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Dominion Days 2026 - Recap

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Published on November 12, 2026

This year, our annual Slitherine Next event took place live at Dominion Days, part of Games Ground in Berlin, on November 7–8: a whole weekend dedicated to strategy games!

With special guest host 2D Kiri leading the conversations, we unveiled several new games and shared exciting updates on titles already in development.

 

STEEL PLATOON - NEW GAME REVEAL

During the event, we announced Steel Platoon, a World War II real-time strategy game with RPG elements set during the Battle of Moscow in 1941.

Alberto and 2D Kiri had an in-depth discussion about the game and its key features, accompanied by the first-ever gameplay footage shown to the public.

In Steel Platoon, you'll take command of a Red Army lieutenant and lead your forces from the desperate retreat near Kaluga to the Soviet counteroffensive that culminated in the liberation of the city.

Experience a 15-mission branching campaign where every decision matters. Command infantry, tanks, artillery and support units in realistic combined-arms battles, making use of terrain, cover and destructible environments to overcome your enemies.

Build and customize your own army, develop experienced squads and vehicle crews, and face the consequences of your decisions as your forces carry over between missions.

Beyond the campaign, you'll also be able to enjoy Conquest Mode, Skirmish, 1v1 and 2v2 multiplayer.

 

Sign Up for the Steel Platoon Beta

Want to be among the first to experience Steel Platoon?

Beta registrations are now open. Sign up for a chance to experience the game ahead of release and help the development team with your feedback.

 

Join Our Discord Community

Join the Steel Platoon Discord server to connect with fellow commanders, discuss the game, share your thoughts, and stay up to date with the latest news and development updates.

 

THE RISING CULT - NEW GAME REVEAL

During Dominion Days 2026, held on November 7–8 at Games Ground in Berlin, we had the pleasure of bringing The Rising Cult to the stage for a dedicated panel discussion!

Hosted by Alberto Casulini from Slitherine, the panel featured Jakub Dobi, Lead Game Designer, and Johanna Kaipainen, Producer, both from Kuuasema. Together, they gave the audience an inside look at The Rising Cult, its development journey, and the creative vision behind this dark Lovecraftian adventure.

The discussion explored how The Rising Cult came to life, from Kuuasema's decision to move into PC gaming with its own original IP to the team's fascination with Lovecraftian cosmic horror. Jakub also shared some insights into the game's development journey, the creative choices that shaped its direction, and how the collaboration with Slitherine is helping bring the project to life.

Of course, there was plenty of time to talk about the game itself!

Slitherine is proud to be the publisher of The Rising Cult, working alongside Kuuasema to bring this unique Lovecraftian experience to players. We're excited about what's ahead and can't wait to share more as development progresses!

Set in 1929 Arkham, Massachusetts, The Rising Cult puts players in the role of Minerva Ward, the leader of an occult cult seeking to restore its power and summon the forces of the Cthulhu Mythos. During the panel, Jakub walked us through the game's combination of real-time stealth tactics, roguelike missions, and underground cult management, explaining how these elements come together to create a distinctive gameplay experience.

We also got a closer look at some of the mechanics that make the game stand out, particularly the Enlightenment system, which allows players to break their enemies' will and turn them into valuable resources, whether as new cultists, sacrifices, or even powerful allies. The team also discussed the importance of rituals, monstrous creatures, and the difficult choices players will face as they pursue greater power.

It was a great opportunity to share more about the project, introduce the people behind it, and give the community a glimpse into the world we're building together.

We've also revamped the game's Steam store page, with updated information and materials to give you a better look at what awaits in The Rising Cult. Make sure to check it out, explore the game, and add it to your wishlist!

 

WARHAMMER BLOOD BOWL - GAME RECAP

Warhammer Blood Bowl is bringing the tabletop’s 2025 ruleset to the digital pitch, alongside new teams, seven-a-side Rumble, and improvements to how you learn and play. At Dominion Days, we discussed what’s changing from Blood Bowl 3, and why we’re moving launch to Q1 2027.

