Posted November 09, 2025 by moxystudios
Combat has taken a major leap forward.
Units now fight with true line-of-sight awareness — they can only engage enemies they can actually see. Buildings and terrain now block vision, creating realistic ambushes, flanking opportunities, and blind zones that change every fight.
We’ve also improved targeting logic, weapon handling, and responsiveness. Battles resolve more dynamically, and positioning finally matters as much as firepower.
Introducing the Flying Drone — fast, fragile, and fearless.
It can fly over any terrain, delivering pinpoint strikes before retreating to recharge. This new air-unit type adds vertical tactics and new counters to the battlefield.
Expanded GPU profiling and diagnostic tools now give detailed insight into compute dispatch times, shader execution, and per-frame cost breakdowns.
Ideal for fine-tuning performance on both WebGPU and native desktop builds.
Territory now fades when cut off from the supply network.
Regions without active supply gradually drift back to neutral control, forcing players to protect logistics lines and reinforcing the living, breathing nature of the battlefield.
All units move faster, tightening the pacing of engagements and making maneuvers more reactive. Expect smoother formations and more dynamic momentum across the map.
Fixed an issue where offroad units could path incorrectly over water tiles.
Movement logic now respects terrain boundaries consistently, preventing amphibious mishaps.
Units now introduce subtle randomness in pathfinding, reducing bunching and producing more natural flow.
You’ll see flanking behaviors emerge organically — no two movements are ever quite the same.
Supply Dogs are now more powerful logistic units.
Their influence spreads wider, allowing faster expansion of controlled territory and stronger reinforcement of supply networks.
A new minimal loading screen now appears during startup and heavy map initialization.
It doubles as groundwork for future animated intros and hardware diagnostic checks.