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RISK UPDATE v3.24 RELEASE NOTES

RISK: Global Domination · Community Announcements · October 19, 2026

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3.24 is a foundational release with exciting new content included. We spent much of this cycle rebuilding some of the oldest parts of the game’s codebase: how you connect and reconnect, how game state is saved, how time is tracked in game. Long-standing “my game broke and I don’t know why” error reports trace back to old errors in one of these systems, and it was well past time for a tune-up.

This work is under-the-hood, but you should feel it with fewer dropped games, more reliable reconnect, turn timers, and bot outs that work how you expect them to. It also gives us a cleaner, more stable foundation for 2026 and helps prepare the game for RISK Battle Cards arriving later this year.

We're also expanding the battlefield with Sci-Fi Map Pack 2, featuring a BRAND NEW game mechanic and four new maps: Forgotten Guardian, New Tharsis, Crystal Canyon Dairy Farm, and First Contact.

This release also includes an update to Unity which will require some mobile users on older OS to update their devices.

  1. Android minimum version 7.1 (from 7.0)

  2. iOS minimum version 15 (from 13.5)

Major Improvements

New Game Mechanic: Dynamic Territory Connections (DTC)

Territory connections are no longer limited to permanent, two-way paths. With Dynamic Territory Connections (DTC), links between territories can change direction, become active or inactive, and move throughout the course of a game.

This new system allows maps to introduce evolving battlefields, opening and closing routes as the game progresses, and creating new strategic opportunities for attack, defense, and movement.

And this is just the beginning for DTC. What you’ll see in 3.24 is the first phase of this new system, with plenty more ideas and mechanics we’re already exploring for 2027.

Reconnection & Networking Rebuild

RISK’s networking layer was built over a decade ago and is showing its age. We rebuilt our networking systems from the ground up - updated plugins, refactored code, and completely reworked how the game handles disconnects and reconnections.

Why it matters: the old setup could lose track of your connection, leaving you stuck with failed rejoins and lobbies that seemed to freeze before games could start - plus a whole slew of other ‘reconnect/rejoin’ bugs. With the rebuild:

  1. Rejoining an ongoing match is much more reliable.

  2. Returning to the app after minimising no longer causes you to skip or reset turns.

  3. Joining friends’ games should work on the first attempt.

  4. Automatch connect, rejoin and reconnect all work much smoother with better handoff for departing lobby hosts.

  5. A defeated player shouldn’t be able to reconnect to finished games.

Game State Rebuild

We’ve rewritten how game state is packaged and sent, moving from a text-based format to a compact binary one.

Why it matters: The old format was bulky and designed for a much simpler game. Bigger packet updates meant more missed critical state which could cause a multiplayer game to desynchronise or end early. The new format is smaller, versioned and built to carry richer data into the future as we continue to build out the game. This comes with a number of benefits:

  1. Communicating with the server directly gives us better monitoring capabilities for detecting cheating.

  2. Rejoin and reconnection is much more robust.

  3. Smaller game state means less packet splitting, which means less data to upload and download which leads ultimately to improved game stability.

  4. A streamlined, simpler game state format is much easier to maintain, making it easier to unlock new gameplay features in the future.

Game Timer Rebuild

The Turn Timer is a frequent source of frustration for players and devs alike - timers have been known to reset, skip turns and soft-lock games. Until now we’ve relied on three different timer systems - game timers, player turn timers and bot out timers and tried to keep them in sync. Now at last we have one unified system, tied into our new game state model to manage everything.

Why it matters: one unified system is much more resilient to the edge cases that used to break it, specifically:

  1. Games shouldn’t roll back played turns.

  2. Backgrounding (minimising) the game on mobile devices shouldn’t confuse turn timers.

  3. Game announcements should pause and resume the turn timer correctly.

Bot Out Improvements & Fixes

In 3.21 we thought bot out should be fixed. It was better but far from done. Now that we have our unified timer and new game state model, bot outs should finally work consistently and predictably every time, making them much clearer and more reliable for everyone. We’ve also fixed a few more outstanding bugs and added a little more polish - a much easier task now everything is working as it should:

  1. Players replaced by neutral AI will never deploy troops after botting out.

  2. Players will always reliably bot out after 2 full rounds of inactivity.

  3. An inactive player on turn 1 will no longer break the game.

  4. Inactive players should be automated but not bot out during Capitals placement rounds.

  5. Surrendering, or a host surrendering will always trigger the correct bot out flow based on game settings.

  6. Players who spam ESC to quit a game will be treated as surrendering correctly.

  7. Inactivity warning messages shouldn’t spam users multiple times on one trigger.

  8. Bots should all show the correct flags on the sidebar indicating their status and behaviour.

  9. Reconnecting players who rejoin mid trade will receive the correct amount of troops.

  10. Language in warning messages during AI takeover has been made more precise.

  11. New! Players who eliminate their last human opponent or have them surrender in a multiplayer game will be given the option to quit and earn full rewards instead of the game ending immediately.

