Huaxia: Warring States is in Early Access. The developer has stated a planned twelve to eighteen month window between the paid launch on April 28, 2026 and the eventual full release. This page summarises what is in the build today, what the roadmap names as planned, and how patches reach players.
What is in the Build Today
The current Early Access build delivers the core role-playing, strategy, and sandbox loops. The map covers Yu Province, one of the legendary Nine Provinces, with seven prefectures, seven cities, forty-one counties, and roughly fifty conquerable strongholds. A standard playthrough runs about fifty to eighty hours.
Pillar | Status |
|---|---|
Character creation and growth | Shipped. Eight family origins, bloodline, birthplace, and constellation perks, and a multi-tree talent system are all in. |
Combat | Shipped. Personal melee and ranged combat plus strategic army battles. Cosmological modifiers from the five-element, yin-yang, and eight-trigrams systems are layered on top. |
Retainer recruitment | Shipped. Around eighty historical figures are recruitable as companions, advisors, and generals. |
Clan and homestead | Shipped. Players can found a clan, build a homestead from raw materials, and grow it into a center of administration, training, and economy. |
Shipped. Nine playable schools out of the broader hundred-schools tradition, including the Mohist Academy stronghold. | |
Shipped at a basic level. The empire-building loop runs end to end on the current Yu Province map. |
What is Planned
The developer has named several deeper systems as planned but not yet shipped. Treat these as intent, not as confirmed in-game content, until a patch confirms them.

Reforms (变法): a deep policy layer letting clans and rising states change their internal laws. Not yet in the build.
State policies (政令国策): standing orders that shape economy, military, and population growth at the faction level. Not yet in the build.
Formation customization (阵型配置): battlefield formations that re-shape unit interactions in strategic combat. Not yet in the build.
Expanded factions and legendary figures: more clans, more recruitable retainers, and additional mythical beasts on the world map.
Map expansion: a stretch goal extending the playable region from Yu Province toward the full Nine Provinces, with more cities and villages.
Deeper diplomacy: see Diplomacy for the current alliance and trade systems and the planned vertical and horizontal alliance mechanics.
Squad backpack merging to reduce inventory micromanagement.
A reworked open-world warfare system for more dynamic territorial conflict.
An upgraded save system with ongoing performance and usability improvements.
Patch Cadence
Patches arrive frequently during the launch window. The first weeks have produced multiple smaller updates that target bug fixes, UI freezes, item duplication exploits, and translation polish, plus larger updates that reshape parts of the map or rework systems. The official store page and in-game news feed are the live source of truth for what each patch contains. The wiki does not enumerate every patch because the cadence is faster than the article update cycle.

Article facts are timestamped with the build they were last verified against, with phrasing such as "as of late April 2026" or "as of EA build vX.Y". When a stat-level claim looks stale to you, treat it as needing review against the current build rather than as hard fact.
How the Build Will Change
The combination of structural pillars (already shipped) and deeper layers (planned) means the gameplay frame is unlikely to change, but specific numbers will. Expect:

Retainer rosters to grow as new historical figures are added..
Unit type counts and tier balance to shift as new unit types are introduced and old ones are rebalanced.
School bonuses and Hundred Schools sub-systems to expand.
Map regions, county counts, and stronghold counts to grow as Yu Province expands toward the full Nine Provinces.
Localization coverage to evolve. See English Localization for the language-support history.
Where to Look for the Latest
The official store page lists the current language list, system requirements, and feature description. The in-game news feed and the studio's community channels are where patch summaries land first. The wiki tries to track structural changes within a few days of each patch, but specific numbers may lag, especially during the first months when the cadence is highest.
If you spot a fact that contradicts the current build, treat the current build as authoritative and assume the wiki page is mid-refresh.
Related Pages
Demo vs Early Access: tells the free demo build apart from the paid Early Access build.
System Requirements: current minimum and recommended hardware.
Getting Started: first launch through the early-game loop.
May 11 Update Snapshot
The tenth update since launch shipped on May 11 and was the most balance-and-fix oriented patch since the Early Access window opened. The highlights below are the changes most likely to affect player decisions over the following weeks.
