Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
War Room: Tactical Sandbox›Events›Build 0.7.6: Operational Soundscape & Melee Doctrine Update
Game update

Build 0.7.6: Operational Soundscape & Melee Doctrine Update

War Room: Tactical Sandbox · published 21 Jul 2026, 05:16 UTC

All eventsPlayers around this dateRead on Steam

[NEW FEATURE: INTEGRATED TACTICAL AUDIO SYSTEM]● 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: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm.
● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'.
● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command.[NEW FEATURE: MELEE DOCTRINE CALIBRATION]● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after completely depleting their discharge ammunition.
● Resource Conservation Logic: automatically prevents ammo consumption during active duel sequences, simulating bayonet charges and hand-to-hand drills.
● Conditional UI Sync: the melee toggle automatically activates and deactivates based on the master ammo system state to prevent configuration errors.

More from War Room: Tactical Sandbox

Other announcements

All events
War Room: Tactical SanGame update7 Sep 2026Build 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…War Room: Tactical SanGame update29 Aug 2026Build 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…War Room: Tactical SanGame update16 Aug 2026Build 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…