
Teryon Crisis 1.0 is the largest update the game has received. Since version 0.25 we have added a new campaign chapter, multiplayer for up to four players, new armies and aircraft, five game modes, a recorded soundtrack and eight languages, plus many improvements to the battlefield, the AI and the controls.
1.0 at a glance
- 33 campaign missions (was 24), including the new 7-mission chapter Embers; a single route plays 26
- 6 branching decisions, 12 campaign assets, 24 side objectives, 57 stars
- 2 to 4 human players: co-op, 2v2 and free-for-all
- 5 game modes (was 1)
- 37 unit types (was 28), 32 technologies (was 23), a new Airfield
- 5 AI personalities and a Dynamic difficulty level
- 10 recorded music tracks, just over 20 minutes
- 8 interface languages, voices in 7
- 30 Steam achievements

Campaign
- A branching map. Six two-way decisions choose the next mission; the road not taken becomes an optional side operation. Winning a route earns one of 12 assets for later missions: tanks, a gunship with a recon sweep, +$1,000 or +$1,500 credits, free research or a revealed map.
- New chapter, Act IV: Embers. Ashen Crossing (a night river with wired bridges), Cinder Valley (wind-driven fire), Black Tide and Tide Reach (an oil platform, a convoy lane and a landing party), Wire Road and Smolder Grid (relay capture through minefields) and Last Ember, where your commander must survive. One route decision, Tide or Wire.
- Missions 1 to 6 redesigned, each built around one tactical question. Copper Crossing, Cold Vanguard and Razor Wings are new.
- Two special operations after mission 24: Blackout Run (no base, a nine-unit strike team, eight minutes, extraction at 3:00) and Hold the Line (hold for ten minutes, seven counterattacks, armoured relief at 5:00).
- 12 signature mechanics: a bridge blown at a set time, a paratroop drop behind your refinery, hidden mine belts, fire fronts, floodgates and more. 24 side objectives award a star each; the main objectives and wave counts are unchanged.
- In-engine cinematics: seven mission intros and one chapter outro, with subtitles, skippable and replayable from the briefing. The Embers cinematics are voiced.
- Progression: a bonus star on every original mission, up to four surviving veterans carried into the next mission, bronze, silver and gold medals, and the War Room with four upgrades bought with stars.
- Story difficulty: sturdier units, weaker scripted waves and more credits; medals are capped at bronze.
The new faction units, aircraft and call-ins are skirmish and multiplayer content. The scripted campaign does not use them.

Multiplayer and Steam
- Up to four human players: the host plus three guests, with the AI filling free slots. Co-op against the AI, 2v2 or free-for-all. The host sets map, size, mode, hazards, credits, start time, weather and mutators.
- Three ways to connect: LAN, an internet relay with a six-character room code, or Steam lobbies (friends, private or public) with invites through the Steam overlay.
- In battle: Alt+click map pings (attack, defend, danger, on my way), a quick-chat menu, team chat, pause by any player, surrender and a rematch button on the result screen.
- Steam features: 30 achievements (three hidden), Steam Cloud for progress, saves, settings and custom maps, and rich presence.

Skirmish, modes, generals and mutators
- Five modes: Annihilation, King of the Hill, Domination (3 or 5 control points depending on map size), Survival (endless waves, best wave kept per map) and Protect the Commander. All work with one to three AI opponents.
- Commander heroes: the Colonel (Crimson Directorate) and the Major (Azure Coalition), three abilities each, a damage aura and revival at the Command center.
- 13 mutators, stackable up to ten, such as Storm front, Night operation, Minefields, Wildfires, Rich ore, Veteran enemies, Superweapons off and Dense fog.
- Weekly operation: each calendar week sets a fixed map, faction, AI personality, difficulty and mutators.
- Generals Challenge: nine named generals, each with a bonus and a drawback, ending with a boss.
- Battle plans: Siege, Shock and Fortress (Crimson Directorate); Blitz, Recon and Air (Azure Coalition).
- Battlegroup call-ins: points from damage, kills and captures buy 16 call-ins, from tank drops to carpet bombing.
- Capture and explore: engineers capture enemy and neutral structures; neutral sites and sea and air objectives (oil platforms, cargo convoys, island deposits) add targets to fight over.
- Four map sizes: 240, 320, 480 and 640 m for the nine battlefield families.
- Economy tuning: new battles start with twice the ore per field, and depleted fields slowly regrow.