Area | Change |
|---|---|
World map | Performance and frame-rate optimization on the world map, with reduced lag during day-night transitions. |
UI | Help button added to the in-game (P) interface. |
Ambition quest | Treasure-sword sub-objective temporarily removed while the quest line is under repair. Players blocked at that step can progress past it. |
Historical heroes | Initial skill level raised so every State has at least one historical retainer at skill level five. |
Constables no longer attack the player in-city on sight when the player has crime status. Players can now clear crime records from inside the city scene. | |
Talent points awarded per fragment sacrifice raised to five. Sacrifice no longer freezes when the game is set to a non-Chinese language. | |
Gaoluo tribe | Fixed an issue where players entered an unintended war state with the Gaoluo tribe; fixed a related case where the QIN faction could conquer Gaoluo fortresses incorrectly. |
Infiltrate the City achievement now awards reliably on successful infiltration. | |
Talents | Sword Heart Seeking Invincibility invincibility effect now triggers as intended; Spirit Beast Follower no longer provides unintended secondary benefits; several ideology-linked talent ineffectiveness bugs fixed. |
Other fixes | Crafting skill experience now scales correctly with the number of items crafted; Mohist goods display issue fixed; soldiers no longer stuck at invisible boundaries near herb gathering points; Entering Officialdom quest now completes at the 200-reputation threshold; quest freezes from destroying kingdoms before visiting them resolved; board quest timeouts fixed. |
The patch listed twenty-one specific bug fixes alongside the adjustments above. The developer has flagged battle stuttering, city-area lag, loading times, and character running speed as the next focus areas for performance work.
May 19 Update Snapshot
The twelfth update since launch shipped on May 19. It focused on flow improvements and on quality-of-life adjustments to systems the launch-month bug-fix patches had already stabilised.
Area | Change |
|---|---|
Loading | Loading times shortened across world-map and battle transitions. |
Open-world quests | Accepting quests from the open world streamlined to reduce extra prompts. |
Battles | Battle prediction display enhanced so projected outcomes are clearer before commit. |
Merchants | Merchant inventory refresh rates adjusted to reduce stuttering during merchant interactions. |
May 22 Update Snapshot
The thirteenth update since launch shipped on May 22. It was primarily a bug-fix and stability patch rather than a feature update.
Area | Change |
|---|---|
Tutorials | Tutorial steps that previously left players stuck in early game states resolved. |
Quest progression | Several quest-progression bugs fixed. |
NPC placement | NPC placement errors near quest givers and shopkeepers corrected. |
UI | UI glitches addressed across the journal, faction, and inventory panels. |
Combat boundaries | Combat boundaries optimised on field and siege scenes. |
Faction mechanics adjusted to prevent edge-case capture of faction leaders. |
May 26 Update Snapshot
The fourteenth update since launch shipped on May 26. It was a bug-fix pass that also set out the developer’s near-term priorities. Fixes addressed an NPC vanishing during the shop renovation quest, a submission failure in the material procurement quest, misplaced heroes in secondary scenes, attacks not registering while mounted in combat, reputation values stuck on old save files, and occasional auto-save errors, among more than a dozen others.
Planned Next | Detail |
|---|---|
Squad backpack merging | Combine squad inventories to cut down on backpack micromanagement. |
Library and reading marks | New library and reading-mark features for studying texts. |
Open-world warfare revamp | Rework territorial conflict across the open world to make it more dynamic. |
Save system upgrade | An upgraded save system alongside ongoing performance and usability work. |
The developer noted that the official roadmap would be discussed and released once these core gameplay improvements are finished.
May 29 Update Snapshot
The fifteenth update since launch shipped on May 29 and centered on a unit-trait rework. Many traits were added or rebuilt to make unit types feel distinct, with several keying off a broken Stamina bar or off whether a force is outnumbering or outnumbered. The full trait list is on the Unit Types page.
