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Gate ProjectNewsGameplay Overview On Steam and Scaling Combat Up
In-game event

Gameplay Overview On Steam and Scaling Combat Up

Gate Project · published 4 Dec 2024, 03:20 UTC

All newsPlayers around this dateRead on Steam

More Units On The Field Without Chaos


"Perfectly balanced, as all things should be" - at least that's the goal, and we're on good terms with it. Got to make sure, that scaling up the combats with more units, abilities and so on does not hurt first and foremost the fun, but also overall balance, performance and so on.

In this regard, the updates for this week were a success. We're now on good terms with up to regular-sized combats, around 10v10, on micro-sized maps. We're also confident, that 20v20 should work fine as well with larger maps. Ultimately for now, 50v50 and 100v100 battles are the upper limit for the largest missions and maps.

Tactical Slow Motion


Replaced the simple "pause" with a slowmotion effect. It feels like the to-go-solution, striking the perfect balance between not interrupting the overall combat flow, and at the same time allowing enough room to react to new combat situations, if they arise.

All in all, 2 major improvements, which pave the way for next weeks update, which will focus on the HQ with it's mission and unit selections.

Additionally, the Steam page has been updated with a brief summary, roughly outlining what game mechanics and content are to be expected. We hope this helps to provide a better understanding, where this game is heading in terms of gameplay and scope.

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