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
- The town painting comes alive: smoke from built halls, flags on towers, a glow at the shrine
- Each new week you see your new troops arrive in town: "+6 Spearmen"
- Monster and troop pictures show on the Duel lair card and the desktop army panel
- Every Duel puts its lairs, piles, chests and dwellings on new spots, the same for both sides
- Building is a moment: the view goes to the plot, it rises with dust and sound
- Your town grows from camp to walls, towers and banners, in its picture and on the map
- Duel lairs hold the wild monsters too, the same pack on both halves of the map
- Your town brings in gold every day, so there is something to build most days
- Upgrade your town's buildings and watch each one change in the picture
- On a phone the town screen is the painting: tap a building to see and build it
- The Victory screen names lair monsters as the lair card does, like Thornback Shrew
- A new match is: tap PLAY, tap your people, and you are on the map
- The first screen is just PLAY and Today's map; other modes sit behind one menu button
- Build in your town from anywhere on the map, one building per town per day
- Every lair fight is played on the board: the lair card offers only Fight and Not now
- Tapping your town walks your hero there; the Town button opens your town from anywhere
- You see the raid coming: the rival's march on your town shows on the map a day ahead
- With the rival on, leave your town unguarded and the rival can raid it
- Install dankgame to your home screen; the move alert switch appears once alerts are on
- Monster lairs in the Conquest and Large map now hold five wild creatures that hunt in packs
- After your first win the game offers once to keep your progress by signing in
- After your friend reopens the invite link, a later reload still shows them as away
- Every Conquest puts its lairs, piles, chests and dwellings on new spots each match
- On a small phone the four Duel speed buttons use one word size, and Invite fits
- When your friend reloads the page, the Duel says they are away, not that they left
- Before your one counted Daily try starts, the game says so and lets you go back
- On a small phone the town's help and recruit lines are readable
- A Duel player whose page reloads gets back in: 'Back to your duel', or the same link
- Picking up a pile lifts it, floats "+5 Ore" and plays that resource's own sound
- A host who leaves the page to send the Duel link gets into the duel on return
- Fewer, bigger resource piles, most of them guarded by a lair
- The town becomes a painted picture that gains each building as you build it
- Coming back to a Duel shows the real time left and says a day passed; Send on phones
- Town cards are readable on a phone and the About chip no longer covers Back
- Day 8 and day 15 open with an "A new week" banner while the dwellings refill
- The town grows to a dozen buildings, with a market, a shrine and a top building
- How to play now gives the Peatholm's real starting army: 1074 gold of troops
- Play as a guest with no sign-up; the Daily board shows official players and your place
- Peatholm blows land as hard as the Vale Host's, and poison and slow show a number every round
- The Duel page now says a duel survives a server restart and Correspondence is open
- The Peatholm now plays as strong as the Vale Host in a Conquest, with a fuller opening army
- Auto-resolve is offered only for easy fights, and now uses your hero's powers
- Speed battles up to 2x or 3x, and let the game finish a fight you have already won
- A dwelling sells you troops from afar only after your hero has visited it once
- Tap a war band walking to your hero and it joins the moment you meet, from any side
- Play a slow Duel with a friend by correspondence: one day per 24 hours, move any time
- Veteran units: win battles with a unit kind and it earns a veteran look and a rank pin
- Your Warpath progress as 15 named ranks, each with its badge
- Earn titles in the Stronghold and wear one under your name and on your Daily card
- In the Stronghold, pick your banner colour: the flags on your town and mines fly it
- The Daily gets easier: running out of days no longer ends it, and early lairs are softer
- Play the Computer now starts a new duel; a separate button continues your unfinished one
- In the Stronghold, a bestiary shows every kind of foe you have beaten and how many
- The Stronghold: each match brings home materials and trophies, and your keep grows
- When your friend has been gone 3 minutes, a Claim the win button ends the duel
- Move your game to another device with an 8-character code, no account needed
- Post your Daily score under a name, no account, and see where you rank today
- The game guide now explains town forks: the two building pairs and the lock
- Daily Conquest: one shared map a day, one counted try, and a streak
- With town forks on, order a building from anywhere on the map; it goes up the next morning
- New town setting: each tier offers one of two buildings, and the other locks
- The Large map guide now explains sending troops by the safe road
- On the Large map, send troops by a safer road around the monster lairs; the recruit row shows its days next to the usual road's
- The Large map guide now explains sending troops to your hero and road ambushes
- On the Large map, sending troops now warns which monster lairs lie on their road
- The Large map's guide now explains the computer rival and how he can win or lose you the match
- On the Large map, troops you recruit away from your hero now march to him along the road
- On the Large map a computer rival hero now races you for mines and may come for you
- A What's new link on the front page and on the game's title screen
- On desktop the mouse wheel and arrow keys no longer scroll the game off the screen
- Watchtowers: visit one and the fog lifts far around it for the rest of the match
- The codex says which maps have no gold or crystal mines, and what the Large map has
- The Large map has a second, neutral town: beat its guard, take it, and build there too
- The Large map gets about three times the piles, chests, mines and dwellings to find
- On a slow connection your first battle opens sooner
- How to play and About now link to the page that explains the Duel
- On every map you can see which buildings recruit troops, which give resources, and who holds each
- On the Large map you can roam freely: no 18-day loss and the boss is never locked
- The Large map gets pinch and wheel zoom and a minimap you can tap to jump
- Try a Large map: a Conquest about four times bigger, in the painted style, beside today's maps
