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Development log

Oct 30 2026

Unlearning to Click

DESIGNPOST #5
None of these troops received an order. Clash in the Dune Canyon
None of these troops received an order. Clash in the Dune Canyon

Castle Arena asks new players to unlearn one thing. Most strategy games teach you to click on soldiers, and here that never happens.

Explaining it in a text box doesn't work, so we didn't try.

Real matches, carefully set up

Training is five short lessons and a proving battle, and every one of them is a real match: the same troops, buildings, economy and AI as a normal match. Nothing is scripted. What changes is how the board is set up at the start: which buildings each side may use, how much gold you have, what is already standing, how much health each castle has. The lesson just arranges the pieces so that one idea weighs more than everything else.

Lesson The idea What the tests showed
1. The castle fights for you Your building creates your army The first troop appears around 17 seconds, and the first fight starts near the one-minute mark
2. Counterattack Against Light armor, use Pierce attack Sticking with the Barracks trades badly, about 95 kills for 265 losses. Switching to the Archery Range wins
3. Gold that pays off Idle gold is a mistake Investing won 6 of 6. Saving, 1 of 6
4. Timing the wave The same Rescue is worth 2 or 10 kills It depends only on when you cast it
5. Upgrade Look for the golden arrow Those who never upgraded won 4 of 6. Those who upgraded, 6 of 6
Proving battle Everything together, with little help Normal rules, the AI on Easy and a 20-minute limit

Remember the gold test from chapter 2? It was born here, while we were building lesson 3.

A lesson that warns when it breaks

Every lesson has a "learned" way to win comfortably, while the naive approach struggles or loses. We measured that with automated players, and those measurements became tests. If a balance change breaks a lesson, for example if the right counter stops speeding up the win, the test fails on the spot.

And it happened. In chapter 4, when the patient route made melee stronger, one lesson broke right away, and its enemy camps had to be cut from six to five.

Hints that speak up when you need them

Hints appear one at a time, with an icon and a short line. They can be dismissed, and they don't repeat. The help shrinks from lesson to lesson: step by step in the first one, almost silent in the proving battle.

But the level of help isn't fixed. If you're struggling, the hints step up a level. If you're doing well, they step down. "Struggling" has numbers: the castle lost more than 8% of its health in 30 seconds, trades are 1.6 to 1 against you, your gold is piling up, or your hits are landing for less than 90%.

The counter hint works like a small ladder. First it tells you that your hits deal only 70% against a Light enemy, and points to the badges on your buildings. If nothing changes in 30 seconds, it says that Pierce deals 175% to Light and lights up the right card with a ✓.

Once you have the counter, it goes quiet.

What playtests found

Playing the lessons for real turned up things no test would catch. A lesson panel swallowed the clicks on the map. Dusk lessons were too dark to read the battle. And a Rescue that wiped out the whole wave was called "wasted" by the game. All of it is fixed.

We also decided that Training wouldn't be a gate. In Single player, new players land in it first, with an "I know the basics" button to go straight to battle. Online, it's only a recommendation. A friend who just accepted your invite should be able to play right away.

What still needs teaching

Some things still have no lesson: where to place buildings, specials and legendaries, perks. And the tighter economy from chapter 4 threw off the pace of some lessons, which will be redone along with the faction recalibration. A lesson is a board arranged with care, and when the rules change, the pieces have to be arranged again.

But learning alone is only half of it. Tug of war is better with a person on the other end of the rope.

— The team