Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
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
NewsSteam's own announcements 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 festsUpcomingPatchesNewsRecordsTrendingSignals
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
The Last General Alpha PlaytestNewsAlpha 0.1.9
Game update

Alpha 0.1.9

The Last General Alpha Playtest · published 18 May 2026, 08:43 UTC

All newsPlayers around this dateRead on Steam
  • Started using road costs in polyanya two, so units prefer going on roads when using that pathfinding based on navmeshes too.
  • Updated the Latios framework to the latest version which includes a few new optimizations including the option I suggested about disabling shadows and motion vectors for objects LODs in the distance, and improvements to text rendering that I use for city names (and will probably use for unit indicators once I swap them too)
  • Restored fracturing of objects when projectiles hit them or when there are explosions nearby. Improved velocities after fracturing to be more chaotic and realistic.
  • Fixed a crash due to some objects not having their fractured versions setup.
  • Slowed down units when they move through shallow water, and disabling the units when they go too deep.
  • Made a new menu for individual matches, with the 3 procedural maps that will be available in the alpha: Anatra (6km x 6km), Braccia (8km x 10km) and Calda (8km x 14km).
  • Fixed wind turbines sometimes collapsing for no reason.
  • Playing multiple matches in a row works great now. Before you used to have to quite the game completely to play a second match.
  • Fixed car-like vehicle reversing maneuvers when changing directions with a nearby destination around 90 degrees to the side, which used to get stuck in a back and forth cycle sometimes.
  • Added the new Mapuche 64!
  • Spawning infantry squads including special weapons (AT/AA) in training centers and have them join existing companies and travel to get closer to them.
  • Displaying the number of units inside vehicles.
  • When giving strategic orders now you can choose the size and composition of the company that will follow those orders at platoon level (for example 5 armored platoons, 3 mechanized, 1 recon, 1AA)
  • Combined both pathfinding algorithms so units can navigate complex parts of the map that are full of obstacles and then use the road system to travel long distances, having the best advantages of both systems and running really fast.
  • Applied settings to the camera and effects stacks whenever a game starts. In the last alpha version I found that the game wasn't respecting the saved settings properly until you made a change, this fixes that problem.
  • Added a language selector in the settings to be able to change languages as needed, and made any missing translations show English text by default instead of an empty text.
  • Added queuing for unit orders, and displayed them with dashed lines, after the path for the current order.
  • Improved combined pathfinding to get more reasonable paths. Still a lot of work left on this, but it's getting decent.
  • Improved paths visualization sizes when far away so they are more visible in the distance.
  • Fixed a bug that was causing a lot of crashes. Spent a whole day trying to debug what was happening until I finally found the most ridiculous culprit. Turns out the sparks that fly everywhere when buildings are hit weighted 1000kg. When those high speed high mass sparks hit breakable objects, they would break and make fly away in all directions also at super high speeds, breaking a ton of other things, that would also fly away at high speeds, creating an escalating mess that froze the game and caused it to crash, as the whole island became a black hole of destruction. Anyway... changed the 1000kg to 50 grams, all crashes disappeared. The game hasn't frozen or crashed at all in the last 24 hours.
  • Made additive unit selection (holding shift) work with all methods (rectangle selection, clicking on a unit, clicking on a unit indicator for a unit or echelon).
  • Improved enemy company movements so they advance towards the player's cities as expected and don't get stuck waiting once they conquer a city.
  • Added the factory panel to show what they are producing (unit types or resource types), their progress, their production rate (taking into account productivity factors like combat in the city, support for each player, population, etc) and how much resources are being stored in that factory. With these changes, it will also allow me to add squad customization when producing infantry later.
  • Produced soldiers are now spawned directly as a squad and those squads join platoons that need them as a whole. The squads also request a vehicle to join them, for transportation and to become a mechanized infantry squad.
  • Added victory/defeat screens, with their respective songs! No stats displayed for now, but left some layout to do so.
  • Optimized the Wwise audio system with voice limits and voice virtualization based on volume, priorities and distances (in addition to the audio culling I already do myself inside the game)
  • Added sounds for chainlink fences and other metallic objects being toppled over or fractured.
  • Improved physics object sleeping for better performance. Some cells in the physics grid weren't going to sleep as expected because of a single object shaking or bouncing slightly, registering as movement. Now cells require more movement to stay awake, and I double checked that a lot more objects are going to sleep now. I still have a few more optimizations to do with this but will probably do it when I replace the buildings with fully destructible ones, as that will add a TON of extra physics objects.
  • Allowed attacks on any building by holding CTRL and then right clicking on the building. Normal right clicks will make units enter the building instead.
  • Improved fog so days can also be super clear and without fog, and it looks better in the distance.
  • Added key (Y) to exit buildings and vehicles.
  • Now CTRL + Right click gives an order to attack a building or enemy unit.
  • Vehicles now get closer to soldiers when picking them up.
  • Restored some nearby obstacle avoidance for soldiers.
More from The Last General Alpha Playtest

Other announcements

All news
Game update23 Sep 2026Alpha 0.1.23 - Update NotesCPU AND RAM OPTIMIZATION: · Made vehicle wheel suspension job 95% faster in the worst case scenarios. · Made soldier grounding IK job 70% faster. · Made helicopter and plane movement jobs about 90% faster by time slicing obstacle avoidance physics queries. · Re-ordered systems at the end of the physics fixed step to increase multithreading. · Improved physics collider compounding to use larger…Game update1 Sep 2026Alpha 0.1.22 Update NotesAdded indicators above factories owned by the player so it’s easier to find them. Later the production panel will allow filtering only factories that produce a specific type of unit or resource too. · Added camera shaking in first person when shooting based on recoil strength. · Fixed a crash when starting a second match after leaving a first match while buildings were under construction. · Fix…Game update27 Aug 2026Alpha 0.1.21 Update Notes!Fixed turrets and cannons getting stuck and not aiming anymore on some units. · Fix manual orders for companies never being abandoned to go back to the company’s existing strategic orders. · Fixed unit assignment issue causing squads to not be offered as a block as the system expected. · Improved units targeting and aiming. · Units will now decide to not shoot expensive rockets/missiles when th…