DANKGAME Play

What’s new

DANKGAME is in development and changes most days. This is every change you can see or play, newest first, one line each: 162 changes over 23 days, from 27 September 2026 to 19 October 2026.

143 of the 162 are inside the game itself, so press Play to see them; the rest are on the reading pages and link to the page they changed. Work you cannot see (tests, tools, art made ahead of time) and small bug fixes are left out, and so are changes to the simpler one-battle game that stood at dankgame.com before this one (retired on 5 October 2026). A day is the day the change was made; it reaches dankgame.com when the site is next published, which can be a day later. The Atom feed carries the same list for a feed reader.

  • Choosing your people shows each one as a big picture of its hero and army with one short line · in the game

  • The town painting comes alive: smoke from built halls, flags on towers, a glow at the shrine · in the game
  • Each new week you see your new troops arrive in town: "+6 Spearmen" · in the game
  • Monster and troop pictures show on the Duel lair card and the desktop army panel · in the game
  • Every Duel puts its lairs, piles, chests and dwellings on new spots, the same for both sides · on the Duel page
  • Building is a moment: the view goes to the plot, it rises with dust and sound · in the game
  • Your town grows from camp to walls, towers and banners, in its picture and on the map · in the game
  • Duel lairs hold the wild monsters too, the same pack on both halves of the map · on the Duel page
  • Your town brings in gold every day, so there is something to build most days · in the game
  • Upgrade your town's buildings and watch each one change in the picture · in the game
  • On a phone the town screen is the painting: tap a building to see and build it · in the game
  • The Victory screen names lair monsters as the lair card does, like Thornback Shrew · in the game
  • A new match is: tap PLAY, tap your people, and you are on the map · in the game
  • The first screen is just PLAY and Today's map; other modes sit behind one menu button · in the game
  • Build in your town from anywhere on the map, one building per town per day · in the game
  • Every lair fight is played on the board: the lair card offers only Fight and Not now · in the game
  • Tapping your town walks your hero there; the Town button opens your town from anywhere · in the game

  • On a small phone the town's help and recruit lines are readable · in the game
  • A Duel player whose page reloads gets back in: 'Back to your duel', or the same link · in the game
  • Picking up a pile lifts it, floats "+5 Ore" and plays that resource's own sound · in the game

  • A host who leaves the page to send the Duel link gets into the duel on return · in the game
  • Fewer, bigger resource piles, most of them guarded by a lair · in the game
  • The town becomes a painted picture that gains each building as you build it · in the game
  • Coming back to a Duel shows the real time left and says a day passed; Send on phones · on the Duel page
  • Town cards are readable on a phone and the About chip no longer covers Back · in the game
  • Day 8 and day 15 open with an "A new week" banner while the dwellings refill · in the game
  • The town grows to a dozen buildings, with a market, a shrine and a top building · in the game

  • On every map you can see which buildings recruit troops, which give resources, and who holds each · in the game
  • On the Large map you can roam freely: no 18-day loss and the boss is never locked · in the game
  • The Large map gets pinch and wheel zoom and a minimap you can tap to jump · in the game
  • Try a Large map: a Conquest about four times bigger, in the painted style, beside today's maps · in the game
  • The six shrines and strange places come to the Duel map, mirrored so both sides get the same · in the game
  • Shrines and strange places on both Conquest maps that offer a choice or a surprise · in the game
  • Friend Duels at the speed you pick: Blitz, Standard or Slow for both players · in the game
  • Pick a speed for a practice Duel: Blitz, Standard or Slow · in the game
  • How to play explains the Duel: invites, the clock, lair fights and the final battle · in How to play
  • A Duel is fair to both players: who strikes first in the final battle no longer depends on seat · in the game
  • Each Warpath level is harder than the last, and level 5 can still be won · in the game
  • The fen-folk Peatholm are as good a pick as the Vale Host when you build up on Reedford · in the game
  • Play the computer in a Duel against either people: Vale Host or fen-folk Peatholm · in the game
  • Every army starts a battle with room to move, and the game says so when one cannot · in the game

  • In a Duel your day clock stops while you fight a lair, and the fight gets its own clock · in the game
  • Every page says the game is ours; a copy on another site sends players to dankgame.com · in the game
  • Conquest becomes a real campaign: the boss can no longer be beaten on day 2 · in the game

  • Pick your people before Conquest or a Duel: the Vale Host or the fen-folk Peatholm · in the game
  • Conquest gets a second map with a river and a bridge, so your next match is a new walk · in the game
  • Win a Conquest match and the next one can be harder: Warpath 1 to 5, each with a twist · in the game
  • Friend duels only start on matching rules; if the server is updating, it says so plainly · in the game

