This is the first demo update since late October. The most noticeable changes are with thermal vision contrast, HUD readability and the new map. Beyond that the game might look similar, but it should play a lot better. Clearer objectives, more reliable AI, better controls, and a deeper air-defense loop.
Mission start point selection.
Sandbox mode with customizable objective and enemy counts.
Procedural objectives expanded with more possible targets.
Capture objectives simplified and separated from Protect objectives (capture can’t be accidentally failed).
Objective completion notifications.
Radar stealth system.
Radar lock timer, incoming missile tracking, flares, flak cannon.
Weapon swap delay.
Weapon misalignment blocks firing.
Enemies reach targets more reliably, flank more consistently, and get stuck less.
Code performance improvements (lower CPU load).
Player squads follow commands faster and more decisively.
Vehicles can traverse through forests.
Vehicles drive overall faster and more aggressively.
HUD settings: option to disable parts (enemy tracking boxes, input hints, highlighting, etc.)
HUD readability: improved contrast for text and icons against any background.
Objective progress readability improved.
UI is now mostly gamepad navigable.
Key rebinding for keyboard and gamepad.
Basic tutorial: in-mission pause menu hints.
Localization reliability improved, especially non-Latin languages.
Improved thermal view contrast.
Fixes for explosion debris glitches.
Fixed road lighting artifacts (blocky Global Illumination pattern).
Explosion marks can appear on vehicles.
Explosion force tuned (vehicles pushed, infantry not flying across the map).
Thermal can see through regular smoke grenade smoke.
Ally IR-blinkers visible only in thermal.
Main menu improvements: 3D background showing the gunship in action.
New gunship model.
New: Open Protocol - large industrial night map with tightly packed streets.
Updated: Breakwater - added shallow traversable water areas to provide more flanking paths.
Updated: Silent Furnace - new cliffside forest routes, vehicles can go up/down, more flanking paths.
Auto-pause on Steam Overlay and focus loss.
Improved bug reporting form.
Parallel to the visible demo changes, I’ve also been building release-focused systems (career/campaign structure, resources, research, ammo production, and save/load).
Obviously I've also updated the key art and related marketing materials.
Go play the new demo and let me know what you think!
Are objectives and progress always clear without guessing?
What are some problems with the current tutorial?
Does the enemy AA (anti-air) gameplay loop feel interesting?
Ingmar Trump
Solo Developer