Powerplay · published
We’ve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play. The biggest source of frustration we identified was early base building, which used to be unnecessarily complicated
Natural resources are no longer local: they now feed into a global inventory.
Many players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.
This lets you focus on harvesting and building without worrying about logistics at first.
As you progress, automation becomes the natural next step. Reducing the manual workload by introducing infrastructure that automates extraction, resource flow, and unit production.
In short:
Base building and logistics now feel more like Factorio, while the military side remains closer to Command & Conquer.
Workers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, you’ll still want to automate harvesting through dedicated structures to scale efficiently.
Liquid resources such as Water and Oil can no longer be gathered by workers. To access them, you’ll need to build a Pump, adding a strategic layer to how you plan your infrastructure.
Automation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.
Inserters are a brand-new tool that let you control and fine-tune resource flow between buildings. The heart of your automation system
The Depot has been redesigned. It’s no longer a central hub for resources, but rather a resource sink: Any resource reaching the Depot is added to the global inventory and becomes available for crafting.
The weapon and soldier system has been reworked. You can now spawn fully armed infantry directly, instead of creating workers and equipping them separately. This greatly simplifies army management and keeps the focus on tactics rather than micromanagement.
The Quarters building acts as your new barracks. It can produce workers, AK-47 soldiers, and RPG soldiers, giving you all the essential units to start building your army.
We’ve added a brand-new mode: Unit Clash. Here, you can draft and pit units against each other in quick battles. Perfect for testing and balancing unit strengths and weaknesses.
The Playtest version is now public and regularly updated! You’ll find the Playtest button on the game’s Steam store page. We’d love to hear your feedback. You can submit it directly through this form (also accessible in-game): 👉 https://tally.so/r/mV2qKg