Swordhaven: Iron Conspiracy receives major 1.1 update & free DLC
Our turn-based \ RTwP classic-style cRPG called Swordhaven: Iron Conspiracy has just received a major content update v1.1, and finished a nearly 5 month long redemption run of sorts.
https://store.steampowered.com/news/app/2108180/view/704393607367360895?l=english
Our studio Atom Team has been making classic cRPGs for a decade now, but Swordhaven always felt unique. This time we went without a single major source of inspiration, instead relying on dozens lesser ones, from weird fiction, to pre-Tolkien fantasy, games like Might & Magic 6, Arcanum, our writer's favourite seasons of Star Trek (mainly TNG) and more, to craft Nova Drakonia, the game's setting as a truly unique place one must study to understand. This crowding has inevitably lead to us trying to bite off more than we could chew.
While we still released the game on time in December 2025, it felt a bit raw. The players found some locations to be too empty, there were nasty bugs all around, and certain plot threads remained unsolved. We shared the sentiment, as Swordhaven didn't feel complete for us as well, it plainly wasn't the game we originally envisioned.
So we set forth to right this wrong, and we hope that every returning player will see how much we tried. Swordhaven 1.1 is at least 20% larger than what we had on release. There are new NPCs, secret stashes, lore-building notes and unique monsters in older empty-feeling locations, there's a vast new region with 8+ hours of content depending on your reading speed, every plot thread is resolved, and everything from balance to crafting, cut-scenes, dialogues and localizations are now coated in a fresh layer of polish.
Some aspects of the game as it is as of today, are even better than what we planned for, because they came from our players and players will always have more important feedback on gameplay than the developers. Great suggestions like toggling run\walk cycles, adding new ingredient options into Crafting, using follower skills in skill checks, etc all came from players who wanted to see our game improve.
It's no secret that games make the most on release, and long-term post-release support isn't always viable, but we as a team believe it's the most important thing out there, as it builds a community based on trust and warmth.
Posted May 8, 2026, 3:48 PM UTC