Marsfall: Origins
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Marsfall: Origins / Developer Diary

Developer diary,not press releases.

Reports from inside Marsfall: Origins: decisions, experiments, release milestones, and the visible features that move this project forward.

Development diary··1 min read

Fixed Expedition saves disappearing from Continue

Expedition scouting destinations are now validated against their own field, so valid progress remains available at startup.

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Development diary··1 min read

Added lightning scars and thunder variants

A ground strike leaves a fading scar for three minutes, with three native thunder recordings.

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Development diary··1 min read

Kept movement orders through temporary traffic

A short blockage no longer discards the destination, and Harvester detours use simulation time.

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Development diary··1 min read

Added an eight-track native soundtrack

Eight instrumental recordings stream through a shuffled playlist with independent saved music controls.

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Development diary··1 min read

Made demolition require an Engineer

Marked buildings come down only while an assigned Engineer is present; queued jobs and placement clearance use the same workers.

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Development diary··1 min read

Added barracks healing and garrison recruitment

Barracks heal occupants and can deploy new recruits directly into their sixteen-seat garrison.

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Development diary··1 min read

Expanded silo storage and partial deliveries

Each completed Silo adds 2,500 shared storage; Harvesters can deliver partial loads to Silos or Processors.

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Development diary··1 min read

Added left-click Engineer boarding

Eligible infantry board carriers and garrison buildings with left-click while selection and repairs remain distinct.

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Development diary··1 min read

Added a saved Mend toggle for medics

Medics can automatically seek wounded infantry nearby, with manual healing available when automatic care is off.

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Development diary··1 min read

Added traveling worm warnings and a concrete buffer

Approaching worms leave buried sand wakes; warnings allow escape and concrete protects a surrounding strip.

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Development diary··1 min read

Grounded lightning strikes at their actual impact position

Forks meet the ground with a synchronized flash, debris and native crack/thunder layers.

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Development diary··1 min read

Added physical, faction-specific rival scouting

Rivals learn player contacts through actual scouts rather than starting with shared knowledge.

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Development diary··1 min read

Added a scrollable, cancelable production grid

Job thumbnails show progress and status, and clicking one cancels that exact job.

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Development diary··1 min read

Added aligned wind fronts and directional shelter

Longer, gentler wind fronts use matching haze and particle motion, with shelter behind substantial terrain and structures.

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Development diary··1 min read

Added right-click repairs and Alt queues

Engineers select with left-click, repair with right-click and append work with Alt-right-click.

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Development diary··1 min read

Added partial unloading and automatic Harvester logistics

Unload partial cargo, deliver by processor right-click, and return to harvesting after aligned docking.

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Development diary··1 min read

Improved concrete expansion and builder clearance

The Core gets an initial pad, new slabs connect to existing concrete, and builders can walk clear of their work.

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Development diary··1 min read

Reduced first-click and research-opening pauses

Yielding audio decoding and prepared advisor images remove major measured interface stalls.

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Development diary··1 min read

Added full refunds for canceled research

Unfinished and dependent research returns its cost even when storage is at its cap.

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Development diary··1 min read

Added optional nearby weapon pickup

An opt-in toggle lets idle infantry collect compatible nearby weapons into empty slots outside combat.

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Development diary··1 min read

Added sixteen-seat building garrisons

Infantry can board and leave Core and Barracks while production remains available.

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Made buildings obstruct power links

Relay line of sight respects buildings while ignoring mobile units and the linked endpoints.

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Development diary··1 min read

Fixed fog leaking into inventory previews

Equipment previews retain their own lit materials instead of inheriting the world fog silhouette.

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Development diary··1 min read

Added the Bastion Heavy Transport

A twelve-seat enclosed transport combines a tougher chassis, a roof machine gun and individual disembarkation.

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Development diary··1 min read

Expanded the Expedition starting force

Fresh Expeditions begin with a commander, two named engineers and5000credits.

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Development diary··1 min read

Freed jammed vehicles with terrain-safe escape waypoints

Blocked vehicles keep a short safe escape waypoint, then continue their original orders.

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Development diary··1 min read

Restored rival gathering at shared deposits

Rival engineers can begin working inside a deposit instead of demanding an occupied center point.

