About the Game

Welcome, friends, to The Battle of Polytopia, a unique, turn-based strategy game involving strange lands and charismatic tribes, clever technologies, and captivating magic where the ultimate goal is to rule the world. Obvs!

Scene: Enter the Square, the bizarre home planet of the Polytopians, a flat, square-shaped landmass drifting in the space of an alternate dimension to ours. A relatively simple and curious folk that has a penchant for fighting, the Polytopians are 16 individual tribes spread out across the Square, each with their own characteristics, motivations, strengths, and weaknesses. As a player, you will take on the role of the ruler of one of these tribes as you attempt to build your civilization in competition with the other tribes.

Will you choose to be the leader of the Xin-Xi, reserved yet adventurous traditionalists who are wary of change or outsiders? Perhaps the Hoodrick, who love archery, nature, and mushrooms, and are famed for their baked goods! Or maybe the Bardur, where the local tavern is their favorite place and Ullefurgh their drink choice, a delightful concoction of pine needles, hot water, and rabbit fat. Deeeelicious!!
But beware of the Vengir, purple rhino-pig riding warriors who, in between bouts of pillaging, like to sharpen their swords and vacation at the misty Kithkga Boneyards. You really don’t want to get on their bad side!

Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
- Fixed mantis head in chipmunk mode
- Properly display perfection difficulty bonus % in game setup ui
- Aquarion can no longer fertilize tiles with crops on them already (which caused crops to dissapear)
- Updated Cymanti tribe preview
- Moth eggs can no longer swim (preventing them to be pushed into water)
- Aquarion can no longer drain tiles, and others can’t dash drain
- Other tribes can now see how many turns before larva turns to moth
- Larvas can now grow into moths if mind-bent by another tribe
- Moths now properly spawn eggs instead of daggers if mind bent
- Can not swarm swarmed units
- Allow breaking ice under units if they can stand on the tile without ice (flying units, tiles with algae or bridge)
- Changed Cymanti explorer to Ciru bug
- Make sure double attack cannot be used after capturing a city or examining a ruin
- End result screen now show correct number of technologies researched
- Updated localization
- Explorer pathfinding now includes mountains and increased sight range when evaluating which tile to move towards
Enjoy!
- Fixed broken sound effects for movement in water and sword hit
- Make ₼idŋighţ ∑∫ỹriȱŋ ambience sound work when taking over other climates
- Fix so tribe mixing works as before again
- Fix so converting units with new override-system works - no more grave riding :'-(
- Added skinned sprites for the following ₼idŋighţ units:
- Bomber
- Rammer
- Scout
- Cloak/Dinghy
- Pirate
- Mountains are correctly skinned in tech tree
Ai-Mo To-Lï
Quetzali Iqaruz
Yădakk Ürkaz"
* More variety to Continents and Pangea map
* Improved city placement
Bugfixes:
* Naval units now show which unit is inside a naval vessel in the text description
* End Turn now properly turns blue when all units are out of actions
* Removed option to break ice on a frozen unit
* Fixed a crash bug that appeared in some situations when constructing a Vengir temple in the month of November
* Market sprites now properly updates when building or destroying ports
* Market sprites now uses correct z-ordering so it won’t overlap buildings in front of it
* Invisible units are now revealed when breaking ice or harvesting starfish
* Unit inside a ship now gets poisoned when the ship gets poisoned. Unit also heals from poison if ship heals from poison.
* Tutorial hints improvements
* Giant pushing a unit with Skate-ability no longer exhausts that units actions
* Removed confirmation popup when harvesting starfish
* Markets should only double production if the port next to it is owned by us
You spoke, and we listened! We’ve made some changes to the Path of the Ocean update in the beta, and we’d like to see what you think!
If you haven’t seen the previous post or just want to be reminded about what we’ve added, we encourage you to take a look at it by clicking this link.
Let’s Start with the Important Changes
We’ve Swapped Fishing and Sailing
{STEAM_CLAN_IMAGE}/33366298/b5a209e368962f6da886a8dce313071124d37830.png
As you can see, we’re playing around with an interesting change that we think should slow down everyone’s want for naval just a little. We’ve swapped the positions of Sailing and Fishing, as you’ve gotta get onto the water in order to get the delicious fish that are out there. Fish can now be found in the ocean, and as you can see, Kickoo has been adjusted to accommodate. Naval is still really powerful, but we think this change will adjust the dynamics of when everyone starts getting onto the water a little, hopefully slowing things down and giving you more options.
We’ve Adjusted the Naval Units
We’ve heard your feedback on the new naval units, and while most of it was positive, we learned a few things needed changes. The biggest of our changes was to shift around how the naval units countered each other. Originally, Scouts were designed to beat Rammers, Rammers beat Bombers, and Bombers beat Scouts; but now, we’ve realized that reversing it seems to feel more natural. Now, let’s talk more about each unit’s individual changes. On top of this, we’ve also nerfed Rammers, who we felt were far too strong.
Rammers