Change | Detail |
|---|---|
Unit traits reworked | Added and reworked traits such as Precise Shot, Heavy Crossbow, Morale Boost and Berserk; see Unit Types for the full list. |
Combat fixes | Allied captured outposts can no longer be seized during anomalies; equipped Doctrines can now be unequipped; spell quests and achievements no longer complete without casting. |
Quest and UI fixes | Fixed Disaster Relief grain-sack counting, an unclosable Clan Member interface, delayed minimap position updates, and missing supply-quest names. |
Localization | Supplemented missing English UI text. |
The developer also advised against modifying in-game time through external tools, since it can trigger unpredictable bugs, while noting other values are safe to adjust.
June 5 Update Snapshot
The sixteenth update since launch shipped on June 5 under the headline "No More Empty Map." Its largest change rewrote how locations behave on the world map so that the long-standing "empty city" problem (cities appearing deserted or vanishing after certain saves and conquests) no longer occurs. The patch also folded in a batch of Secret Realms battle fixes, several quest fixes, and a set of named talent and concept corrections.
Area | Change |
|---|---|
World map | Location mechanics rewritten so the empty-city behaviour no longer triggers; troop reinforcements arriving on the battlefield no longer cause lag. |
Captured heroes | Captured enemy heroes can no longer be disposed of while you are assisting in someone else's battle. |
Retainers | A kicked retainer now returns to their clan's homestead instead of reappearing in Yiyang or wandering the map. Recruiting prisoners as retainers now correctly updates their profession. |
Guards | Guards no longer immediately recognise players convicted of minor offences, but they do immediately recognise and pursue serious offenders, except at resource points where they are less watchful. See Crime System. |
Talents and concepts | Eight named concepts and talents were corrected, including Diligent Cultivation, Culinary Arts, Determined Thinking, and Solid as a Mountain. See Talents and Skills for the list. |
UI | Location descriptions can now be read in the description pop-up window. |
Quests | Fixed the Nine Cauldrons Fragment not being awarded after defeating Han Fei in "The Sin of the Big Rat," a wrong tracking marker in "Going East to Ask the Way," and the City Gate heal service not triggering the "Healer's Kindness" objective. |
The developer also confirmed that the save system is being reworked, and warned that the update pace will be slower over the following two weeks while that work lands, specifically to avoid corrupting existing saves. Once the basic-gameplay repairs are finished, the team intends to discuss and release the official future update plan. A system for teaching new concepts to recruited retainers was also named as a planned future feature.
June 13 Update Snapshot
The seventeenth update since launch shipped on June 13 under the headline "Unit Total Rebalance." It was primarily a battlefield-economy rebalance aimed at making mid- and high-tier units matter in longer battles, alongside reputation and equipment-durability adjustments and a set of quest fixes. The developer also confirmed that the save-system rework was on track to finish the following week.
Area | Change |
|---|---|
Units | Slowed soldier casualty rate, raised low-tier unit health, increased mid- and high-tier unit damage and spell damage versus elites, sharpened shield-versus-assassin attribute roles, and raised escape movement speed from 60 to 80 percent. Late-game hero scaling no longer adds twenty command capacity per level. |
Reputation | Rebalanced rewards and penalties for all reputation actions; larger penalty to the suffering country for active attacks, plundering, and killing prisoners. |
Durability | Cut per-hit equipment durability loss by roughly 80 to 50 percent, raised dropped-equipment initial durability ceiling from 70 to 90 percent, and exposed durability consumption as a difficulty setting. |
Starting area | Removed large bandit and beast packs from Sanchuan County, the initial area, to protect new players. |
Quest fixes | Fixed an early Yuzhou-unification path that could skip quest steps, conditions that were met but not marked complete, a friendship requirement when joining the Han service, clan disciples vanishing after becoming officials, and duplicate uncaptured heroes in the captive interface. |
Save system | Rework of the archive system stated to complete the following week; slower update cadence attributed to protecting existing saves during the change. |
Looking ahead, the developer said new content including a merged squad backpack and a collection system would arrive first on a separate test branch the following week for staged stability testing, with later focus on clan, Nine Provinces, and battle-command work. Treat that test-branch content as planned rather than shipped to the main build until a later patch confirms it.