Dev Update 2026 Q2: Critical Playtest
Hi everyone. I know this Q2 update is super late. But hopefully it's better now than never. June and July was a really intense period of development and I didn't have spare time to post anything. But thankfully, on July 31, the final critical playtest began. And I'm happy to tell
Hi everyone. I know this Q2 update is super late. But hopefully it's better now than never.
June and July was a really intense period of development and I didn't have spare time to post anything. But thankfully, on July 31, the final critical playtest began. And I'm happy to tell you the result is what I was hoping for!
You guys know I’ve been confident about the tactical layer for a long time. But the strategy layer has been in development hell for three years. It went through 11 total painful re-designs. I even considered switching the strategy layer to a roguelike design.
However, last year I got a hunch that maybe we turned the corner. A prior playtest yielded positive signs, but also many questions. And so it wasn't until last week when I watched hundreds of people crawl all over Mars and have fun that it confirmed my gut feeling. The sandbox is SANDBOXING!
For me, this is the biggest milestone since the 2022 Next Fest demo got the whole party started. Of course, I'm not saying MT will be a good game. Only you will decide that. But I'm definitely feeling the best since starting this project five years ago.
The Good
Despite a lot of bugs and balance problems (see below), this playtest is confirming that the strategy layer is actually fun.
The testers are trying different strats and exchanging ideas. Managing their Mars economies this way or that. Exploring tech and ideology trees. Coming to terms with their morality and how they treat their workers and soldiers (and prisoners). And of course using all kinds of creative tactics on the battlefield. Basically, exactly what I envisioned and hoped for. The last section of this post are my favorite screenshots and quotes from the playtest so you can see for yourself.
This build includes ALL of the game's systems. So although it will launch into early access, it will be fairly late-stage. Here's a look at some new stuff and things that got a major overhaul.

Ground vehicles are finally a thing! They arrive on the map to become stationary objects that offer fire support, aid, etc. You can also hop in and drive off to escape the battlefield. Feedback has been very positive (especially the BattleBus™).

