Iron Command · published
Up to now, every map in Iron Command ended at a ridge of mountains. Some of them now end at the sea.
Sand at the waterline, a low ridge of beach grass behind it, rocks scattered along the shore, and no trees anywhere near the water. Where the sand is wet, it is visibly darker, so you can read the tideline at a glance.

The surf is audible before you see it. It gets louder the closer your view moves to the shore and falls silent when you look inland.
The shallows are passable to about knee depth. Infantry can wade along the waterline, and beyond that, the ground simply stops carrying them.
That was deliberate. A hard edge where units bump into an invisible wall always looks like a mistake. A strip of shallow water that gradually runs out looks like a coast.

The water can also sit on every side instead of just one. An island is a map with a shape - it has an outside, a middle, and no way in that isn't a shore.
To keep the playable land as large as on a normal map, the map itself grows to two by two kilometres, and the extra space is all sea.
Right now, nothing crosses the water. On a coastal map, the fighting comes from inland, and the shore is the quiet side - though I would not build a base assuming it will stay quiet forever.
On the island, it is the other way round. The shore is the entire edge of the map, and there is no corner left to put your back into.
This is the part I am most pleased about: the coast is a kind of ground now, not a single map, so the campaign can be set there too.
A mission on a coastline reads differently from a mission in open terrain before a single order is given. There is a direction nobody comes from, a direction everybody comes from, and a strip of sand in between where a landing would have to happen.
That is a place to set a story, not just a place to fight.
None of that came cheap. A new kind of ground means days of measuring and correcting afterwards - whether units can actually walk the beach, whether the shore is too steep to fight on, whether every resource site can still be reached from both starting positions.
The look is the quick part.
On the monitor, the water looked right. In the headset, it did not.
Standing on the beach, the sea stopped about a kilometre out and there was a visible seam where it ended, with the sky sitting above a band of fog colour that matched nothing around it.
The fix was less glamorous than the problem: the water surface now runs four kilometres past every edge of the map, the camera is allowed to see that far, and the bottom few degrees of the sky are blended into the same haze as the ground.
Checked in the headset afterwards: from the beach, the sea now runs all the way out and meets the sky without a seam.
It is the kind of work nobody notices when it is done right, which is exactly the point.

River mouths are still on the list, and so is what eventually arrives on those beaches.
Iron Command is a classic base-building RTS in the spirit of Command & Conquer and Dune 2 - on your monitor, or from inside the battlefield in VR.
Coming spring 2027.
If this sounds like your thing, the wishlist button is right up there.