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Development diary··1 min read

Made electrical storms atmospheric

Moving cloud shade, sheet illumination and ambient arcs replace lightning targeted at the player.

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Development diary··1 min read

Compressed surveys to recover large Expedition saves

Lossless survey ranges keep long-running worlds below the old save-size ceiling while retaining their explored cells.

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Development diary··1 min read

Improved vehicle route recovery across the Expedition

Terrain searches rotate fairly between vehicles, and planning and driving use the same spatial slope probe.

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Development diary··1 min read

Fixed distant terrain-height cache collisions

Vehicles now use coordinate-pair height keys so distant Expedition positions cannot share incorrect support samples.

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Development diary··1 min read

Repaired gathering at deposit arrival boundaries

A tiny numerical tolerance lets rival Pioneers resume work after reaching replacement deposits.

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Made rivals recruit and dispatch raids earlier

Rivals raise initial squads before later industrial expansion and can send raids while construction continues.

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Development diary··1 min read

Added an Armies monitor and safe camera observation

Live army cards show settlement economies and jobs, while observing a rival leaves the Pioneer where the player put them.

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Development diary··1 min read

Stopped concrete placement rebuilding the landscape

Finished concrete updates nearby vertices and surface stones instead of rebuilding the whole landscape.

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Performance diary··1 min read

Stopped distant construction from rebuilding local terrain

Rival building work no longer forces the nearby landscape to rebuild on every distant edit.

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Added minimap and regional atlas zoom

Wheel zoom makes the large Expedition maps easier to inspect.

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Added persistent rival settlements and economies

Twenty rival heroes now build paid settlements and develop their own saved economies.

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Added damaging wind and lightning fronts

Expedition weather warns of approaching fronts and can damage exposed units.

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Added compact radar and permanent production prices

The Expedition HUD keeps navigation and construction costs easier to find.

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Restored Expedition survival and enemy observation

Hero loss ends the campaign, and an admin observer can inspect enemy positions.

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Added a regional atlas and local Expedition fog

M opens the regional survey map, with an explicit admin teleport for inspecting the Pioneer and landscape.

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Development diary··1 min read

Opened the first playable Gale Expedition

A measured Gale basin terrain now supports an expedition landing, large-map movement and persistent rival economies.

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Development diary··1 min read

Named every unit and revised weapon firing rates

Individual units keep their names, and weapon statistics show the revised firing cadence.

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Development diary··1 min read

Gave rockets distinct visual warhead profiles

Infantry, tank, Strider, aircraft and barrage effects now have different trails and blasts.

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Development diary··1 min read

Made the flamethrower a continuous stream

Fire Troopers sustain flame particles and positional sound while attacking.

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Development diary··1 min read

Added larger vehicle destruction blasts

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

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Development diary··1 min read

Added army instancing and a CPU cost display

Shared infantry drawing and pose work reduce duplicated work, with F8 showing measured CPU phases.

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Development diary··1 min read

Made Endless War more infantry focused

Extra barracks and revised production put more soldiers into the ongoing battle.

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Development diary··1 min read

Gave the Strider articulated legs and independent weapons

The walker bends its legs to crouch and aims four weapon mounts independently.

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Development diary··1 min read

Reworked Defense and the transition into prone

Defense now subtracts a fixed amount from each hit, and stance changes have a visible sequence.

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Development diary··1 min read

Added circle and wedge formations

Squads can form circles and wedges, remember drawn layouts, and reverse explicitly with Shift.

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Development diary··1 min read

Added Run and Walk commands and mixed squad badges

R switches movement pace, Y takes direct control, and saved groups show each unit type.

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Development diary··1 min read

Freed reinforcement exits and bounded dropped gear

Endless War reinforcements get clearer exits, while discarded equipment no longer grows without limit.

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Development diary··1 min read

Added an Engage stance for advancing units

Units can advance while looking for nearby visible enemies, or hold an aggressive stance.

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Development diary··1 min read

Added following and engineer escort repairs

Alt-click lets units follow a friendly leader, with engineers keeping escorted vehicles repaired.

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Development diary··1 min read

Added dragged formation lines

Right-drag previews a formation line and its facing before the squad moves.

