Ridge Hold — One Week Since Release & What’s Coming Next
It’s been one week since Ridge Hold was officially released! 🎉
First of all, thank you to everyone who has played the game, shared feedback, and supported the project.
We know the demo had several issues, and unfortunately, it didn’t show Ridge Hold in the state we wanted. Since then, we’ve worked on fixing those problems, and the current release addresses the issues that were present in the demo.
But this is only the beginning.
🏰 What’s Coming to Ridge Hold?
We have several ideas planned to make the game deeper and give you more reasons to keep playing.
⚔️ Different Difficulty Levels
More difficulty levels are planned, giving players new challenges and making each playthrough more demanding.
Whether you want a more relaxed experience or a serious challenge, there will be more ways to play Ridge Hold.
📈 Troop Levels
Troops will eventually have their own progression system, allowing you to develop and improve your army as you advance through the game.
🗺️ More Maps
Ridge Hold currently focuses on its existing battlefield, but we want to expand the world with different maps, each offering new layouts and strategic challenges.
👹 New Enemies
More enemy types are also planned.
New enemies will require you to adapt your strategy and think carefully about which troops and abilities you use.
🛡️ Unique Clan Strengths & Weaknesses
One of the bigger features we want to introduce is unique clans.
Each clan will have its own strengths and weaknesses, meaning there won't be one strategy that works for everything.
Choosing your clan and understanding its advantages and disadvantages will become an important part of preparing for battle.
❤️ Thank You for Supporting Ridge Hold
Ridge Hold is an indie game, and every player, review, suggestion, and piece of feedback makes a real difference.
The game has come a long way since the demo, and we're excited to continue improving it and adding new content.
Thank you for playing Ridge Hold — and we'll see you on the battlefield!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.