War Room: Tactical Sandbox
Playing now
0+0 vs. yesterday
—of peak
All-time peak
010 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
010 Sep 2026
| Published | Title | Build |
|---|---|---|
| Build 0.8.0: Rotor Spin Update \ ● Any unit can now have a continuously spinning part — helicopter rotors, drone propellers, radar dishes, windmills, or anything else that should spin nonstop during the simulation. ● Found right next to Bind / Unbind / Docking: a new "Rotor Spin" toggle, with a speed slider (0° to 1800° per second) to control how fast the part spins. ● Build your helicopter or drone from two pieces (body + r… | 25176804 | |
| Build 0.7.9: Auto-Aim & Independent Targeting Update \ ● Units can now rotate on their own to face the nearest enemy, independently of their movement direction — works on tank turrets, ship cannons, and standalone troops alike. A soldier walking one way can now keep aiming at a threat in a completely different direction while still moving. ● Found in the Ranged Combat panel: a new "Auto-Aim" toggle button, with a speed slider right below it to co… | — | |
| Build 0.7.9: Dynamic Ocean Update \ ● Real Waves, Real Movement: the ocean is now generated procedurally in real time, with sharp, living wave crests and multiple overlapping wave fronts — no more static "wallpaper" water. The effect fully tracks camera panning, zoom, and rotation, so the sea stays anchored to the map no matter how you look at it. ● Full Control: seven new sliders — Wave Height, Choppiness, Speed, Brightness, C… | — | |
| Build 0.7.9: Building Mode Update \ ● From Unit to Structure: any unit can now be converted into a static, destructible structure — ideal for gates, walls, and fortifications. It stops breathing, bleeding, routing, and being pushed, while still remaining a valid target for enemy fire, manual attack orders, and friendly supply repairs. ● Gated Fortress Design: draw blocking barriers around a perimeter, leaving gaps exactly where… | — | |
| Build 0.7.8: Scheduled Route Update \ ● Waypoint Timing: each joint between route segments can now hold a configurable wait time. Click any pulsing waypoint while a single unit is selected to set how many seconds it should hold before advancing to the next leg. ● Synchronized Maneuvers: stage coordinated pushes, decoy delays, and ambushes by timing when each unit moves. Hold a flanking force behind cover until the perfect moment,… | — | |
| Build 0.7.7: Shock Tactics & Charge Update \ ● Shock Impact: enabling Charge allows units to deliver a devastating first strike upon contact. This deals significant bonus damage and inflicts a heavier morale penalty on the targeted battalion. ● Battering Ram Physics: beyond damage, the charging unit now physically shoves nearby enemies out of its path during the initial clash, capable of breaking enemy formations and punching holes thro… | — | |
| Build 0.7.7: Weather & Fatigue Update \ ● Rain & Snow Fatigue Drain: activating rain or snow from the Weather Control panel now increases fatigue consumption for marching troops, scaling with the intensity slider — heavier weather drains stamina faster. This does not affect movement speed, only endurance over time. ● Supply Offset: keep troops within range of an active supply chain with fatigue recovery enabled to counteract the ex… | — | |
| Build 0.7.7: Ballistics, Armor & Circular Barriers Update \ ● Independent Sizing: added a "Projectile Size" slider (0% to 500%) to resize arrows or shells independently from the unit's scale. Fully supported by cloning, copy/paste, and save/load systems. ● Napoleonic Impact Fix: line-fire (type 4) shots now dissipate immediately upon hitting a target, preventing projectiles from "ghosting" through the victim. Missed shots still traverse the full range… | — | |
