Four downloads, one commit. Release 4 is the first release where macOS,
Windows, Linux and the Steam Deck all run the same program. Nothing is held back
from one platform while another catches up.
The map is lit in colour
Every torch, lantern, magma pool, glowing creature and light spell now casts a
coloured footprint that falls away with distance, and each source flickers on
noise of its own — a torch gutters, a lantern is nearly steady, magma breathes
slowly. Light loses strength and colour crossing ice or fog, and it glints off a
shiny wall in the colour that struck it. The windowed build re-shades while you
stand still, so the flicker reads as movement.
Light also decides what you can see and what can see you. Twelve creatures light
their surroundings by their own nature rather than by carrying anything, and a
creature can no longer hide while carrying a lit torch.
It runs on Windows
For the first time in this fork. It is cross-built with mingw-w64 and has been
played from the title screen down into the dungeon — but in one place only, a
Windows 11 ARM64 virtual machine, where an x86-64 binary runs under emulation.
No native x86-64 Windows machine has run it yet. It is not signed, so SmartScreen
will call the publisher unrecognised.
It plays on a gamepad
The left stick moves in eight directions, the right stick pans the look cursor,
and the d-pad carries Kick, Pray, Legend and Run. The help screen names the pad
control beside each key whenever a pad is in front of the game. This is what
makes the Steam Deck bundle playable with no keyboard attached.
A quieter palette, and a title screen
A third palette sits beside the classic and softer ones, chosen in Options and
applied without a restart — less colourful surfaces let the new light through.
The game also opens on the real logo now.
The menus stop offering what you cannot do
The Combat (C) and Use (Y) menus used to list every verb whether or not the game
could perform it. They now hide a row when the verb has no implementation, or
when your character does not meet its prerequisite.
And a long run of fixes
More than twenty magic items now do what their own in-game descriptions promise.
Overlapping magic circles stop putting each other's lights out. Permanent glows
no longer wink out on their own. A swallowed creature now feels what its
swallower walks through. Illusory damage no longer strands you above your maximum
hit points. ESC leaves character generation instead of doing nothing.
Two deliberate rule changes: every weapon a Paladin wields strikes as a holy
weapon, and Monkey Grip one-hands a bastard sword without its exotic proficiency.
Downloads
| File | For |
|---|---|
incursion-macos-arm64.dmg |
macOS on Apple Silicon. Signed and notarised by Apple. |
incursion-windows-x86_64.zip |
Windows 10 or later, x86-64. Unpack and run Incursion.exe from inside the folder. |
incursion-steamdeck-x86_64.tar.gz |
SteamOS. Unpack and run install-steamos.sh. Beta. |
incursion-linux-x86_64.tar.gz |
Any other x86-64 Linux. Unpack and run ./run.sh. Beta. |
Keep each folder together — the game finds its data by the path it was started
with. Full instructions are in the README.
Incursion is Julian Mensch's game, with additional concepts and material by
Westley Weimer. This port was written with AI assistance: the design decisions,
the bug reports and every published claim are the maintainer's; the code was
written with a coding agent in the loop and reviewed before it landed.