Powerplay
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
22Aug 2026
Playing now
0+0 vs. yesterday
All-time peak
22Aug 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Version 0.2.51 * 3 new skirmish 6 players maps, enjoy! * fix campaign mission 1 (became impossible to beat since we nerfed machine guns vs buildings) * skirmish: much more polished freaking forest 4P map | 24947642 | |
| Game update | Version 0.2.50 * Fix buildings sometimes emerging outside the base and at the wrong ground level * Skirmish: fix lose condition (broke it by fixing the victory condition, FML) * Fix LUA error reporting, show the correct crash site including column marking * Load skirmish maps in a thread. Clicking play on big maps no longer freezes the game. * Skirmish: fix crash | 24940142 | |
| Game update | Version 0.2.49 * BALANCING: nerf machine guns versus buildings and make all buildings more durable (armor + hp boost) THANKS @Telecom for playtesting! * fix crash in skirmish late game which prevented victory condition THANKS Mr. X for helping me find it * if a runtime scripting error is encountered, stop executing the script, instead of continuously spamming the console with the same error * add link to the… | — | |
| Game update | Version 0.2.46 * skirmish: ensure harrasment doesn't drain resources so that big attacks can happen * make some units more late game: sniper, engineer, APC, MLRS, artillery * sniper is more expensive and takes longer to make * add button in the continue game panel to send a map to the devteam for debugging | — | |
| In-game event | Post Release Update #3 2543 commanders purchased the game as of this writing ːsteamhappyː The road to v1.0 is looking good! New Skirmish AI Skirmish has been one of the most complained about features. Therefore, it has been wiped off the face of the earth, and I implemented a new version from scratch. This version is more future-proof and I am 100% confident I will be able to tweak it to perfection. For now, the AI h… | 24830162 | |
| Game update | Version 0.2.45 * new skirmish AI * global resource amount indicators when ALT is pressed * fix bright colors on towers | — | |
| Game update | Version 0.2.44 * show construction radius when deploying a base (and on selected bases) * show buildings and units attack ranges * make resource field indicators more subtle * add Load Last Save button to in-game menu | — | |
| Game update | Version 0.2.43 * can open any workshop game in the editor and make it your own * can play workshop games in skirmish mode (if they were saved in skirmish mode) * fix tactical pause on computers that have a custom hotkeys config * make electronics fab more late game, requires refinery | — | |
| In-game event | Post Release Update #2 2273 commanders purchased the game as of this writing! Thanks a lot guys ːsteamhappyː I've been working hard on feedback, fixes, and responding on discord and forums. Here are the most pressing issues that were recently added: Tactical Pause It is now possible to pause the game, and issue or cancel orders to units. It adds a nice tactical dimension to the game, and makes it less stressful. I di… | 24626836 | |
| Game update | Version 0.2.42 * support tactical pause * support save game * fix map replay launching the wrong version of the map | — | |
| Game update | Version 0.2.41 * add "send player log" button to mainmenu, it will help debug crashes * ignore hotkeys when typing in the scripting panel * integrate polished maps for missions 7 - 10 and skirmish 4P * change color of units behind structures from yellow to neutral gray * can connect conveyors to enemy buildings when in edit mode | — | |
| Game update | Version 0.2.40 * fix crago trucks not connecting to certain buildings (as broadcast to the planet by OrbitalPotato :) * Joint Strike Ship: increase damage, vision, and attack range * Show costs of nukes and construction center upgrade * Prevent AI from triggering combat music while fighting each other * Ensure music intensity is updated in Skirmish mode * Clarify errors when advanced buildings can't be built… | — | |
| In-game event | Post Release Update Powerplay was release exactly 4 days ago, and at the time of writing, 1649 players purchased it! Buying the game in early access means that you trust our ability to bring this game to its full potential. I want to personally thank you and assure you that this will be among the best 17$ you ever spent. Everyone on the team needed a win after 3 years of grind (specially me lol), so thank you for… | 24520480 | |
| Game update | Version 0.2.39 Version 0.2.39 * Can play any custom map in skirmish mode (steam post with guide in ~15 mins) * Can select team alliances in skirmish * Mission 2 polish, added cargo trucks and BEVs to allow steel production * APC transport has 6 spots now * fix crash in the game editor when building enemy walls | — | |
| Game update | Version 0.2.38 * support ultra-wide resolutions * support infinite resource option in skirmish * fix soft lock in mission 2: engineers are now available * fix tooltips and selection box in ultra-wide * ensure enemy walls are invincible in mission 1 until the assault objective is given * fix conveyors getting into cliffs in mission 4 (thanks Mr. X) * limit conveyor length to 50 cells | — | |
