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Teryon CrisisNewsDevelopment Update — Smoother Commands, Clearer Battles
Community

Development Update — Smoother Commands, Clearer Battles

Teryon Crisis · published 28 Sep 2026, 05:15 UTC

All newsPlayers around this dateRead on Steam

Small interruptions can break the flow of an RTS: a miner missing its unloading point, tanks shuffling at the end of a move, or a menu that will not stay open. Our latest Windows build, 0.23.16, focuses on these everyday interactions.

Teryon Crisis is still in development. This is a pre-release progress update, not a launch announcement.

More reliable movement around the base

  • Fixed a reproduced case where an ore miner became stuck near a refinery instead of reaching its unloading point.
  • Fixed short movement orders that could remain active without giving a tank a usable path.
  • Reduced repeated turning and shuffling when a tank’s destination is occupied by a stationary friendly unit. The order can now finish at a safe nearby stopping position.

Clearer controls and a better-fitting HUD

  • Fixed Escape handling so the battle menu opens and stays open; the next press closes it. The audio panel only handles Escape while open.
  • Added confirmation before replacing an active battle, with Resume as the primary action.
  • Reworked the 720p HUD to leave more room for the battlefield and enlarged battle text at 1440p.
  • Separated the production queue from the lower panels, including when a Reactor is ready to place.
  • Added a Windows Quit button with confirmation during an active battle.
  • Synchronized Master and Music settings between the menu and the battle audio panel.
  • Standardized Reactor terminology, clarified selection and save labels, and corrected singular/plural messages.

More consistent audio feedback

  • Adjusted the eight mission music tracks to reduce large loudness differences.
  • Added feedback for selection, movement and Stop commands, production and research completion, and low power.
  • Limited repeated signals to keep busy moments from becoming a wall of notification sounds.

A first look at visual improvements

Alongside these fixes, we are testing clearer ownership markings on buildings, less square concrete foundations, more angular ore rocks, and a more natural mountain-to-ground transition.

These visuals are an optional work-in-progress preview. They are not yet the default appearance, and the terrain work currently covers a sample ridge rather than every mountain. We are checking readability and performance before extending the changes.

Buildings: foundations and ownership markings

The preview reduces the broad square pads and adds contrasting owner marks to roofs and walls. The limited model pass also adds bevels to three Crimson buildings.

Ore: angular chunks and visible mineral veins

Smooth rounded pieces and their continuous oval base give way to fractured matte stone and loose fragments. Resource positions and mining rules remain the same.

Terrain: breaking up the rectangular footprint

The sample ridge uses an irregular, terrain-toned edge. This is an early treatment for one ridge, not a completed overhaul of every mountain. All three comparisons use real Windows captures with matching camera and map positions.

What we checked — and what comes next

The packaged Windows build was checked for repeated ore deliveries, short movement orders, tanks settling at occupied destinations, and saving a battle, quitting, then loading it again. Broader battle testing and audio listening checks continue.

Thank you for following development. Wishlist Teryon Crisis to follow future updates.

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