General Improvements

  1. Bigger Block & Friend Lists we’re raising the cap on effective friend and block lists from 500 each to 2,000.

  2. OTA Updates we’ve shifted more of our update downloads to occur after hitting the game loading screen instead of before - a small change but should result in better error handling & messaging when something goes wrong. Mobile players will get a warning before downloading over mobile data.

  3. Zombie Sound Controls we’ve added a slider to let you control the volume of zombie sounds in Zombie Apocalypse mode.

  4. Improved Device Handoff when you start playing a game on a second device, the first device will stop making conflicting calls. 

Bug Fixes

Pregame/Lobby

  1. Hosts should no longer be pushed into empty games.

  2. Ready Up screen now randomises player puck shapes, preventing turn order from being revealed before the match begins.

  3. Game modifier & mode reset logic is now consistent when switching screens in pregame.

  4. Map sorting now respects ascending order on the Select Map screen and map images should not disappear if a player switches tabs quickly.

  5. Maps unlocked through the All Maps Subscription are now available immediately after purchase without requiring an app restart.

  6. Fixed a lobby loading issue that could leave players stuck on a loading screen until the application was restarted.

Gameplay

  1. Games now always end correctly once victory conditions are met.

  2. Secret Assassins games will never give an eliminated player as a target on a redraw.

  3. Fixed bugs that prevented spectating on Secret Missions games.

  4. Spectating a game with no human players should not result in a soft lock.

  5. Progressive/Exponential trade values should increment as expected reliably.

  6. Balanced Blitz should always show correct estimates.

  7. Fixed an issue where Zombie troop counts were not updating correctly for non-host players in Multiplayer Zombie games after successful Zombie attacks.

  8. Players should now see the correct troop count in notifications when another player trades in cards for troops.

  9. Zombies no longer attack on round 1.

Capitals Conquest

  1. Capitals mode should always display correct information on capitals. 

  2. Fixed a bug where some players could be issued the wrong number of capitals or missing capitals when a player bots out during or prior to the Capital Territory selection phase.

Sandbox

  1. “Buy Now” buttons on saved maps should display and work correctly.

  2. Previewing sandbox maps should not result in a soft lock on certain iPhones.

  3. Alliance settings are no longer locked by default on Sandbox.

  4. Logging out players are now warned if their draft sandbox maps would be erased.

  5. Troop numbers above 999 now display correctly in the draft phase.

Shop

  1. Overlapping text has been fixed for a number of languages on the Battle Pass & Shop screens.

  2. “Offer expires” flags should only show up once per item.

  3. Cancelling a subscription on Steam no longer triggers an in-game error.

  4. Improved messaging for Creator Code giveaways when attempting to redeem content you already own.

Friends & Block Lists

  1. Cleaned up a UI glitch after a mistyped friends ID is entered.

  2. Players can submit reports on players who have blocked them.

  3. You can now unblock players in Casual Private (Friend) lobbies.

  4. VCC streamers will no longer have their player names revealed on Waiting for Host screens.

Map Fixes

  1. Pirate Map Pack 2: 

    • All maps show their full names in the battle log, yarr!

    • Fixed incorrect territory connection between Razor Jays and Bonesaw Bill on Port Royal.

  2. Japan: Territory shapes on cards now match the shapes on the map.

  3. Overworld: Fixed highlighting on Moonstone Forest continent.

Others

  1. Improved Customization screen performance, resolving freezes on Windows and reducing loading times on Android.

New Content

The battlefield expands with the new Sci-Fi 2 Map Pack. From ancient war machines to Martian colonies and mysterious farmlands, every battlefield tells a different story. Master four unique hex-based battlefields featuring dynamic bridges and unique strategic challenges.

The Sci-Fi Map Pack 2 will begin to roll out from 22 October 2026 (PT).

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