is to have Alps provide unique encounters and challenges with a puzzle-esque element that is solved differently each time, unlike with the first iteration of Alps, while also be fun and without the tedium that now plagues the second iteration of Alps. All while staying true to their lore.

What’s changed? Alps now work like this: They no longer spawn any shadows. Instead, they attack themselves at medium range. They get a unique passive ability as well as two familiar spells, each with two tiles range, and any combination of the two can be cast per turn.

Their ‘Sleep’ spell will inflict the ‘Sleeping’ status effect, which works similarly to ‘Stunned’ in that a sleeping character is unable to act. However, sleeping characters can be woken by adjacent allies, just like you can free adjacent allies from webs, and using the ‘Rally’ skill wakes up every ally within 4 tiles as well. The effect of the spell can also be resisted in the first place with a successful Resolve check. Finally, after 2 turns (or 1 with the ‘Resilient’ perk), characters wake up on their own again.

The ‘Nightmare’ spell of Alps can only be cast on targets with the ‘Sleeping’ status effect. It inflicts damage that scales inversely with the Resolve of the target (like attacks from shadows did), but can not be resisted entirely. Once a target receives damage like this, it wakes up and loses the ‘Sleeping’ status effect.

Unique among all opponents in the game is the new passive ability of Alps, which works like this: Each time any Alp receives damage, all Alps on the battlefield, with the exception of those stunned or rooted, shuffle to a different position within 2 tiles range of your men. In other words, each attack on an Alp will change the look of the battlefield and will have you reevaluate your priorities, which mirrors how they’re besieging your mind in the lore.

What does all of that mean? Fighting Alps is now much quicker, it’s different each time, and there’s much less incentive to strip everyone naked before each fight because fatigue is not the deciding factor. The strength of Alps also scales less with their numbers, which makes them viable opponents from the early game until the late game. They’re not the most dangerous opponent in the game, but they can and probably will kill some of your men.

Changelog for

  • Changed mechanics of Alp. See above for details.
  • Fixed characters unable to move out of a zone of control when their opponent is armed with a three-headed flail.
  • Fixed exploit that allowed the player to lose effective fatigue by switching to items on the ground.
  • Fixed various minor issues such as typos.

Warriors of the North Release

The ‘Warriors of the North’ DLC for Battle Brothers has been released into the world! Find it on Steam or GOG.

If you’d like to support us further and get a unique nordic banner as a ‘thank you’, you can also find the supporter bundle of the DLC on Steam and GOG.

You can find a detailed explanation of what is contained in the DLC here.

The new music tracks by Breakdown Epiphanies have been added for free to the soundtrack on Steam and GOG for every current and future owner.



Battling the Barbarians

With the release of the ‘Warriors of the North’ DLC right around the corner, we’ll take on the barbarian horde in a Let’s Play video this week. If you like what you’re seeing, you can add the DLC to your wishlist here and get it on May 9th.

If you’d like to learn more, take a look at our previous dev blogs about the upcoming expansion;

Company Origins – Introduction, Peasant Militia and Cultists

Company Origins – Northern Raiders and Lone Wolf

Barbarian Lore & Equipment

Barbarian Thralls, Reavers and Champions

Barbarian Drummers and Beastmasters


The Ijirok and new legendary locations

New music

New weapons

Nordic equipment

Named equipment


Dev Blog #123: Tools of Death

The ‘Warriors of the North’ DLC for Battle Brothers will be released on May 9th with a whole bunch of features. You can read up on those and add the DLC to your wishlist here. In the meantime, let’s talk about an important topic we haven’t touched on yet: New weapons! With the DLC, you’ll also get your hands on new tools of death, including hybrid and niche weapons to create new builds and tactics with. Let’s take a look!


The Bardiche is a variant of the Greataxe with a differently shaped head and a longer shaft. Like the Greataxe, it comes with the ‘Split Man’ skill for great single-target damage. But while the Greataxe has more damage potential against up to six targets with its ‘Round Swing’ skill, the Bardiche instead comes with the ‘Split’ skill of Greatswords for more surgical precision and hitting two targets in a straight line at once. Like the Greataxe, the Bardiche is excellent in destroying shields and penetrating armor.

Staff Sling

A simple weapon used since ancient times, and the favorite of many a shepherd, the Staff Sling is used to hurl stones towards the enemy. It’s not particularly accurate or damaging, but it’s cheap, and with stones abundant everywhere, it will never run out of ammunition. Two stones can be hurled each turn, and on hitting a target in the head it will inflict the ‘Dazed’ status effect.


An exotic curved sword from the south, the Scimitar and its higher tier cousin, the Shamshir, are excellent for cutting deep wounds. They’re less suited for thrusting than straight swords, however, and therefore have a harder time penetrating armor. Like other swords, they come with the ‘Slash’ skill, but unlike those, they don’t have the ‘Riposte’ skill as a second. Instead, they have the ‘Decapitate’ skill of cleavers.

Heavy Javelins & Heavy Throwing Axe

For users of throwing weapons that long for an extra bit of oomph, the DLC adds the Heavy Javelin and Heavy Throwing Axe. They’re sometimes used by barbarians and can be looted off of their cold dead hands.



A pitchfork re-forged into a battlefield weapon, the Warfork is the pride of any militiaman, and looks right at home with the new ‘Peasant Militia’ company origin. It’s a lower tier variant of the Spetum, which has in turn been slightly buffed. Like the Spetum, it is a specialized polearm that can be used to form a more deadly yet more fatiguing ‘Spearwall’ than with a one-handed spear. Particularly useful against non-sentient beasts, but also against humans if your battle line is long enough.

Battle Whip

The Battle Whip is a specialized weapon with plenty of strengths, but also a clear weakness. Covering a whole 3 tiles, it has the longest range of any melee weapon currently in the game. Hitting an enemy with the ‘Whip’ skill will inflict two stacks of the ‘Bleeding’ status effect at once, and because the weapon is classified as a cleaver, this skill also benefits from taking the ‘Cleaver Mastery’ perk for further bleeding damage. However, the weapon doesn’t have a high base damage, and while it can be deadly against unarmored or lightly armored targets, it performs dismally against armored ones.

Luckily, it brings another bit of utility to the table. Its second skill is called ‘Disarm’ and on a hit will inflict the new ‘Disarmed’ status effect on a target, preventing it from using any weapon skills for one turn. Some targets which are immune to being stunned, like Orc Warriors, can still be controlled this way, but unarmed targets, like Direwolves, can of course not be disarmed. Disarmed targets can still move and use non-weapon skills freely, just not attack. Barbarians also have their own variant of the Battle Whip, called the Thorned Whip, which has slightly different stats.

DLC Supporter Edition

Thanks to the overwhelmingly positive response to our announcement of the ‘Warriors of the North’ DLC, and many people expressing their desire to support us again even beyond the asking price, we’ve decided to also offer it as a special Supporter Edition again. This Supporter Edition includes the ‘Warriors of the North’ DLC, as well as an additional new player banner and shields with a nordic motif as a thank you from us to you. The bundle will be priced at $18.99, and you can already add the second part of it to your wishlist here as well.