About the Game
Lead your troops in intense real-time battles where positioning, timing, and synergy determine victory. Form disciplined spear walls to counter cavalry, protect your archers from flanking maneuvers, and use the terrain to gain the upper hand. From small skirmishes to massive clashes with hundreds of units on screen, every encounter challenges your strategic instincts.
Each run through Tabletop Tavern’s roguelike campaign is a new adventure, challenging you to adapt and evolve. Recruit new units, discover rare gear, and unlock upgrades that permanently alter your strategy. With scaling difficulty, random encounters, and dozens of heroes and factions to unlock, no two campaigns play the same.Command unique factions, each boasting distinct playstyles. Lead the elite infantry of the Vikings, the monstrous trolls and giants of the Orcs, agile and flashy Elves, stalwart Humans, resilient Dwarves, and so much more! Each faction comes with abilities that change how you craft your army and utilize them in battle. Master your faction’s identity and forge synergies that fit your preferred style of conquest.
Battles unfold on a tabletop battlefield where every clash feels like a miniature wargame brought to life in real time. Between skirmishes, you’ll manage your roster, face difficult choices, and make strategic decisions that shape your campaign. If you're the kind of player who finishes a roguelike run and immediately starts the next one, this one's for you.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
We've been live for a few hours and we've already received a wave of great feedback, awesome new community members, and of course bug reports! This the first of many updates to come over the next few days as new issues & feedback are addressed.
v0.6.11.1 Hotfix
Added Deposit all button to deposit gold panel
Fixed issue with tutorial popping up after your first run
Fixed text scaling issue on potion pop up in treasure chest nodes
v0.6.11.2 Hotfix
Removed anti-large from artillery
Slightly increased difficulty for board 2 and 3
Fixed bug being able to recruit a unit to combine with 2 prestige 2 into a prestige 3
Increased Gate Health by 50%
v0.6.11.3 Hotfix
Fixed a bug where you could select raise dead or conscript a unit when the recruit post battle cards were up, also fixed the reverse where you could click on conscript and in the gaps between the card hit the recruit button showing 6 units
Fixed a bug with gold depositing throughout the run being incorrectly overwritten
A series of hotfixes have rolled out over the past few days. Thank you to everyone submitting bug reports. Here’s the full breakdown:
Major Stability Update
Resolved a frequent race condition in ECS code that could cause memory instability
Refactored and adjusted roughly a dozen backend files
Significant reduction in crash-causing edge cases
Balance Changes
Kobold Brawlers
Melee Attack reduced from 34 → 32
Swarm Tactics
Kobold prestige now triggers after battles only
No longer triggers on random map nodes
Bug Fixes
Fixed bug where Kobolds could prestige indefinitely
Several performance optimizations
Fixed a late-game campaign progression bug that prevented players from advancing
Fixed issue where Cease Fire did not function properly when not in Guard Mode
Fixed archers targeting already broken squads
Fixed issue where squads could be destroyed multiple times, causing crashes
Known Issues
Archers occasionally charging into melee is under investigation and will be addressed in an upcoming patch.
The last detailed changelog we posted was when the winter update went live. We were very happy with the quality of the winter update but we also got some really great feedback we've been working hard on!
Below is a huge list of changes, fixes, and content added to the demo since our last changelog. If you want to know about these changes as we do them we post them much more regularly in our discord.