Armies and factions

- Crimson Directorate: Inferno flame tank (short-range flame that sets woods alight), Thunder rocket truck (long-range area salvo) and Shock trooper (heavy infantry with a rotary gun).
- Azure Coalition: Phantom stealth tank (hidden until it fires), Drone carrier (keeps up to four attack drones aloft) and Arc trooper (chain lightning).
- Six faction technologies: Napalm mixture, Saturation salvo, Reactive plating, Adaptive camouflage, Swarm uplink and Capacitor banks. Research grows from 23 to 32 items.
- Aviation: the Airfield rearms and repairs aircraft; Fighters fly air superiority and patrol; Bombers attack along a line; the Transport plane delivers paratroopers once you research Airborne doctrine.
- Landing craft and Transport helicopter move infantry and light vehicles to islands and cliff-top positions.
- Command depth: unit abilities, stances (Aggressive, Defensive, Hold), a Retreat order, 78 level-up perks and heavy vehicles that crush infantry and wire.
Faction units, aircraft and call-ins are skirmish and multiplayer content.
Command your army: veterancy, abilities and generals

Veterancy and perks
- Units earn experience for kills, assists, spotting for others and captures, and rise through three ranks: Experienced, Veteran and Elite.
- A choice at every promotion: two perk cards per rank, often an active ability against a passive bonus. 13 unit roles × 3 ranks × 2 cards make 78 perks; rifle infantry, for example, choose between Sprint (+60 % speed for 6 s) and Fieldcraft (+6 % speed, +15 % vision).
- At your pace: one click applies the card to every selected unit of the same role waiting for that promotion. If you are busy, the recommended card is taken after 20 seconds, or you can turn auto-pick off.
- Doctrine: every unit role also fills a shared three-level doctrine track for your whole army; each level gives all units of that type a small bonus for the rest of the battle.
- Veterans matter: rank chevrons show above your units, and in the campaign up to four surviving veterans carry over into the next mission.
Unit abilities
- 35 abilities with cooldowns on the unit card and on hotkeys: Grenade, Entrench, Recon flare, Smoke screen, Barrage, Rapid repair, Missile salvo, Strafing run, Shore bombardment and more, several of them unlocked by perks.
- Stances (Aggressive, Defensive, Hold) and a Retreat order for every combat unit.
- Faction specialists: the Phantom stays hidden while it holds fire, the Drone carrier keeps up to four attack drones aloft and the Arc trooper chains lightning between up to three targets.
- Battlegroup call-ins (skirmish and multiplayer): points from damage, kills and captures buy 16 call-ins in two branches per faction, from a tank drop and a repair wave to carpet bombing and a firestorm.
Commanders and generals

- Commander heroes: the Colonel (Crimson) brings Rally (nearby units fire 30 % faster for 10 s), Artillery call and Hold the line (nearby infantry take 40 % less damage); the Major (Azure) brings Drone swarm, Overcharge (nearby vehicles move 40 % faster and repair themselves) and Cloak field. Both have a damage aura and their own perk cards, and return at the Command center after 75 seconds for $1,200.
- Generals Challenge: a ladder of nine named generals, from Colonel Anna Brandt, the Drillmaster, to Supreme Commander Maximilian Kross, the Final Arbiter. Each fights on a fixed battlefield with a signature bonus and a drawback; beat one to open the next, and your progress is saved.
- Battle plans: before a skirmish or a challenge pick Siege, Shock or Fortress (Crimson), Blitz, Recon or Air superiority (Azure), or play Classic rules. The computer picks its own plan to match its personality.
- War Room (campaign): stars from optional objectives buy lasting upgrades for every later mission: War Chest, Veteran Squad, First Strike and Rapid Foundry. Bronze, silver and gold medals reward each mission.


