
Treaty Ground: Corridor 2032 now has a Steam page, so this is our first post here. It's a free, single-player tactics game: you command a section of tanks in real time, with no pause and no rewind.
We'll use these posts to show what's changing as we build it. Here's the last two weeks.
The end of a match used to say VICTORY or DEFEAT and a clock. Now it names the reason the match was decided, such as opposing force eliminated, rules of engagement broken or objective reached, and shows the numbers behind it:
An incident report sits alongside it: who fired first, what the ROE was at contact, and which tank broke it.
Firing on the move used to throw your shots badly wide. Real tanks hit on the move, so that penalty is now small. The cost of moving is time instead: a tank has to hold its gun on target before a round goes. Halted, that takes about three-quarters of a second, which fits inside the reload. On the move the gun lays three times slower, so a moving tank fires about two rounds for every three a halted tank fires.
A new Field Guide on the title screen catalogues all five vehicle types and all eleven structures. Each one sits on a turntable next to its stats and what it's for. The numbers come from the same tables the simulation uses, so they can't go out of date.
The Windows and Linux builds were silent. All three platforms now share one audio setup, and they all have sound.
On first launch the game asks whether it may send crash reports. Both answers carry equal weight, neither is pre-selected, and nothing is sent unless you choose Send. You can change your answer any time in Settings.
Wishlist Treaty Ground: Corridor 2032 and Steam will tell you the day it releases. Follow the game to see these updates in your feed.
https://store.steampowered.com/app/5230120/