Last Front · published
The interface has been completely reworked! You'll find a new PlayerHUD with unique icons, an updated unit info panel (compact, with effectiveness against different unit types, plus built-in tactical commands), and a fresh tech tree design. The lobby and end-of-game screen have also been restyled.
Added "Hold Position" command: unit stays in place, attacks all enemies within firing range, and never pursues the enemy.
Added "Patrol" command: unit will move back and forth between its current position and the designated point.
Added "Zone Defense" command: unit attacks enemies entering its line of sight but returns to its starting point if the enemy leaves the zone.
Audio and visual alerts: when your base is attacked or an enemy is spotted, you'll see a marker on the minimap and hear a warning. Unit voices now lower the volume of effects and music – you won't miss anything important.
Free camera: you can now not only rotate but also change the vertical viewing angle (hold the middle mouse button). Minimap visibility has been changed from a square to a trapezoid – more realistic.
New loading screen in UI style: shows map loading progress, match settings (starting cash, map, spawns, factions, colors, difficulty, etc.), and dynamic tips.
The demo is now translated into Turkish and Polish.
New victory screen: shows earned money, units destroyed, detailed stats (who lost how many, who earned the most resources and tech), as well as an income-over-time graph and the moment of defeat.
Reworked winner determination logic – the game no longer ends while enemies are still alive.
Fixed a bug with invisible enemy tank shells and rockets – now all enemy fire is displayed correctly.
Fixed a game crash that occurred in certain scenarios. It was unstable and related to fog of war optimization.
When losing all buildings, the player lost and all their units were destroyed except infantry. Now it's correct: infantry also dies for the losing player.
Fixed HotKeys for creating units and purchasing – they now work as intended.
Updated unit, ability, and building descriptions – shorter and more informative.
This update is the first stage of my RoadMap. Next up: work on a new faction (USA), squad system, day/night cycle, a tutorial mission, and much more. I haven't made a final decision yet: go all in on the USA or do things gradually. There are several options: work on the day/night cycle → release an update, then the squad system → release an update, and only then dive into the USA. Or create USA assets in parallel with other systems but not implement them fully to avoid overloading myself. This would stretch the work, but I could avoid burnout.
I want to release the new faction as well-thought-out and polished as possible, with many tech tree upgrades, so that each playthrough feels different. Alongside the USA release, expect a mission that tells the game's lore: where it all began and what to expect in Chapter 1 of the story campaign. There's a lot of work ahead, but I never forget optimization and gameplay improvements. To avoid burnout, I'll switch from task to task and not stick to one thing for too long. For example, I'll work on USA models for a while, then switch to optimization, then return to the faction. At this pace, by the end of summer / early autumn, I believe we'll get a perfectly polished Last Front with the long-awaited faction.
Additionally, I want to work on unit responsiveness and overall arcade‑style controls. Units should accelerate faster, turn quicker, and react to orders more instantly. Therefore, I plan to revise the movement physics and maneuverability of all vehicles and infantry, making the controls more lively and satisfying.
One thing not to expect in the demo – new maps. New maps will be in the early release. I think there will be 10 well-designed maps for skirmish mode, plus the story campaign with its own maps. Also, the story will be split into chapters, so don't expect the entire campaign in early release. Based on your feedback from Chapter 1, I'll make improvements so that later chapters become better. Gradually, the game will receive new factions and be polished on all fronts!
Thank you for supporting Last Front and helping me catch bugs – I couldn't have done it without you. Add the game to your wishlist and follow the news!