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Development diary··1 min read

Let vehicles reverse and infantry backpedal

Short retreats now keep a unit facing forward instead of forcing it to turn around.

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Development diary··1 min read

Put formations and tactics on command menus

F and T now open focused command menus, with numbered choices for the selected squad.

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Combat update··1 min read

Added vehicle run-over damage

Tanks and jeeps can hit hostile infantry, with impact damage tied to vehicle mass and speed.

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Battle update··1 min read

Kept fallen infantry on the battlefield

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

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Movement update··1 min read

Improved vehicle routes and group formations

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

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Combat update··1 min read

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.

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Battle update··1 min read

Added Endless War to the Battle Demo

Both compounds can keep producing reinforcements, with four intensity settings for increasingly crowded battles.

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Combat update··1 min read

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.

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Strategy update··1 min 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.

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Strategy update··1 min read

Added Battle Demo and Auto Battle

Two prepared bases and opposing armies make it possible to jump straight into a large battle.

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Combat update··1 min read

Added Shock and Fire Troopers

I added two Barracks units: Shock Troopers chain electrical attacks between nearby enemies, while Fire Troopers damage targets along a short flame stream.

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Strategy update··1 min read

Added a Training Automaton and visible armor

A recruitable practice unit provides a durable target for testing weapons and armor.

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Construction update··5 min read

Added flat platforms and destructive demolition

Concrete now levels into one platform, and engineers tear structures and rock down with a timed demolition instead of reusing the build animation.

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Base update··5 min read

Added terraforming concrete and power arcs

Poured slabs now grade the dune underneath them, and a new cable announces itself with a ten-second electrical arc.

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Tools update··5 min read

Added the Developer Database

Units, items, weapons, voices, sounds, and effects now live in one pause-screen catalog, and each of them can be previewed through the real game.

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Unit update··5 min read

Added a field medic and scavenged weapons

A researchable medic can reach wounded infantry, and any soldier can pick up a dropped weapon into the free hand.

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Interface update··5 min read

Added service ranks and the unit console

Kills now promote individual soldiers, and the selected unit shows rank, weapons, and passengers in one footer instead of a spreadsheet.

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Vehicle update··5 min read

Added Jeep passengers and vehicle repair

The Dustrunner carries two infantry who can fire from the seats, and engineers can repair the hull underneath them.

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World update··5 min read

Expanded the desert and added a rival compound

The map grew about five times over, with finite Emburrn fields and a defensive enemy base at the far end.

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Unit update··4 min read

Added the Valkyrie Trooper

A long-range marksman joins the barracks after rocket research, with her own voice and a gauss rifle.

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Base update··5 min read

Added wind generators and a power station

Bases now run from a wind trap and a four-pad power station, with live load and visible links between them.

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Economy update··5 min read

Added Emburrn gathering for a lone hero

The surviving hero can pull Emburrn straight from a field and fund a new Command Core without a single building.

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Controls update··5 min read

Added direct control for infantry and vehicles

One selected soldier or vehicle can be driven from the mouse and keyboard, with the guns aimed separately from the hull.

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Base update··5 min read

Added research branches and an advisor

A Systems Laboratory opens four research paths, and each completed study unlocks a building or a unit instead of a hidden percentage.

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Survival update··5 min read

Added salvage and sandworm combat

The hero can tear a building down for half its cost, and a sandworm can be shot, enraged, and killed.

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Expedition update··5 min read

Added a lone hero and Command Core construction

An expedition now starts with one equipped hero, who lays concrete and builds the Command Core by hand.

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Base update··6 min read

Added bases, vehicles, aircraft, and fog of war

The skirmish grew from two infantry squads into a base with heavy infantry, tanks, walkers, aircraft, and a map that remembers what you have seen.

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World update··5 min read

Added harvesters, unit radio, and sandworms

A crawler hauls resources home, troopers answer on a helmet radio, and something under the sand can take the crawler.

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Infantry update··5 min read

Added crouch, prone, and squad formations

Infantry can drop to a knee or the ground for less damage, and a squad can be ordered into a line, a loose group, or a tight one.

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Origin update··5 min read

Built the first desert skirmish

Sand began as one playable map: rifle and rocket squads, a buildable base, and orbital fire over a procedural dune.

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