Historical note: Wanderfolk's public release path is now Steam-first. Older update posts may refer to the browser build or earlier desktop plans as they existed when originally published.

Bandit raids have been overhauled with new tactical behaviors that make every encounter feel more deliberate.

Dive-and-regroup is the new standard assault pattern. Rather than charging straight in and holding position, bandit fighters now advance, commit to a burst of attacks, then pull back to regroup before pressing again. This gives them staying power in extended engagements — they won’t burn out in the first thirty seconds.

Edge luring is the more dangerous new behavior. Flanking bandits will bait individual defenders — or you — toward the edge of the village perimeter, away from the main fight. If they succeed in isolating a target, the main group surges in while your defense is split. Staying near chokepoints and keeping your defenders close counters this effectively.

When a bandit group is clearly losing, they now execute organized retreats rather than fighting to the last. The leader calls the withdrawal, fighters disengage in sequence, and the group reforms at a distance. This opens up the possibility of pursuit — or of bandits returning with reinforcements.

After a raid or boss fight, your companions and war party allies now regenerate HP. Previously, post-combat HP loss was permanent until you used a potion. Defenders who survive a village raid also recover, so a village that successfully repels an attack doesn’t start the next day crippled.

New achievements track bandit kills and war kills separately, giving dedicated fighters a reason to engage every encounter aggressively.

See bandit encounters for the full tactical overview.