| Community | Powerplay Early Access Roadmap Powerplay is finally coming to Early Access! Welcome aboard, commanders. This marks the beginning of the game's journey, and we're committed to expanding the game with new content, features, and improvements shaped by your feedback. Here's what you can expect from us going forward: Note: this roadmap contains the high level objectives. Many routine improvements will be added, in particular when… | — | |
| Major update | Early Access begins July 29 I am happy to declare that Powerplay is coming to Early Access on July 29, with a 10 mission campaign, 7 skirmish maps, and a map editor. I want to thank the team for doing a great job and also all the players who took the time to try the demo. Your feedback has been precious and will continue to guide us towards the next updates to the game. Roadmap The early access roadmap will be posted next… | — | |
| Major update | Skirmish mode is here! It has been more than 2 months and 75 updates since the release of the demo! We added a ton of features, most importantly the Skirmish mode, and the finalization of many core game mechanics, specially the expansion mechanic. Thank you for all for the continuous feedback! Skirmish Mode Now that the core game is stable, it is possible to play against the CPU in various maps and settings. This ope… | — | |
| Major update | Demo Update It has been more than a month and 40 updates since the release of the demo! Thank you for all the feedback, the game is shaping up nicely. We added a ton of new features, specially a technology tree that spans industrial and military research, and gives more depth to the game. Of course, we did a ton of QOL and bug fixes. Upcoming Buildings and Units The Advanced Construction Center The Armored… | — | |
| Major update | Demo Week 4 Already 1 month and 18 updates since the release of the demo! Big thanks to all the players who are taking the time to play the game. Your feedback is helping us a lot. This week has been mostly about improvements to the pathfinding system, adding a base expansion vehicle, anti-air towers, and of course fixing a ton of bugs. Version 0.1.41 · integrate a new community map: Operation Arctic Shado… | — | |
| In-game event | Demo Week 3 We've had a very productive 3rd week since the release of the demo. We started seeing people playing the game on youtube, which is simultaneously scary and exciting. This week has been mostly about air units, adding a community maps section, and fixing tons of bugs. Release notes Version 0.1.34 · Add community games section. First featured map by Michael from Saltire Realms! @Scotsman · Take ca… | — | |
| In-game event | Demo Update we've had a very productive 2nd week since the release of the demo. Thank you so much for trying it and providing us with yummy feedback! Release notes Version 0.1.30 · Mobile artillery improvement: more range and shoot upwards like a real artillery · MLRS improvement: more range and shoots rocket salvos · Make pathfinding consistent across all unit types. Max priority to moving units. Vehicles… | — | |
| In-game event | Demo Update Already 1 week since we released the demo! We are extremely happy about the reception and all the feedback we received. Thank you so much for trying it. We will keep updating the demo regularly until release. Release notes Version 0.1.21 · Research lab is available and functional · Moved editor actions to the identity panel · Can pan the camera with WASD · Major crafting, research, and resource… | — | |
| Major update | Powerplay Demo is here! We finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing. New production mechanic Instead of fixing endless issues related to the resource production, we designed a new system that addresses all the core issues. I think this is one of the most impactful… | — | |
| Major update | Major Update Our core game redesign continues, this time with updates to the resource system, tech tree, crafting mechanic, building queue system, and damage system. If Factorio was on the extreme left and a classic RTS like C&C was extreme right, Powerplay has now become center-right. New Resource System · We streamlined the resource system to make the game progression feel more natural. Our problem was ha… | — | |
| Major update | Major Update We added a ton of things to the game since the last update, and we can confirm that the core redesign that went on in early October has provided the right foundation for a solid Factorio RTS experience. Building dependency system Introduced a building dependency system. This makes the early game more straightforward, as you need to build some core buildings first, and then decide what to build… | — | |
| Major update | Major Update: Core Redesign & Live Playtest We’ve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play. The biggest source of frustration we identified was early base building, which used to be unnecessarily complicated Global Inventory & Crafting Natural resources are no longer local: they now feed into a global inventory . Many players felt overwhelmed early on by having to man… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.