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 0.8.0: Rotor Spin Update
Game update

Build 0.8.0: Rotor Spin Update

War Room: Tactical Sandbox · published 21 hours ago

All eventsPlayers around this dateRead on Steam

[NEW: ROTOR SPIN (SPINNING PARTS FOR HELICOPTERS, DRONES & MORE)]● 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 + rotor/propeller), use "Bind" to attach the spinning part to the body, then select the rotor and activate Rotor Spin. The rotor keeps spinning while the body flies its own route.
● Optional "Gradual Start" mode: instead of snapping to full speed instantly, the rotor spins up gradually — great for a realistic helicopter takeoff.
● Timed spin sequences: set specific seconds (e.g. "5, 12, 20") to schedule when the rotor starts or stops during the simulation — useful for scripted takeoffs, landings, or engine shutdowns.
● See it in action: load the new "Russian Chopper" scenario from the scenarios list to watch a ready-made helicopter with its rotor spinning during the mission.

More from War Room: Tactical Sandbox

Other announcements

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