



As you progress through the game, you unlock new units and abilities, as well as improving their combat capabilities, allowing you to face new challenges and try new tactics. There are a variety of factions, each with their own particular style of combat, and each with a large repertoire of units, from basic infantry, heroes, giant creatures, menacing war machines and, of course, magical entities.
Each battle is a challenge, an opposing array to defeat, forcing you to decide which units to use, what skills and abilities you will need, and once the battle is underway, how to move between blows to achieve victory.
Hello!
During this month we have been uploading small updates without much news (too hot to write these textssteambored )
Here we bring you a summary of the most relevant changes:
New option to load the last deployment you played. Useful when you want to repeat a level, with the same strategy or make variations from the deployment you did.
[/*]New unit: Guardian Newt. Bringing the strength of the sea to the elven faction.
[/*]New abilities.
[/*]Mutation units have a higher damage bonus when wounded but will now also [u]lose life every turn[/u].
[/*]Adjustment of points available in certain engagements
[/*]New levels of some common, uncommon and rare units and abilities.
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We hope you continue to enjoy Mind of War and we remind you that with Local Multiplayer and Steam Remote Play you can have 1v1 matches with your friends (or not so friends).
Thanks for your support!
As you have probably seen, we have been releasing small unannounced updates approximately every week or even two in a week.
We've been tweaking things in the passive words and making some minor balancing adjustments, some sound correction, and various details.
With this patch update, we consider that we are closing down that set of balancing in the wake of the latest keyword additions (this doesn't mean that we won't continue to balance the game, of course).
In this update we can highlight two changes, the first one, new descriptions (tooltips) in the unit data in combat, we can see a small description of the two statistics (strength and armour) that are shown in the unit panel.
The second, and perhaps more important, is the correction of the bug described in the previous announcement, which is now fixed. So the preview of damage done, specifically in skills that involve movement, should correctly display the damage, even though there may be passives that can affect, as well as stop affecting, due to such movement.
We hope you are enjoying the game, and we remind you that you have the game forum available for any comments, suggestions or even complaints you would like to make.
Hello!!!
Following some suggestions, small fixes and new passive skills, along with a little bit of balancing, we bring you a new update for you to enjoy the game in a better version.
Here are the changes in this version:
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We're back!
We're bringing a new human unit that will give us exceptional speed to eliminate key targets or defeat enemies that need a boost to reduce their health to zero with a unique agility in the faction. In addition, some units have received a series of keywords with associated effects that will give even more personality and relevance to their characteristics in the game.
So... Here is the detailed description of the changes in this patch:
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Some units now have keywords as passive traits that give them advantages and conditions during battle on a permanent basis.
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As you can see, this update brings quite a few changes that may affect gameplay, so there will possibly be adjustments to unit points and clashes, adjustments to troop characteristics. And of course, new passives will be added to other units, as the game adjusts and as we get more information about their evolution with the different games we play.
Thank you for supporting Mind of War, and we hope you enjoy the game!
The new Lights and Shadows campaign is now available!!!
A new campaign full of history, surprises, challenges and rewards.
New faction to master, with a variety of units to face new and old rivals.
Challenging encounters and new strategies to apply with a nostalgic touch from previous campaigns.
Join forces with all the troops you have unlocked so far and take down the Aberrant Cult and their malevolent leaders!
Changes included in this version:
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We are very excited to share all this work with the people who follow and support Mind of War!!!
We'd love for you to share your experiences in the comments, on the forum, or with screenshots of the new campaign or any aspect of the game you like.
We hope you enjoy all the new content we have prepared for you and we will be adding new units, skills, sounds, effects and improvements to the game in the coming weeks.
[u]Thank you very much and enjoy the game![/u]
We're back, with preparations for the new campaign!
We had some changes to effects and interface that we were going to add along with the update, but we felt there was no reason not to add them to the current version already.
New changes in this release:
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And these are the changes we wanted to add for your feedback, so we can continue to improve and polish Mind of War!