| Build 0.7.6: Supply Window & Ranged Engagement Update \ ● What It Is: the Supply Options Window is a small panel that opens (F7 key) on a unit within range of an active supply chain, letting you toggle on/off whether that specific unit accepts healing, fatigue recovery, and ammo resupply from the chain. ● Free-Space Search: the window no longer always opens at a fixed offset from the unit. It now scans in a circle around the selected unit, at grow… | — | |
| Build 0.7.6: Supply Chain Network Update \ ● Depot / Relay Roles: supply units can now be set as a Depot (the original source, with its own stockpile) or a Relay (a forward point with no stockpile of its own, fed through the chain). ● Sequential Relay Numbering: relays are automatically numbered in activation order, visible only while paused, and stay gap-free even after deletions. ● Real Line-of-Supply Logic: each relay must be in ra… | — | |
| Build 0.7.6: Combat Directionality & Concealment Update \ ● Positional Damage Multipliers: strikes from the flank now deal 50% bonus damage, while a clean rear assault doubles it — but only when the attacker is fresher (higher energy or HP) than the target, and only with the Fatigue System active on both units. ● Aggressor Immunity: a unit that actively initiated an engagement can no longer be flagged as ambushed by the very target it chose to attac… | — | |
| Build 0.7.6: Operational Soundscape & Melee Doctrine Update \ ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrat… | — | |
| Build 0.7.6: Logistics Interception & Performance Update \ ● Physical Line Disruption: hostile units now act as active interceptors. Any enemy troop positioned over a logistics trajectory will automatically sever the connection. ● Visual Depletion Status: intercepted supply lines immediately shift to a 'Depleted Gray' aesthetic, extinguishing all energy pulses and flow animations to signal a logistics blackout. ● Logistics Transfer Suspension: while… | — | |
| Build 0.7.6: The Order of Battle Protocol \ ● Integrated Army Overview: a dual-column inspection screen accessible via sidebar or auto-open, providing a real-time status of all active battalions for both Team Blue and Team Red. ● Manpower vs. Pieces: the report now differentiates between the number of units (pieces on the map) and total men (calculated from aggregate HP), ensuring data consistency with the Troop Counter. ● Global Logis… | — | |
| Build 0.7.5: The Battle Report Update \ ● Full Battle Summary: a dedicated report now appears after every victory or surrender, split side-by-side between Team Blue and Team Red, styled to match each interface skin. ● Detailed Casualty Breakdown: tracks survivors, total losses sustained, starting force, and final morale for each side. ● Combat Performance Metrics: new total shots fired and real-time accuracy stats, calculated from… | — | |
| Build 0.7.5: The Hybrid Trajectory & Combat Update \ ● Integrated RTS & Drawn Paths: battle mode now supports both direct click orders and manually drawn routes (Key R) simultaneously. ● Velocity Synchronization: eliminated speed discrepancies between rts clicks and drawn routes. Both modes now share the same physics engine for uniform displacement. ● Battle Elasticity Bypass: units on drawn paths are now exempt from formation elasticity pull,… | — | |
| Build 0.7.5: The Ammunition & Logistics Update \ ● Ammo Limit Per Unit: enable a finite ammo reserve for any ranged unit (or multiple selected units at once), configurable directly in the Ranged Combat panel. ● Max Ammo & Resupply Rate: set the unit's total ammo capacity and how fast it recovers when resupplied. ● Distance-Based Resupply: units automatically reload when near an allied Supply Unit — the closer the Supply Unit, the faster the… | — | |
| Build 0.7.5: The Advanced Survival & AI Strategic Update \ ● Strategic Recovery Seeking: enables panicked units to intelligently calculate vectors to reach nearest supply hubs or HQ bases instead of random fleeing. ● Rehabilitation Zones: creates designated parking radii around supply units to facilitate safe regrouping without unit collision overlap. ● Post-Recovery Anchoring: rehabilitated units automatically establish new guard posts at logistical… | — | |
