Update 2.0 is the largest update in Warman's history. It touches nearly every system in the game, multiplayer networking, mod support, terrain rendering, physics, the minimap, and platform support. Here is what changed.

Lockstep Multiplayer Rewrite

The entire multiplayer stack has been rewritten from scratch. The new architecture uses a lockstep simulation model where only player inputs are synchronised over the network. This means the complexity of the game world no longer affects multiplayer performance, it does not matter how many units, projectiles, or effects are active.

The flow has changed: you now pick your hero before joining a lobby, not after. You cannot change heroes mid-lobby or join a game already in progress. Input delay is comfortable up to about 100ms ping, with client-side prediction improvements planned for a future update.

Full Mod Support

Mods (called Scenarios in Warman) are now fully supported. Maps and rooms are editable through a new built-in scenario editor. The editor can modify terrain, place objects, connect interactables, and configure map settings. Warman itself loads as a scenario, the same system that powers custom content powers the base game.

A scenario browser lets you switch between installed scenarios. Workshop support is planned for a future update. Scenarios are fully playable in multiplayer as long as all players have matching files.

New Terrain and Physics Engine

Rooms now have a fully editable terrain with different textures, cliffs, ramps, height changes, water layers, and walkable/non-walkable surfaces. The terrain is paired with a new deterministic pathfinding and physics engine required for the lockstep multiplayer model. Movement and combat feel significantly better.

Jumping has been removed. It did not fit the level design direction and had the same utility as dodge rolling.

New Minimap and World Map

The minimap shows a pixelated live view of the terrain and active objects. The world map renders a detailed overview of all rooms, seamlessly connected. Both are generated at runtime from the scenario data, so custom scenarios get proper maps automatically.

Other Changes

Save files have moved to standard OS locations (AppData on Windows, Application Support on macOS, XDG config on Linux). The game attempts to migrate old saves automatically.

Rooms now load on first entry instead of all at once, making loading screens near-instant. macOS Apple Silicon is now supported. Experimental controller support has been added, combat works well, but UI navigation still needs work. Steam Deck is supported with button glyphs.