During June, we expanded our production mechanics, such as the connection between civil and military factories.
For example, each of these "strategic resources" for military production has its own production chain originating from the civil one. At the very bottom, you can see "institute" points which also correspond to these four resource colors, and they will be pinned to produced equipment for strong production bonuses.
The brown points on the right are "factories" for specific armament groups-they "assemble" a given piece of equipment into a finished product.
We finished few of many upcoming vehicles models:
T-84 Oplot [Ukraine]
BTR-4 [Ukraine]
M1064 mortar carrier [USA]
VBMR-L Serval Mistral [France]
M6 Linebacker [USA]
Our environment team worked on optimization and visual upgrades of all maps in the RTS.
We are expanding the RTS with a new generation of unmanned units, including reconnaissance drones and offensive strike platforms. Our work explores both lightweight quadcopter-style drones for close battlefield support and larger fixed-wing UAVs designed for longer-range operations. At the same time, we are testing improvements to player-controlled spells and introducing new tools aimed at making air units feel more dynamic, responsive and impactful on the battlefield.
In June, we continued working on optimizing our game for older graphics cards. As part of this work, we created a new graphics presets, exposed new graphics settings in the options, and optimized the shadow and lighting passes.