Missed the panel? Here’s what you need to know before drawing up your next questionable game plan.
 

New rules. New possibilities for disaster.

The updated ruleset is at the heart of Warhammer Blood Bowl, with a commitment to keep the digital game aligned with future tabletop rulesets.

  • A better passing game: Wildly Inaccurate Passes are gone, and several players outside the thrower role have improved Passing Ability.
  • Secure the Ball: This new action gives low-agility teams a more reliable way to collect an unopposed ball. Even a bruising frontline needs someone to pick the thing up.
  • Updated rosters, skills, and traits: New and revised options give returning coaches plenty to rethink when building their teams.
     

What’s changing from Blood Bowl 3?

Warhammer Blood Bowl builds on Blood Bowl 3’s engine, with changes designed to make the action easier to follow and get into.
 

Clearer controls and bite-sized lessons
The revised match interface uses sequence and action bars to make your options more explicit: choose a player, choose what you want to do, and set up the action. Dedicated tutorials introduce the rules, interface, and basics through short lessons, separate from the campaign. Improving those first steps remains a priority throughout the playtest.
 

Rumble: seven players, plenty of trouble
Inspired by tabletop Sevens, Rumble puts seven players per side on a smaller pitch, with six-turn halves instead of eight. It’s a shorter format for learning the ropes—or squeezing in another helping of Blood Bowl.
 

Two new teams in the base game
Tomb Kings and Bretonnians join the base-game roster at no additional cost. Tomb Kings bring a powerful but slow-moving style, while Bretonnians offer a different mix of tools for coaches willing to master them. Neither is intended as the easiest first team for a newcomer.

New Star Players are also planned for launch, including Akhorne the Squirrel and Deeproot Strongbranch. Sometimes your game plan needs a tree. Sometimes it needs an angry squirrel.
 

Your collection, and a revised business model

Blood Bowl 3 owners will receive Warhammer Blood Bowl for free, with their existing teams, cosmetics, dice, and Warpstone carried over.

For Warhammer Blood Bowl, factions outside the base game will be sold as DLC, with Deluxe DLC options pairing a team with customization items. Warpstone will be used only for cosmetics, and the seasonal Blood Pass will no longer require an additional payment: its rewards will be available to earn by progressing through it during the season.
 

Why we’re taking more time

Delaying launch is disappointing, and we know coaches are eager to get started.

The panel outlined three priorities behind the move to Q1 2027: further polish following playtest feedback, resolving an Xbox issue so we can launch on all platforms together, and thoroughly testing the transfer of players’ Blood Bowl 3 collections.

That last point is especially important. Your existing content needs to be there when you make the move. The extra development time gives us more room to test that transition and improve the experience.
 

What happens next?

The playtest will continue evolving. Plans discussed at Dominion Days include testing redraft and revised competitive ladder settings, bringing Tomb Kings and Bretonnians into the playtest, and further Arena ruleset iterations to help inform future competitions.

The team is also exploring a Rumble Arena where coaches could build their own teams. That remains an experiment under consideration, rather than a confirmed launch feature.

The World Cup is planned to follow the full game’s release, rather than take place in the playtest. Its timing depends on launch.
 

Get your team sheet ready

Try the updated rules, put the new interface through its paces, and help us improve the game with your feedback.

Visit the Warhammer Blood Bowl Steam page and add it to your wishlist.

Join the playtest and get onto the pitch.

 

RADIO COMMANDER: PACIFIC '41 - GAME RECAP

During Dominion Days 2026, powered by Slitherine and held at Games Ground in Berlin on November 7–8, we took the audience straight to the battlefield with a gameplay walkthrough of Radio Commander: Pacific '41.

The session focused on Mission 5 of the single-player campaign, featuring an American hypothetical assault on the island of Nauru. Players got a closer look at the challenges facing US forces as they attempt to capture the island. Starting from firefighting to establish a beachhead and advance inland with limited battlefield visibility and enemy positions largely unknown.

