Built in public,entry by entry.
Every production note from across the studio, ordered newest to oldest: experiments, technical decisions, art direction, and playable milestones.
218 entries · 6 projects

Added larger vehicle destruction blasts
Ground and air vehicles have larger destruction effects, while distant infantry cries fade away.

Added army instancing and a CPU cost display
Shared infantry drawing and pose work reduce duplicated work, with F8 showing measured CPU phases.

Made Endless War more infantry focused
Extra barracks and revised production put more soldiers into the ongoing battle.

Gave the Strider articulated legs and independent weapons
The walker bends its legs to crouch and aims four weapon mounts independently.

Reworked Defense and the transition into prone
Defense now subtracts a fixed amount from each hit, and stance changes have a visible sequence.

Added circle and wedge formations
Squads can form circles and wedges, remember drawn layouts, and reverse explicitly with Shift.

Added Run and Walk commands and mixed squad badges
R switches movement pace, Y takes direct control, and saved groups show each unit type.

Added flight stamina and landing recovery
Powered wingbeats spend stamina, giving landings and perches a new role in longer flights.

Made wind currents visible during flight
T now reveals flowing wisps and thermal spirals during normal play.