| Build 0.7.5: The Logistics & Supply Network Update \ ● Designated Supply Units: enables logistics convoys and medic support roles to create a recovery network. ● Dynamic Recovery: units automatically regenerate HP and morale within active range. ● Integrated Stamina Recovery: accelerates energy replenishment for exhausted troops outside combat. ● Adaptive Routing: supply lines intelligently curve around Red and Blue blocking barriers. ● Combat… | — | |
| Build 0.7.5: The Pathfinding & Logic Sync Update \ ● Proactive Barrier Detection: AI units now possess basic proactive sensing to detect barrier blocks, preventing battalions from colliding with obstructions. ● Repulsion Field Technology: implemented a 360-degree repulsion field for smooth navigation around corners and quinas. ● Dynamic Path Correction: AI units will now actively search for gaps in barrier lines to maintain their advance towa… | — | |
| Build 0.7.5: The Tactical Morale & Psychological Engine Update \ ● Simulation Mode Support: Morale triggers and retreat mechanics are now fully functional in Simulation/Planning mode. ● Morale Thresholds: Units now possess psychological "Break Points" based on their remaining Health (HP). ● Tactical Retreat: Panicked units will now retrace their specific drawn route back to the deployment zone. ● Tactical Priority: Units in retreat will prioritize route na… | — | |
| BUILD 0.7.5: The Human Factors Update (Fatigue & Stamina Engine) \ ● Fatigue & Stamina Engine: Can be Integrated into all units. ● Energy Consumption: Battalions now consume energy during marching and combat engagements. ● Stamina Depletion: Exhausted units suffer a dynamic speed penalty of up to 50%. ● Tactical Recovery: Stationary units regenerate energy over time. ● Biological Sync: Recovery speed is directly influenced by the unit's current health (HP) –… | — | |
| Build 0.7.5: The Tactical Terrain & Ballistic Cover Update \ ● Soft vs. Hard Blocks: The barrier system now features two distinct modes to simulate different battlefield obstacles. ● Blue Barriers (Soft): Designed for hedges, fences, and light foliage. They block troop movement and line-of-sight (FOW) but allow projectiles and line-fire to pass through. ● Red Barriers (Hard): Designed for stone walls, fortifications, and solid buildings. They provide t… | — | |
| Build 0.7.5: The Spectator Mode \ ● Neutral Observer: You are no longer forced to pick a side. Watch the simulation unfold from a true third-party perspective. Ideal for Umpires, content creators, and tactical analysis. ● AI vs AI Combat: Both Blue and Red teams are now fully controlled by the Tactical Engine simultaneously. ● Spectator Input Lock: While in Spectator Mode, manual orders are disabled to prevent accidental inte… | — | |
| Build 0.7.5: The Combat Realism & Ballistics Update \ ● Dynamic Damage Multiplier: Take full control over unit lethality. Adjust individual combat power from 1x to 101x, allowing the creation of elite divisions, heavy artillery, or "hero" units. ● Fire Accuracy System: Hits are no longer guaranteed. Set a probability (0-100%) for shots to hit their mark, simulating troop experience and battlefield conditions. ● Ballistic Divergence: Missed shots… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 9 Sep 2026 | Wed | 06:27 | No patch notes · unannounced build | 25202401 | public | 1 | — |
| 8 Sep 2026 | Tue | 19:36 | No patch notes · unannounced build | 25194192 | public | 1 | — |
| 8 Sep 2026 | Tue | 08:27 | No patch notes · unannounced build | 25182755 | public | 1 | — |
| 8 Sep 2026 | Tue | 00:58 | No patch notes · unannounced build | 25177536 | public | 1 | — |
| 7 Sep 2026 | Mon | 23:52 | Build 0.8.0: Rotor Spin Update | 25176804 | public | 1 | — |
| 7 Sep 2026 | Mon | 20:55 | No patch notes · unannounced build | 25174723 | public | 1 | — |
| 7 Sep 2026 | Mon | 07:36 | No patch notes · unannounced build | 25162633 | public | 1 | — |
| 6 Sep 2026 | Sun | 21:57 | No patch notes · unannounced build | 25157292 | public | 1 | — |