We explained some of the game's core mechanics, including infantry engagements, tank movements, naval support and destroyer artillery support operations under enemy fire. We explained the level of command and thus the rationale for moving away from micromanagement at the platoon, squad, or individual soldier level. The presentation also highlighted artillery fire missions, the impact of propaganda shells on enemy morale, logistic mechanics based on field bases, offering a glimpse into the many decisions commanders must make to keep their forces strong, alive, moving and complete their objectives.

As always, Radio Commander: Pacific '41 puts voice/radio communication, decision-making and situation orientation at the heart of the experience. With no traditional battlefield overview, players must rely on radio reports, interpret incoming information and issue precise orders to coordinate their troops and respond to an ever-changing situation and manually update situational map by moving tokens.

The session also provided an opportunity to share the latest development updates and remind everyone that the Beta is available to join!

 

VEIL OF ASHES - GAME RECAP

With special guest host 2D Kiri leading the conversation, we sat down with Michael and Felix, the two CEOs at Greifenmaer, the dev studio behind Veil of Ashes, to take a closer look at the development of this upcoming RTS and the team bringing it to life.

From the origins as a university prototype to the studio's growth and its collaboration with Slitherine, the developers shared the story behind the game and how their vision has evolved over the years.

The conversation also covered the inspirations behind Veil of Ashes, its distinctive gameplay features and the current development plans. Michael and Felix discussed everything from the game's factions, unit roles and destructible environments to the semi-procedural campaign and the challenges of bringing such a large-scale battlefield to life.

 

BROKEN ARROW - GAME RECAP

If you missed our panel with Broken Arrow Creative Director Felix Habert at Dominion Days, hosted by Slitherine during Games Ground in Berlin, here’s what we covered, from match replays to new factions and specializations.

First, a correction to the roadmap we showed during the panel. We mistakenly listed match replays and single-player saves under 2027. Match replays arrive in November 2026, and single-player saves arrive in December 2026. Thanks to everyone who flagged the error. Here’s the corrected roadmap.
 

How will match replays work?

Ever wondered exactly when a match turned? You’ll be able to download the replay, rewind, and see what was happening from any player’s perspective or as a neutral observer. You can also pause, change the playback speed, and share the replay.
 

What’s coming in December?

War on Air is a fully voiced single-player campaign with six missions that unfold alongside the main story. You’ll lead Russian defense forces and follow the conflict through the reports of a journalist in Saint Petersburg.

The base game update launching alongside the DLC adds manual saves, quicksaves, and autosaves for single-player content, including the original campaign.

We’re also targeting December for a separate Public Test Environment. We plan to run it for up to two weeks to try out changes to multiplayer gameplay. We’ll share instructions on Steam when it’s time to join.
 

What did we learn from competitive play?

Watching tournament matches helps us see which units and combinations players rely on when they’re playing to win. One takeaway Felix shared during the panel was that the Russian Guard specialization needed tuning.
 

What’s in the U.S. Navy DLC?

The next DLC after War on Air will add a U.S. Navy multiplayer specialization to the existing U.S. faction. It will also introduce naval scenarios, including carrier operations and submarine insertions. Ships are planned for dedicated scenarios and the mission editor.
 

What about new factions?

The planned European faction will start with Germany and a selection of Dutch units, with more European countries to follow over time. China is planned as a full faction of its own further down the road.
 

What else is on the roadmap?

We’re planning matchmaking improvements to help players find fair matches faster. We also plan to add offline solo skirmishes so you can play without connecting to our servers.
 

Modding and community creations

Felix talked about plans for modding tools and looked back at how the zombie scenarios got started. A community creator built a zombie mode using regular units, and that idea inspired our official scenarios. If you’ve already taken a squad out to rescue civilians in the latest co-op scenario, you’ve played a little piece of that history. The scenario is free and here to stay.
 

Our first official Broken Arrow 1v1 tournament

Dominion Days also hosted our first official Broken Arrow 1v1 tournament. Players across a range of ratings went head-to-head and gave us some great matches.

Congratulations to MarekOTowarek, our first official 1v1 champion!

Thanks for tuning in and sharing your feedback, Commanders. -  Steel Balalaika Studio

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