[b]Thanks to all the people who support us!
Well, we know we've been a bit silent on updates this March, so this week we've brought you two updates!
There was no news about 2.11 because it contained changes as a preview that we wanted to complete with this update, although it was delayed a bit and they were very close together. Now we'll tell you what we've done in what could be the last update before the new campaign!
[u]Changes in version 2.11 and 2.12:[/u]
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A new Heroism concept has been added whereby Hero units deal 10% more damage to, and take 10% less damage from, units that do not have this trait. Between non-Hero units or between Hero units, this concept does not apply.
[u]Balancing and updates:[/u]
Corrected and improved localisation of some texts.
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We would like to remind you that we are working on the new campaign Light and Shadows where you will take control of the human faction, leading the Alliance of Order to overthrow the dark forces and their kindred hosts.
Also thank you for the huge support we are receiving to try taking Mind of War one step further each time.
Thank you!
We bring you a small update with some interesting new features.
We'll keep it short, there are no major changes in sight, but we hope you like how Mind of War is shaping up, and we hope you're finding the multiplayer mode we recently added satisfactory.
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[u]And that's it this time![/u]
We are still working on the new campaign that we hope will arrive during the next month (and considering your comments and suggestions to wait to publish the full campaign when the time comes).
See you soon!
We know you're really enjoying the multiplayer mode, and that you're eager to try out the new human units we're preparing. So to make sure you're not left cold, we've been working on a major balancing update that affects (almost) every unit and ability in the game, with a focus on adjusting and unifying the cost in summon points.
It is possible that there are things that, despite our good intentions to further balance the whole game and how each faction performs in multiplayer matches, are still a bit off, or even that we made a mistake with a unit that makes it less attractive from a competitive point of view, as well as that it doesn't work the same in its campaign anymore. Don't worry, we're still keeping an eye on the game's balance!
We would like to know which option you would prefer, to wait a bit longer than the planned release date for the new campaign, or to bring the initial campaign content forward a bit, so that you can try out this new race and use some units for multiplayer. You can comment in this announcement about your favourite option, and we will pay a lot of attention to all your proposals.
Without further ado, we leave you the huge list of changes that have been made, so you can check the modifications of your favourite races:
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This way, it will be much easier to level up rare units and skills to level 4 and 5, with the trade-off being that leveling up to level 2 will be a bit more complicated.
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To summarize, we will only list the skills that have relevant changes besides the point variations. Most skills have reduced their summoning cost by 1 or 2 points. Skills that have increased in cost will be listed.
The summon point budget for deployment has been adjusted for all engagements, according to the changes made to the units involved.
Fixed a bug that caused healing to not register correctly in the game stats. Any progress on heals performed of any kind has been reset.
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[b]If you've read this far, we have to tell you that we love you and appreciate the love and support, and it encourages us to keep working.
Thank you![/b]
The day has finally come, the Multiplayer mode is now available!
Some of you may have seen us testing and commenting on the new game mode: Local Multiplayer. In this mode you will be able to play with another person together on a computer or using the Steam Remote Play - Play Together functionality. You will have all the units and abilities you have unlocked so far, including their level upgrades.In addition to this great new game mode (which we will continue to improve and polish to make it a key feature of Mind of War), we have made changes to the balancing to improve the gameplay experience:
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increase at first level.
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Following our policy of transparency and information about the development, and trying to provide as much help as possible to your doubts, we leave you some common questions and clarifications about the implemented multiplayer and the game in its current stage:
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If you have more questions, doubts, comments or suggestions, we encourage you to participate in the game forums, as well as follow us on our networks to be aware of new content and announcements that we are sharing.
[u]Thank you very much to all the people who support Pi Video Games and enjoy Mind of War![/u]
We're bringing you a hot new update!