- The six shrines and strange places come to the Duel map, mirrored so both sides get the same
- Shrines and strange places on both Conquest maps that offer a choice or a surprise
- Friend Duels at the speed you pick: Blitz, Standard or Slow for both players
- Pick a speed for a practice Duel: Blitz, Standard or Slow
- How to play explains the Duel: invites, the clock, lair fights and the final battle
- A Duel is fair to both players: who strikes first in the final battle no longer depends on seat
- Each Warpath level is harder than the last, and level 5 can still be won
- The fen-folk Peatholm are as good a pick as the Vale Host when you build up on Reedford
- Play the computer in a Duel against either people: Vale Host or fen-folk Peatholm
- Every army starts a battle with room to move, and the game says so when one cannot
- In a Duel your day clock stops while you fight a lair, and the fight gets its own clock
- Every page says the game is ours; a copy on another site sends players to dankgame.com
- Conquest becomes a real campaign: the boss can no longer be beaten on day 2
- Pick your people before Conquest or a Duel: the Vale Host or the fen-folk Peatholm
- Conquest gets a second map with a river and a bridge, so your next match is a new walk
- Win a Conquest match and the next one can be harder: Warpath 1 to 5, each with a twist
- Friend duels only start on matching rules; if the server is updating, it says so plainly
- Pick the fen people in Battle and fight with their eight own fighters
- The computer fights smarter: it picks off weak troops and guards its archers
- The commander on the battle board moves, and each of his spells has its own effect and sound
- Your hero levels up and you pick one of three skills, so every hero grows differently
- More than one way to win Conquest: rushing the boss, hunting lairs or building up
- The battle, map and boss music are full two-minute tracks made for this game
- Your hero stands on the battlefield and casts spells, so fighting yourself beats pressing auto
- Invite a friend to a Duel: the button now connects to the live Duel server
- Settings gets an Erase all progress button, with one warning first
- In battle you can tap exactly the enemy you see, and reachable squares light up clearly
- Duel on the title offers "Invite a friend" and "Play the computer"; quick match is gone
- Duel on the title screen: quick match or a private code, or practice vs the computer
- When the armies meet they fight a timed final battle, then see who won and why
- Play a practice duel against the computer on one shared map, ending your days together
- Walk your hero to the final castle and the boss battle really starts
- The boss warning agrees with itself, the map fills a desktop, grass lairs fight on grass
- Quick battle is fair again: equally fast units take turns
- In battle, every unit's special move now shows: charges, long spears, fear and volleys
- Conquest's first day shows your goal and where to go, and the wolves really move
- In Conquest, hunting monster lairs now pays, so more than one plan can win
- Conquest screens tidied: no overlapping text, no empty band, matching XP
- Play Conquest from the title: a whole match from your town to the boss, with a result
- The boss at the end of the map warns you where its big blow will land, one turn ahead
- The map and its battles stay smooth on a phone: the game draws lighter before frames slip
- The map feels alive: footsteps, flags, chests that burst open, a day that turns, music
- On a desktop the map fills the screen with your army and resources beside it, and keys work
- Every unit has its own keyword, and all eight fight as painted figures on the board
- Close the tab mid-match and carry on where you were, on the map or mid-battle
- Build up your town and recruit troops at your town and two dwellings
- Pick up gold, wood, ore and crystal, take mines for daily income, level your hero
- A painted map with real terrain and objects, and a hero who faces the way he walks
- Fight the monsters guarding the map, or auto-resolve and see your exact losses first
- Walk your hero across a map: tap a spot, see the path and its cost, end the day
- On the grass field every soldier stands out from the ground, as on the desert
- The game starts sooner on a slow phone, because it loads less graphics code
- Open dankgame.com and the new battle game is right there, playable in one tap
- Play a battle from the keyboard, with each button showing its key
- On a desktop the table fills the screen, with side panels for turn order and unit card
- The title shows the two armies facing each other across the front line
- The archer draws and looses and the crossbow kicks, with the arrow leaving the bow
- The knight swings his sword, and every attacker is drawn in front of the one he strikes
- A frame-rate readout you can switch on in Settings, to check a phone holds 60 fps
- On a tall phone the battle sits low under your thumb, with no empty band
- Blows throw sparks and dust: particles on every hit, landing and fall
- The result screen is solid and shows the surviving army standing above it
- Every battle button sits under your thumb, with a Menu to pause or leave
- The game stops drawing when nothing moves, so a phone left on it stays cool
- Tapping Play shows a loading screen with real progress, and Retry if the battle fails
- The crossbowman, archer and knight stand on the board as painted figures, like the rest
- The Play button is ready to tap in under 3 seconds on a 4G phone
- Keep a battle through a reload: save after every move and pick up where you left off
- The spearman actually thrusts his spear, his body moving in painted layers
- The title screen is ready to play sooner on a phone, the battle loads behind it
- The spearman and the wolf stand on the board as painted full-body figures
- A fair fight: you and the computer field the same army, so a loss is your mistake
- A battle that begins and ends like a game, with a screen showing what the win cost
- Every blow lands: a lunge, a shake, falling numbers, arrows in flight and a fading death
- See who moves next and how far every enemy can reach
- See the damage you will deal, and the blow you will take back, before you commit
- Rocks you can see are rocks you cannot walk through, and no army starts on one
- Play a whole battle against the computer, by touch or mouse
- A returning player always gets the newest build of the game
- The battle board is drawn as a painted, tilted tabletop, in the art style the whole game now keeps
- Sound effects and a music loop, with mute and volume controls