{STEAM_CLAN_IMAGE}/33366298/f16afebf89ab91df8a7cde87929490d121659de1.png
Now, with more spikes!
Rammers are now meant to close the distance on Scouts, making them good for defending your Bombers from the pesky boats. Rammers are still good at assisting a land invasion, and can still tank damage, but are less able to threaten Bombers now that they’ve lost the “Sneak” ability.
Bombers
{STEAM_CLAN_IMAGE}/33366298/f517998e3bcce2bafe7d07dd68ef579834358e42.png
Bombers didn't get a visual change, but it'd be weird if there wasn't a picture here
Bombers have now gained the “Stiff” ability, preventing them from doing retaliation damage. This should make it much easier for your Scouts to deal with them, as they’ll have no defense against anything that can get close to them. Bombers have also been given a movement of 2 (instead of 3), as those massive cannons are super heavy and hard to maneuver. Let’s hope you’ve given them a good escort!
Juggernauts
{STEAM_CLAN_IMAGE}/33366298/c16a0d1cae924305eb2da8a6a513bedb3033059e.png
Do you think the Giants blow on the sails to get it to move?
Juggernauts got the biggest change in the update, as not only did they get new art, but they’ve also got a whole new job! Juggernauts have lost the “Dash” ability and the ranged attack, but have now gained “Smash”, which will damage all surrounding tiles whenever they move. That ability even applies when they land, so you can now use them to help hold a beachhead. This more melee-focused rework should make them feel more like “Giants on the water”, and help them better fulfill a role as part of your navy. Of course, they’re still vulnerable to ranged units, so keep them protected.
And Now For Small Changes
Lighthouse
{STEAM_CLAN_IMAGE}/33366298/a02388a6b1eeb0337991f02bae70d187a294b54c.png
They're usually much taller than this.
Lighthouses have gotten new art, but also give your capital 1 population when you first find them, which is a nice little incentive to hunt them down.
Aqua Farm
Aqua Farms are now less plentiful, but can be used in conjunction with Windmills. Farms are farms, and the people who man the Windmills are now aware of that.
Market
Markets now get 2* per unique production building adjacent to them (Forge, Windmill, or Sawmill), and the income is doubled if you have them next to a Port. We hope that this makes planning around them more impactful, as well as making them more useful overall.
Villages Burning in the Fog
So, technically, this was us testing out a new idea. We heard what you thought of it, and have removed it for good. You can now go back to capturing villages “peacefully”.
And Lastly, Important Bug Fixes
AI Improvements
While yes, we did make the AI smarter, we accidentally made them defend their cities improperly. They shouldn’t make Cloaks anymore when being attacked, making it harder to siege them.
Map Generation
We’ve added some additional checks to keep capitals from spawning on map edges and corners. We’ve also looked into the beta features bleeding into games made in the live version, and think we’ve solved that, as well. Of course, if you happen to see these oddities happen again, please let us know, and we’ll give the map generator another stern talking to.
How Do I Get Into the Steam Beta?
If you haven’t done so already, you’re always able to get into the Steam beta by following these steps:
- Right-Click Polytopia in Steam
- Click “Properties” on the dropdown
- Head to “Betas” in the new popup that appears
- Use the code “polytopiabetatesters” to get into the beta!
{STEAM_CLAN_IMAGE}/33366298/426d9c359f98ec04228516217c0b0d89ffdd2ee3.png
Should look like this. So, come join us in the beta, as there’s room for everyone!
If you have feedback on these new changes, please head to our Discord by clicking this link, where you can find other people playing the beta!
We look forward to hearing what you have to say!
-Zoythrus
Changelog:
- Swapped Fishing and Sailing techs
- Fish now spawn on Ocean
- Reduced Aqua Crop rate
- Rammers lost “Sneak”
- Bomber got “Stiff” and movement is reduced to 2
- Gaami got back the ability to manually freeze an area
- Juggernaut got “Smash” instead of a ranged attack, and lost "Dash"
- Lighthouse give 1 pop to your capital when discovered
- Windmills multiply Aqua Farms
- Adjusted Market logic: Produces 2 stars for each unique type of nearby production building (Sawmill, Windmill, Forge). Income is doubled if next to a Port.
- Improved AI (no longer build Cloaks to defend)
- Improved spawning of cities (no more edge spawns)
- Villages no longer burn when being captured
- Improved graphics for Juggernaut, Rammer & Lighthouse
Known issues:
- Kickoo Explorers won't travel on Coasts until you have Sailing, creating weird behavior. We'll fix this later.
General:
- Improved user experience flow with instant tournament
- Updated Unity purchasing package, hopefully to help fix purchasing issues
- Updated About page and credits screen
- Performance improvement when sending out Explorers
- Performance improvement for city connections, hopefully reducing loading lag
Bugfixes:
- Fixed games broken by our recent server issues
- Infinite growth bug fixed
- Player sorting in win screen adjusted
- Resigned players now show as bots
Current Release
Build 24051203
Uploaded Jul 12, 2026
System Requirements
How to Install
Polytopia.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
172 MB
24051203
34DD4423
4160e03b9dfa03ad314ffb97e5cbf5622d19b2a1eb95516b25d08f236a791f86
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