[img src="{STEAM_CLAN_IMAGE}/45294624/ffa2e92c7a7f102dcae943a6892847dbe96d3f0d.png"]
Controls & Battle Handling Improvements
New Formation Save button lets you store troop layouts and reuse them later
Shift-clicking unit cards now selects all units between selections
Unit card order is now consistent between the map and battle screens
Added several Total War style hotkeys:
Control + Alt: Rotate selected formation
Control + Number: Create control groups
Backspace: Halt (now also enables Guard Mode)
U: Withdraw
Halt now properly prevents squads from re-engaging after stopping
Fixed melee units ignoring orders while in Guard Mode
Changed attack orders to trigger on mouse release instead of mouse press, making unit positioning much more precise
Combat Logic & Unit Behavior
Reworked combat logic so ordered units no longer turn to fight unless explicitly commanded
Added unit mass and improved collision, reducing bunching and clumping
Fixed formation dragging issues where mouse position didn’t match formation width
Fixed unit scattering caused by repeated repositioning
Fixed attack arrows not appearing in specific pre-battle selection cases
Added optional Debug Mode to visualize squad destinations and rotation
[img src="{STEAM_CLAN_IMAGE}/45294624/4595f86bce824630687edf9ddb805fad0a11831a.png"]
Weather System Rework (Winter Build)
Weather effects have been fully reworked and are now board-specific:
Fields, Plaguelands, and Glacial Wastes each have unique weather distributions
Fog now reduces range and accuracy
Rain slows large units by 50% and removes charge bonuses
Snow reduces morale, causing units to break faster
Pre-battle tooltips explain active weather effects
All weather options can be manually configured in Custom Battles
Snow morale penalty reduced by 50% after player feedback
Stability, Performance & Backend Work
Large backend refactor to improve stability and prevent potential crashes
Fixed a possible memory leak
Resolved multiple UI-related crash cases in battle scenes
Addressed a major artillery desync issue and a long-standing bug where artillery would not die
Flags waiving in the wind were causing a ~25% performance hit and are now disabled by default (option remains available)
Reverted flags to the older system temporarily while a permanent solution is developed
Added autosave indicators and implemented atomic saving to prevent file corruption
Steam Cloud Saves are now live and sync progress across devices
[img src="{STEAM_CLAN_IMAGE}/45294624/5e84ed73368fb05b9c5fd091c015c711cc7d9db2.png"]
Units, Factions & Progression
Added new signature traits for Dwarven units:
Abyssal Delveknights – Monster Slayer
Double damage if enemy forces include monstrous units
Forgewrath Hammers – Forgefury Tempering
Prestige every 50 kills
Randomized enemy factions by board to increase run variety
Final battles now always include a signature unit from the opposing faction
Starting armies now require unlocking troops at least once in Campaign
Continued work on signature units for all factions
Ongoing work on metaprogression systems
UI, UX & Quality-of-Life
Added camera movement slider
Added option to anonymize Steam usernames in bug reports
Added Rematch button to Custom Battles
Added Concede Defeat option to immediately end battles
Cleaned up and stabilized the Settings menu
Fixed numerous tooltip, panel timing, and scaling issues
Improved button visuals, shadows, and UI polish across the board
Fixed issues with ultrawide and 16:10 aspect ratios
Added Esc support for closing hero selection panels
[img src="{STEAM_CLAN_IMAGE}/45294624/d1617bddc037b50d7cc357a6e20d16dd6b39f27a.png"]
Analytics & Balance
Integrated Unity Analytics to track anonymized gameplay data:
Run completion rates
Where players lose
Starting gear selection
This data will be used to guide future balance and progression tuning
Bug Fixes (Highlights)
Fixed units healing to full health at turn end
Fixed invalid attack targets causing battles to never end
Fixed unit count desync on the campaign map
Fixed multiple achievement, localization, and grammar issues
Fixed crashes tied to flaming ammo, UI transitions, and missing models
Fixed issues allowing players to start with zero units or bypass unlock requirements
We've got a bunch of changes, additions, and fixes that have been added to Tabletop Tavern, but before we get to that we've got something to celebrate. We've surpassed 20,000 wishlists! 🥳
As promised it's time to vote for the next faction added to Tabletop Tavern! Head over to our Discord to vote before the poll closes on October 29th.
[img src="{STEAM_CLAN_IMAGE}/45294624/93cffb5f6535ede46c2f79506d63e39728b45555.png"]
Changes
Slightly decreased the speed at which morale decreases
Increased the size of the map by about 50%
Buffed cavalry unit's health to 150%
Cleaned up the UI in the hero select page
Reworked damage on charges to apply on hit instead of after units get up from the ground, feels a lot better
Reset default guard mode to on for all users
TEMPORARILY disabled Jomsvikings and Eldar Drakes
[img src="{STEAM_CLAN_IMAGE}/45294624/05f4929ba00fc183e8f8b5b9251f77ff031d5b74.gif"]
New Additions
Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)
New Attributes:
Blood Frenzy (Deal 2x damage when above half health) and,
Rage (Deal 2x damage when below half health) to Fanatics and Bezerkers respectively
Ammo displayed for units
Outriders: Can be deployed outside of the normal deployment zone
New Emblazing trait for Sunspire Bladelords and Black Wardens
Sunders armor (removing all armor from the unit while in combat ) need to communicate this better
Added text tips in game for frequently asked questions (suggest more tips pls)
Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)
Fixes
Issues with clicking on flag to select units
Monsters (Skinwalkers, Giants, Trolls) not playing animation or attacking in combat
Broken save files causing infinite loading screens.