To start the year off on the right foot, we are bringing a technical change that we have been wanting to include for a long time and after several iterations, we think it is now at an interesting point to bring it to you:
We have redefined the AI parallel process for decision making, being more effective and more efficient in its execution. You may ask, What does this imply? By improving the implementation we have been able to expand the search in certain situations, improving decision making. It also implies that, being a more accurate parallelism, the thinking times will be more adjusted to the required (depending on the number of units, skills, and opponent's options), reducing possible slowdowns or fps drops during the most demanding calculations that could happen or even limiting the power in certain devices by balancing the processing with the rendering.
In short: New AI in Mind of War to improve the gaming experience! (Clarification: This improved implementation does not imply that the AI will be harder or more complicated, rather it avoids some traits that could worsen the gameplay experience, and occasionally, it will make some better decisions.)
But that's not all! As a good update it includes some improvements and fixes, as well as a balancing review that you can't miss. Let's get to it!
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We hope you like the changes included!
From Pi Video Games we appreciate the support and love that you give to the game, and we are happy to see how you enjoy overcoming its challenges. We encourage you to participate in the forum (inside the Steam meeting point ) with comments and questions that you want to send us, as well as write a review of the game.
We want to be transparent about the development of Mind of War, so please be informed that we are working on two major future updates that will be coming soon: As you can imagine, the new campaign that will bring light to the shadows surrounding the aberrant cult, and that will be a while yet to come; and as a prelude to this, a local multiplayer mode, which we will try to bring a first version to get your impressions, and that we will be polishing throughout February and beyond, including the implementation of Steam Remote Play so you can play it remotely with whomever you want.
See you soon!
[h2]Happy Holidays!
From Pi Video games, development team of Mind of War, we wish you the happiest and most bearable holidays possible[/h2].
We are working on new proposals that will be sprouting throughout 2025, in particular we are already with the first steps to bring you a new campaign (as some people had already discovered) and we have included some improvements and fixes for you to enjoy Mind of War in its best state.
Patch changes:
- Galendril, High Elf: steamthumbsup Increased her health significantly. steamthumbsup steamthumbsdown Modified strengths and weaknesses. The aim has been to highlight their weaknesses and above all to enhance their melee capabilities.
- Increased the number of tokens received when replaying overcome battles.
- Adjusted the probability of obtaining elven units during the Fire and Shadows campaign.
- Added subtle movement of the background in the Earth Core campaign.
- Corrected window size when changing the screen mode in the menu options.
- Added unit information (health, armour, strength) during unit editing in deployment.
[u]New patch to close the year's updates![/u]
Most important changes in this patch:
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On our side preparing new content, thenew campaign and working on new proposals for all of you!
We wish you a happy holiday season!
- New skill icons for some elemental (fire, water...) and support spells
- New animations for Wild Roar.
- Added option in the main menu to switch between windowed and fullscreen modes [i](Beta)[/i
- Minor interface changes and improvements.
- New achievement available! (We know you like to get all the achievements :P)
- New skill icons.
- Animation fixes for some units.
- Localisation bug fixes.
- New achievement available.
The new campaign consists of 14 Mind of War style encounters, where you will learn about the Aberrant Cult's assault on the eastern forests, the rise of nature and fantastic wildlife, and the horrors that lie beneath the mountains; and stop the corruption and destruction wrought by the heretics from destroying the world, fighting Galendril and his unstoppable army
.We are pleased to inform you that the complete Fire and Shadows campaign is now available!
You may already know Galendril, the personification representing the strength of the forests, and the agility that characterises this incredible faction. And from now on, you will be able to take command and stop the pestilence and corruption that plagues your forest.
In Fire and Shadows you will learn a little more about the two predominant factions and how they will be forced to show all their cards to prevent being swept away by the rival faction.
We hope you enjoy all the new content, and we will be updating with new skills, animations, sound and visual enhancements, and any units that rise to take part in this battle.
In addition to the new clashes and units, there have been some changes in balancing and content that affect and complement the previous campaigns and apply to the game in general. So as usual we leave you with a summary list of the changes included in this update:
Balancing and tuning changes for version 1.2.1
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Non-physical damage (bludgeoning, slashing, and piercing) done at range 2 or more will be considered (for the purposes of damage reduction or increase) as if it were ranged damage.