  • Pick the fen people in Battle and fight with their eight own fighters · in the quick battle
  • The computer fights smarter: it picks off weak troops and guards its archers · in the game
  • The commander on the battle board moves, and each of his spells has its own effect and sound · in the game
  • Your hero levels up and you pick one of three skills, so every hero grows differently · in the game
  • More than one way to win Conquest: rushing the boss, hunting lairs or building up · in the game
  • The battle, map and boss music are full two-minute tracks made for this game · in the game
  • Your hero stands on the battlefield and casts spells, so fighting yourself beats pressing auto · in the game
  • Invite a friend to a Duel: the button now connects to the live Duel server · in the game

  • Settings gets an Erase all progress button, with one warning first · in the game
  • In battle you can tap exactly the enemy you see, and reachable squares light up clearly · in the game
  • Duel on the title offers "Invite a friend" and "Play the computer"; quick match is gone · in the game

  • Duel on the title screen: quick match or a private code, or practice vs the computer · in the game
  • When the armies meet they fight a timed final battle, then see who won and why · in Duel
  • Play a practice duel against the computer on one shared map, ending your days together · in Duel

  • Walk your hero to the final castle and the boss battle really starts · in the game
  • The boss warning agrees with itself, the map fills a desktop, grass lairs fight on grass · in the game

  • Quick battle is fair again: equally fast units take turns · in the game
  • In battle, every unit's special move now shows: charges, long spears, fear and volleys · in the game
  • Conquest's first day shows your goal and where to go, and the wolves really move · in the game
  • In Conquest, hunting monster lairs now pays, so more than one plan can win · in the game
  • Conquest screens tidied: no overlapping text, no empty band, matching XP · in the game

  • Play Conquest from the title: a whole match from your town to the boss, with a result · in the game
  • The boss at the end of the map warns you where its big blow will land, one turn ahead · in Conquest
  • The map and its battles stay smooth on a phone: the game draws lighter before frames slip · in Conquest
  • The map feels alive: footsteps, flags, chests that burst open, a day that turns, music · in Conquest
  • On a desktop the map fills the screen with your army and resources beside it, and keys work · in the game

  • Every unit has its own keyword, and all eight fight as painted figures on the board · in the game
  • Close the tab mid-match and carry on where you were, on the map or mid-battle · in Conquest
  • Build up your town and recruit troops at your town and two dwellings · in Conquest
  • Pick up gold, wood, ore and crystal, take mines for daily income, level your hero · in Conquest
  • A painted map with real terrain and objects, and a hero who faces the way he walks · in Conquest
  • Fight the monsters guarding the map, or auto-resolve and see your exact losses first · in Conquest
  • Walk your hero across a map: tap a spot, see the path and its cost, end the day · in Conquest
  • On the grass field every soldier stands out from the ground, as on the desert · in the game
  • The game starts sooner on a slow phone, because it loads less graphics code · in the game
  • Open dankgame.com and the new battle game is right there, playable in one tap · in the game
  • Play a battle from the keyboard, with each button showing its key · in the game

  • On a desktop the table fills the screen, with side panels for turn order and unit card · in the game
  • The title shows the two armies facing each other across the front line · in the game
  • The archer draws and looses and the crossbow kicks, with the arrow leaving the bow · in the game
  • The knight swings his sword, and every attacker is drawn in front of the one he strikes · in the game
  • A frame-rate readout you can switch on in Settings, to check a phone holds 60 fps · in the game
  • On a tall phone the battle sits low under your thumb, with no empty band · in the game
  • Blows throw sparks and dust: particles on every hit, landing and fall · in the game
  • The result screen is solid and shows the surviving army standing above it · in the game
  • Every battle button sits under your thumb, with a Menu to pause or leave · in the game
  • The game stops drawing when nothing moves, so a phone left on it stays cool · in the game
  • Tapping Play shows a loading screen with real progress, and Retry if the battle fails · in the game

  • The crossbowman, archer and knight stand on the board as painted figures, like the rest · in the game
  • The Play button is ready to tap in under 3 seconds on a 4G phone · in the game
  • Keep a battle through a reload: save after every move and pick up where you left off · in the game
  • The spearman actually thrusts his spear, his body moving in painted layers · in the game
  • The title screen is ready to play sooner on a phone, the battle loads behind it · in the game

  • The spearman and the wolf stand on the board as painted full-body figures · in the game
  • A fair fight: you and the computer field the same army, so a loss is your mistake · in the game
  • A battle that begins and ends like a game, with a screen showing what the win cost · in the game

  • Every blow lands: a lunge, a shake, falling numbers, arrows in flight and a fading death · in the game
  • See who moves next and how far every enemy can reach · in the game
  • See the damage you will deal, and the blow you will take back, before you commit · in the game
  • Rocks you can see are rocks you cannot walk through, and no army starts on one · in the game
  • Play a whole battle against the computer, by touch or mouse · in the game
  • A returning player always gets the newest build of the game · in the game
  • The battle board is drawn as a painted, tilted tabletop, in the art style the whole game now keeps · in the game
  • Sound effects and a music loop, with mute and volume controls · in the game