Withdrawn units causing crashes on battle end
Units in collections and on cards having multiple bows
Units not being able to withdraw fully due to large battlefields
Deleting units in custom battle causing issues
Encountering large units in garrisons with bear spray
Dev tools being enabled (whoops)
Certain seeds causing infinite loading
Bunch of memory leaks in ECS code
Env volume not being controlled by master - might have broke stuff
Skip button not appearing after buying first card pack
Interest not collecting after fighting battles late in campaign
For an exploit that allowed you to conscript unlimited amounts of survivors
Rewrote the end battle logic to hopefully greatly reduce the amount of crashes occurring right when the battle ends
Properly pause simulation so units do not float up to the moon if you paused during a charge impact
Thrall levies have shields on the model but not having the shielded trait
Memory leak in the Terror Application System
Cheers, Jordan & TJ
(ง •̀_•́)ง
Hey everyone, we've had a huge influx of players recently! Why? Turns out a lot of people loved our recent devlog and the game we're striving to build 🙂↕️
This is awesome but it's also lead to a mountain of feedback and bug reports we're fighting to address as quickly as possible. We've shared changes on our Discord as we've implemented them but now felt like a great time to formalize things and post official patch notes and change log on our Steam page.
With that in mind check out the changes we've made between patches 0.9.6 and 0.9.11 (current build) below!
Changes
[img src="{STEAM_CLAN_IMAGE}/45294624/ee67d4c597c24233961907917c30e002110ff623.gif"]
Archer Updates
Toned arrow visuals down
Made shooting appear as volleys
Morale rebalanced
Penalty from terrifying units reduced
Recently taking casualties now affects morale
Morale decreases if unit is taking fire from archers
New Additions
Archers now have limited Ammo
When they run out they will only fight in melee.
Units now have limited amount of charges
Units will have 3 charges (this may vary later)
Anti large troops no longer suffer knockback from charges,
Fixes
Major issue with battles causing crashes (thanks for all the bug reports on this one!).
Major issue where cavalry would not attack but would just stand there and stare
Wolves running through units
Some issues with the report a bug box.
Giants in your army not having correct hp
Issue caused by buying potions in the shop
Pause condition triggering outside of battle
Issue where battles wouldn't start due to obscure enemy comps
Issue where prestigeing units would sometimes delete the wrong one
Defaulting to guard mode not correctly applying
Fixed Elric Valeward Hero Buff only going to Royal Caveliers; not all Rare units.
Battles not starting, crashing during them.
Purchases in the shop breaking game
Giants not loading into battle
Prestige deleting units
Along with a handful of minor ui fixes
Health potion effects not saving if applied before battle
Archer units causing crashes
Cheers, Jordan & TJ
(ง •̀_•́)ง
Current Release
23770379
Uploaded Jun 17, 2026
Update already requested
Uploaders have been notified
A newer version is available but not yet uploaded
Help keep this updated
Login Required
You need to be logged in to request game updates. Would you like to go to the login page?
Request Update
Request an update for Tabletop Tavern? This will notify uploaders that this game has an available update.
Request Submitted
Your update request has been submitted successfully! Uploaders will be notified.
Request Failed
Failed to submit update request:
System Requirements
How to Install
TabletopTavern.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.8 GB
23770379
58FCC394
a1e0d74ee4d8e34d41b2517e98acc4fae50f277a6054e93782c4709e812a82c5
You May Also Like
View AllDownload Tabletop Tavern for PC with a direct link or via torrent. Get the full version of Tabletop Tavern for free. Tabletop Tavern is a Strategy released by TJ.