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

Kept fallen infantry on the battlefield
Fallen infantry remain on the sand after the fight moves on, with a cheaper static body representation.

Improved vehicle routes and group formations
Vehicles can plan around parked units, and formation orders now include the mobile vehicle fleet.

Reworked shock bolts and dual-wield poses
Shock troopers charge before releasing a lightning bolt, while scavenged second weapons have a clearer two-handed pose.

Added Endless War to the Battle Demo
Both compounds can keep producing reinforcements, with four intensity settings for increasingly crowded battles.

Added a firing range with distinct weapon effects
A dedicated range makes weapon trails and impacts easier to compare, and the chosen effects now distinguish battlefield weapons.

Reworked squad portraits and combat feedback
Stacked squad cards, anatomical gauges and clearer action cues make the combat HUD easier to read.

Added control-group badges and steadier unit orders
Recall squads from visible group badges, switch stance directly, and stop blocked units from repeatedly twitching.

Added live graphics settings and FPS history
The world keeps moving while graphics settings are open, so changes can be judged immediately.

Added two-click combat movement and clearer controls
Preview a combat route before committing, or cancel it without spending time units.