In the last news post I admitted the victory screen was still missing. It was the final brick — and here it is. We even overdelivered: there are five of them now.
Faction downfall. Every captured invasion point now greets you with a full-screen splash: the defeated boss on the ruins of its lair, the war progress, and what you earned on this faction’s soil — sectors cleared, people rescued, blueprints recovered.
Campaign finale. When the last of the four falls, the game will honestly tell you the wasteland is yours. The convoy, the survivors, the sunset. Leave for the menu with a sense of duty fulfilled — or stay and mop up the rest, your save isn’t going anywhere.
Softer start. Based on your feedback: the early game was overloaded — the very first sectors handed out 5–6 runs each. Difficulty now grows along the “base → faction capital” corridor: calm near home, brutal at the lair. And once a capital falls, its remaining sectors weaken sharply — a beheaded network fights at half strength, so mopping up no longer costs as much as an assault.