You can now choose where exactly your squads and vehicles will deploy on the battlefield. It adds to the strategy and creates new ways to link the tactical and strategy layers.
Outpost management gets the new Vox mechanic, which is a window into how your people are feeling (at the bottom of the screen).
Soldiers can now be assigned to non-combat tasks. They won't be the backbone of your economy (their salaries are too expensive), but soldiers don't require buildings to generate output. So they're very flexible. For example, if you bomb the hell out of an enemy outpost while capturing it and all the civilians are busy repairing buildings, you can lean on your soldiers to fill the gaps.
I switched the tech tree back to a big linear thing you can plan around. I think this gives the whole campaign the structure it was missing. Pictured here is the rebel tech tree.
Lastly, there are a lot new Earth guns. Russ (ahintoflime) did an amazing job with the models. And I made sure they sound good enough to make Michael Mann smile. I will share a video showcase about them soon.
The Bad
But the playtest has not been all kumbaya and rainbow farts.
The biggest problem has been balance and pacing. People are getting absolutely crushed. The difficulty is pretty straightforward to fix, but flow and pacing is more complicated in a big chaotic sandbox. So I have a lot of work left in this area.
The UX has improved a lot in the last three months. Enough for testers to actually interact with and have fun in the sandbox. But they still hit the wall in some areas. There is a moderate amount of work left here.
The game is well tool-tipped, but the onboarding is severely lacking. So now that the strategy layer design is truly finalized, I can start working on a tutorial. (If you've played a tactics or 4X game recently with a great tutorial, please let me know in the comments I will study it.)
Finally, there are a lot of nasty bugs. However, none are existential and I’m already making good progress here. Thank you to all the playtesters o7
What's Next
This post is just to give you an update on how things are going. But I know the release date is on your mind. So I'll just say what I can now.
Basically, I don't know yet. I only just finished hotfixing everything on Sunday. And now I'm examining the feedback and estimating the remaining effort. And then the publisher has to find a good date based on external variables. So stay tuned. As soon as it's decided, I will make another post. But just know that getting a good playtest result was critical to everything.
The last good news is, because the playtest went well and I don’t have to make anymore big design changes, I can start planning the demo. It will be released after I stabilize the build and finish the tutorial. But the goal is for a meaty demo that previews both factions and both layers. I hope you’ll enjoy it for many hours.
Playtest Highlights
Here are my favorite screenshots and quotes from the playtest so far. They probably won't make total sense to you, but hopefully you get the vibes of the gameplay. (Some light spoilers ahead from the early game, but nothing major. There's no linear story in the sandbox.) Spelling and grammar edited for clarity.
VladCrafter: "Okay, looks like I found a way to reliably kill rogue bots."
Pride: "Turn 2 victory, they spawned into my guns :D"
wynk182: "Uh oh" (enemy arrives for their counter-assault)
Iris 'Piña' Silbermond: "I present to you, the 'Super Sneeze', firing 9 pellets (one whole small energy mag) per trigger pull, boasting a decent range at 60% at 10 tiles, and a bayonet... This action energy shotgun has you covered in all manner of short range encounters."
Fire & Glory: "I wish I had a duffel bag." (Screenshot taken during a heist mission.)
Cuddlefission: "Having an 'all hands on deck' defense against a counterattack."
Triangular Andangler: "Very early game, some of my people just carry three bombs and no gun."
XROM: "The best defense is offence so just grab your staff and charge forward, replace losses with new conscripts and keep rolling."
Baron le'Posore: "Many open spaces on the map are a potential killzone for corporate DRMs and rifles. Use smokes or dig a hole with charges. Sometimes it's the only way."
TrainTrack: "There's a bunch of tricks you can do, like suppressing an enemy and then throwing a grenade at them (since a suppressed enemy won't scramble)."
Colonel Jerry: "I threw a mining charge at a corpo just to have it slide 4-6 tiles away through the sand before stopping right in front of a group of some unfortunate workers. Something set off a chain reaction of explosions killing a few more. It was hilariously unfortunate, but also a little frustrating."
Cuddlefission: "The different means of recruiting soldiers and the 'you are what you do' governance system are really fun from a narrative perspective."
Haider: "My shotgun unit was injured in the first wave and has survived probably 6 battles, still haven’t healed him yet. Just running around half health pelting people in the face at point blank range."
Phart: "My fourth attempt and I survived the counter attack. I managed to get a squad of 13 together between the migrants and converting civilians."
Frumentarius: "I did try to attack one of the robot uprising outposts. One dog wiped out my entire squad with one attack."
Aidante: "Feedback on bots: terrifying, but felt good to fight them. Fought four with six guys at a robot rebellion site that spawned right next to a recent conquest site and made it out with three KIA. Got lucky with mining charges on two of them, found out the hard way about Zone of Control."
Supreme_Overlord: "I managed to take over comms using only two spies and instigating a worker riot. Got it on the fourth restart. The trick is to get both of your spies with guns close to each other before you start shooting, and then just run away while picking them off. The last guy surrendered after one of my guys killed two of his teammates in front of him with a shotgun when they rushed me down."
Krutchen: "I usually recruit like 4-6 workers to be soldiers and spam explosives, I've used the governance of commons boost, multitasking, and full metal jumpsuit for faster training. Generally I'm rushing fab research for scrapping and putting all my guys on research, then training them and rushing producing at least one sprayer coilgun for suppression. If you get shotguns off your first encounter prioritize getting those assigned and abuse overwatch with them in urban environments when you're not hucking explosives to soften up the enemy."
Thank you very much playtesters! If you are curious, the playtest is organized via Discord. It is open to anyone, but access is unlocked slowly to ensure a steady stream of fresh eyes. I know that's annoying but I hope you understand it meaningfully helps development.
OK, that's it for this time. Let me know if you have any questions. Don't forget to drop suggestions of tactics or 4X games with good tutorials for me to study. And finally, thanks for your support all these years. We're almost home.




Executives announce the great pivot to analysts. Stock rips +22%. (Work-in-progress illustration.)
Mars First!
WHICH SIDE ARE YOU ON???

The corporate mechanics of the Capital campaign are ready to be shown publicly, so expect a deep dive soon. And as you can see here,
You guys asked for more customization options and guns from Earth. 
Missions and rewards offered by each nation depend on their economic ideology and country characteristics. The U.S. has deep-pocketed investors. Russia is an expert in information warfare. France might gift you an Airbus dropship. There are also non-sovereign entities like journalists, investors, hackers, activists, etc.
Navigating a non-linear tech tree can be overwhelming, so I added tags. Please give me other tips to improve the UI.
You're busy running the rebellion, so your research team will present only their best proposals. Pick one or tell them "it's not good enough!" and they'll come back tomorrow with other ideas. Their ideas are picked from a pool. What's in the pool is determined by your Gunsmith Level.


In my testing I found ideally you need 2 soldiers to operate a mortar effectively: one loading and the other shooting. But you can get even more efficient like in this screenshot.





One example of a rectangular world map. It's procedurally generated and still very sandboxy with random hidden points of interest, but the shape could give the campaign more structure. However, I'm still feeling this out and it will evolve with more testing.

Government policies for Labor faction (very early implementation).
Labor micromanagement has been streamlined. But the consequences are the same. Your own workers will still turn on you if you allow them. (Yes, even in the Labor campaign.)
How will you treat your workers?
I don't know why but strategy layer feels better in real-time with pause. I wonder if that's why Xcom UFO Defense and Jagged Alliance devs did the same.




