AI
- Five personalities and Random: Balanced, Rusher, Turtle, Naval and Air, introduced before the battle and revealed in the battle report.
- Dynamic difficulty: a level from 0 to 10 that follows the battle, without free units or income.
- Smarter commanders: they expand to more ore fields, attack from several directions at once, raid miners, use abilities and call-ins, build airfields and fleets, and scatter when a strike is announced.
- For you: orders for AI allies (attack, defend, regroup) and a charge meter for the enemy strategic weapon.

Battlefield, weather and visuals
- Day and night: a 16-minute cycle with lit windows and street lights, and four start times.
- Weather: clear, overcast, rain, storm and fog, with lightning and wet ground. Fog, storms and night reduce vision.
- Hazards: minefields, wind-driven forest fires with burnt ground, rubble and bridges that collapse span by span.
- Terrain: hills, ridges and valleys, 3D grass, foliage with wind, felled trees, scars and craters.
- 3D models: 46 unit entries and 32 building assets with animation, plus a New and Classic switch.
- Superweapon cinematics, collapsing buildings, bloom and colour grading, a new HUD and menu theme.

Map editor and replays
- Map editor: sizes 240 to 640 m; terrain, water, forest, road, ore, start points (2 to 4), towns, neutral sites and bridges; symmetry, undo and redo, a playability check, a local library and export and import. Your maps appear in the skirmish map list.
- Replays of skirmish battles: recorded automatically, newest 10 kept; speeds from 0.5x to 8x, a free camera and per-player vision.

Audio: new soundtrack and voices
- Recorded soundtrack: 10 tracks, just over 20 minutes: a main theme, three calm tracks, two Crimson and two Azure battle tracks, and victory and defeat themes. Battles begin calm and switch to your faction's battle music when the fighting intensifies. The earlier procedural score has been removed.
- Announcers and unit voices: two faction announcers and unit responses to select, move, attack and ability commands, in 7 languages. Unit chatter can be Normal, Orders only or Off.
- Subtitles with size and backdrop options.
- 89 new synthesised sound effects: engines, jets, rotors, weather, thunder, sonar and blasts.

Languages
The interface, Codex, campaign texts, tooltips and subtitles are available in 8 languages: English, Lithuanian, German, Spanish, Russian, Simplified Chinese, Japanese and Korean. Announcer and unit voices are available in 7 languages: English, German, Spanish, Russian, Chinese, Japanese and Korean; Lithuanian uses English voices with Lithuanian subtitles. Campaign briefings are text, apart from the voiced Embers chapter cinematics. A Voice language setting lets you mix text and voice languages.

Interface, controls and accessibility
- Hotkeys: rebinding with three profiles (Standard, Classic, Grid), nine control groups, four camera bookmarks and an alert jump key.
- Orders and production: tactical pause (single player), Retreat, line formation, Shift+click batches and "strong vs / weak vs" tooltips.
- Accessibility: colour-vision modes, shapes for allegiance on units and minimap, strong contrast, HUD scale 85 to 150 %, subtitle options and Story difficulty.
- Learning: a 15-step training battle, seven timed drills with medals, and the Codex (F1) with 105 entries and a 3D turntable.

Quality of life and fixes
- Quick save F6 and quick load F7, four rolling checkpoints every three minutes, and game speed from 0.5x to 1.5x in solo play. Saves from 0.25.14 load.
- The simulation runs on its own worker thread by default, with staged model loading, dynamic resolution and auto-quality on first launch.
- Smoother movement: vehicles no longer slide sideways, groups queue at narrow passages and miners find a free refinery dock. Wrecks can be salvaged for credits.
Known limitations
- Multiplayer: custom maps are not offered, and a strategic strike or ballistic missile cannot yet be launched by a human player.
- Internet play needs a relay server address entered by the player; no public relay server ships with the game.
- No matchmaking and no cross-version play.
- Replays cover skirmish only.
- AI-generated content is used for the music, the voices, interface illustrations and general portraits.

Thank you
Thank you for every battle played and every idea shared. Version 1.0 is built on your feedback. See you on the front.
Dimetris Game