Example: The spell Nature Blow applies earth damage to a target at range 2. As it is non-physical damage, applied to an opponent two squares away, if any status is available that increases or reduces the damage received at range, it will be applied as if it were.
The rarity of some units and abilities has been changed.
The amount of tokens needed to level up has changed:
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MAC version : We are working on the MAC version of Mind of War. Although it is currently available, we are not sure how stable it is on the diversity of devices with this operating system on the market. If you experience any problems and are unable to play, we encourage you to contact us at soporte@pivideogames.es[/i] to fix the problem. We will continue to work on testing and polishing the new platform we have targeted.
The masked creature hunting season is over.
Over 400 masks have been collected! Enjoy your sweet rewards!
In addition to announcing the end of the season, we would like to take this opportunity to add some changes to the November update. And that's not all, the winds of the eastern forests announce the resurgence of a faction that has been in the shadows.
For much of the month of November we will be sharpening swords, crafting arrows, sewing clothing and feeding impressive magical creatures in order to bring you a new campaign from the beloved elven faction. We will also be adding a new unit for the Dwarf and Androtope factions. And that's not all, we are bringing new abilities, with some new mechanics and effects to complement the wide range of available actions.
But let's not get ahead of ourselves, here are the changes included in the closing Halloween event:
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If you have any questions, comments, suggestions or ideas; we encourage you to leave them in this announcement or in our community forum - we'll be on standby to read them and respond as soon as possible!
Halloween is here in Mind of War!!!
New thematic update. All Mind of War locations have been decorated according to the Halloween holiday - discover them all!
The Halloween spirit has taken over some of Mind of War's units. Defeat them in combat, remove their masks, and earn sweet rewards.

Changes added additionally:
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Minor skill changes and new levels
Fixed a bug when repeatedly clicking between the opponent and their square, causing a desynchronisation in the selected unit and the skill used.
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We are working on the next update, but in the meantime we present you a game balancing patch, with some important new features and adjustments:
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Made some visual adjustments and added new animations.
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If you have any questions, comments, suggestions or ideas; we encourage you to leave them in this announcement or in our community forum - we'll be on standby to read them and respond as soon as possible!
[u]Good morning to all of you who are following and supporting us! [/u](and well, to those who don't, also very good)
The update we promised you with the first Mind of War upload (the start of our Early Access) is ready and we want to share all the changes it brings.
Also, we want to let you know that You can now complete the Dwarf and Androtope campaign!
We warn you that these are two very important levels, where you will have to deploy all your potential and will require you to have your units well prepared and leveled up. We wish you a lot of fun and an absolutely satisfying end to the campaign!
There will be new minor updates throughout this month and we will be working on the new campaign Fire and Shadows[/b](which we already gave you a sneak preview of during the demo) coming in November. We will also bring new units for all factions!
That said, here is a list, for the curious ones, where you can see the changes we have made to the game balance:
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If you have any questions, comments, suggestions or ideas, we encourage you to leave them in this announcement or in our community forum; we will be on standby to read them and respond as soon as possible!
- The third encounter of the Fire and Shadows campaign has been enabled; here you will be able to edit your deployment with previously obtained elven units.
- Some units have been improved and updated, such as the Dwarven Crossbowman, the Elven Shaman or the Forest Minotaur. With more fluid and elaborate animations.
- New epic units available.
- Improved animations for some 'rare' and 'epic' rarity units.
- Improved settings and options panel. AI action speed can now be configured, and sound settings will also be saved between game sessions.
- Added new sounds for some skill animations.
- Fixed minor bugs and adjusted some sounds.



Minimum Setup
- Memory: 2 GB RAMStorage: 400 MB available space
- Storage: 400 MB available space
Recommended Setup
- Memory: 4 GB RAMStorage: 600 MB available space
- Storage: 600 MB available space
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