Patch 0.607
- Added support for 4:3 display aspect ration - Added FFA game mode to Crossroads map.
- Added support for 4:3 display aspect ration
- Added FFA game mode to Crossroads map.

Divio · MicroProse Software
- Added support for 4:3 display aspect ration - Added FFA game mode to Crossroads map.
- Added support for 4:3 display aspect ration
- Added FFA game mode to Crossroads map.
- fixed a bug where devastator missiles lingered around / draining performance - setting duration of negative effects on hero to half - reduced damage for Aeternus Quills from 200 to 180 - reduced damage for Aeternus Fang to 250, 375 with upgrade from 300, 450 - shortened aeternu
- fixed a bug where devastator missiles lingered around / draining performance
- setting duration of negative effects on hero to half
- reduced damage for Aeternus Quills from 200 to 180
- reduced damage for Aeternus Fang to 250, 375 with upgrade from 300, 450
- shortened aeternus fang range from 16 to 14
- increased damage for Scourge protectors.
- increased damage for Legion beacons.
- - Fixed another desync issue that was occuring with higher counts of players - - Fixed killzone height on Forests of Vrathor - units no longer die from knockback in shallow water - - Added notification when player owned resources ran out
- [Bugfix] - Fixed another desync issue that was occuring with higher counts of players
- [Bugfix] - Fixed killzone height on Forests of Vrathor - units no longer die from knockback in shallow water
- [Improvement] - Added notification when player owned resources ran out
- Fixed a Multiplayer desync bug sometimes happening when Bots are involved.
- Fixed a Multiplayer desync bug sometimes happening when Bots are involved.

New 1vs1 Map was created - Forests of Vrathor. Following lots and lots of 1v1 Engagements, I figured it might be good to expand the pool of 1v1 maps. So here it is, Enjoy Forests of Vrathor. Other minor bugfixes Fixed Announcer volume being too loud. Fixed Unbuildable outpost in
New 1vs1 Map was created - Forests of Vrathor. Following lots and lots of 1v1 Engagements, I figured it might be good to expand the pool of 1v1 maps. So here it is, Enjoy Forests of Vrathor.

Other minor bugfixes
Fixed Announcer volume being too loud.
Fixed Unbuildable outpost in 1st campaign mission.
Our first patch is up: (settings) Fixed issue with resolution frequency not sticking (settings) Added option to invert mouse drag scroll (game) Added Aeternus as playable hero for Scourge faction (multiplayer) Added option to rename username on Lobby screen. I am gathering feedba
Our first patch is up:
(settings) Fixed issue with resolution frequency not sticking
(settings) Added option to invert mouse drag scroll
(game) Added Aeternus as playable hero for Scourge faction
(multiplayer) Added option to rename username on Lobby screen.
I am gathering feedback, so all suggestions for updates/upgrades are welcome!
As next thing I will focus on more 1v1 Maps, as they seem to be most played in Multiplayer.
Thank you for playing Liquidation!

The time has finally come It took years of work to reach this point. I kept delaying the release because I wanted to be absolutely sure the game's quality was where it needed to be for players and buyers. My focus has always been delivering a smooth, fluid, responsive RTS experie
It took years of work to reach this point. I kept delaying the release because I wanted to be absolutely sure the game's quality was where it needed to be for players and buyers. My focus has always been delivering a smooth, fluid, responsive RTS experience - and I finally feel the game has reached that level. I hope many of you will find what I’ve created entertaining and engaging. And for those who don’t, I can only promise that I will do my best to improve the game as development continues.
Campaign (6 missions)
Skirmish (6 maps)
Multiplayer
Matchfinder
Replays (with takeover functionality)
Save/Load
Keybinding Editor
In the current version of Liquidation, three factions are fully playable
Crusade
Scourge
Legion

each already fleshed out with distinct units, heroes, and playstyles. While the core identity of every faction is in place, there are still improvements planned.
Each faction is expected to receive an additional hero and possibly an extra unit to further expand strategic depth. Some abilities may also change or evolve over time. Now that the game is released, there’s no better way to refine these elements than through direct player feedback. Your experiences, suggestions, and criticisms will help shape how these factions grow and improve.

The Early Access campaign includes the first two chapters, each containing three missions. You’ll be introduced to the world through the perspectives of both the Crusade and Scourge factions. The campaign is not linear—you experience each faction’s viewpoint within the same timeline, giving you a broader understanding of the conflict, its motivations, and its consequences.

Early Access launches with six skirmish maps, supporting 2 to 8 players.
Whether you prefer competitive 1v1 duels or the chaotic intensity of 4v4 team battles, there’s a map suited to your playstyle.

Some maps also include a Victory Points mode, offering an alternative win condition: capture and hold critical locations to secure victory through map control rather than pure army elimination.
To be fully transparent: there is no strict update timeline. I want development to remain flexible so I can respond to player feedback and evolving needs.
That said, the story‑driven campaign will always be the main priority. The next chapter will introduce the Legion faction and expand the world even further.
I also plan to explore making the map editor public, and I’m interested in experimenting with multiplayer‑driven co‑op scenarios.
Please remember: this is still an Early Access title. Many aspects are subject to improvement, and I will do everything I can to refine, expand, and polish the game as we move forward.
We hope to hear your feedback regarding the current version of the game or what comes in the future, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform.
Every comment counts!
👉 Wishlist Buy now to show your support! It really helps a lot.
👉 Join our Discord


The battlefield is calling upon you! We are incredibely excited to officially announce that Liquidation will be launching into Early Access on August 4th, 2026 ! To celebrate this, we've premiered a brand-new trailer showcasing a glimpse of the mayhem that awaits. Whether you're
The battlefield is calling upon you!
We are incredibely excited to officially announce that Liquidation will be launching into Early Access on August 4th, 2026!
To celebrate this, we've premiered a brand-new trailer showcasing a glimpse of the mayhem that awaits.
Whether you're looking to dive deep into the story-driven Campaign or test your might in Multiplayer, the time draws near.
Watch the Release Date Announcement Trailer here:
What to expect in EA:
Old-School RTS Action: A true return to form for classic real-time strategy combat.
3 Playable Factions: Master the unique units, abilities, and playstyles of each diverse faction.
Campaign & Multiplayer: Unfold the lore in the first six missions of the single-player campaign, or dominate your friends and rivals online using the 5-6 skirmish maps available on release.
We want to thank everyone for all your support and feedback during development. We can't wait to see what's coming next from you!
Make sure to Wishlist the game if you haven't already, spread the word, and prepare your forces for August 4th!
We hope to hear your feedback regarding the current demo or what comes in the future, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts!
Our future is in your hands.
👉 Wishlist now to show your support! It really helps a lot.
👉 Join our Discord


Keybindings Editor In the past, one of the most popular requests was to make the action panel keybinds grid-based, which is why the game is set up like that by default. But we know many of you want more control. Since then, the top request from the community has been a proper key
In the past, one of the most popular requests was to make the action panel keybinds grid-based, which is why the game is set up like that by default. But we know many of you want more control.
Since then, the top request from the community has been a proper keybindings editor - so here it is!

Keep an eye out, because our next news post is going to be a big one. Stay tuned!
We hope to hear your feedback regarding the current demo or what comes in the future, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts!
Our future is in your hands.
👉 Wishlist now to show your support! It really helps a lot.
👉 Join our Discord


Steam Next Fest is officially behind us! The Liquidation demo was just disabled for the time being, as it stopped being representative of the current state of the game. Now, this post isn't here to get you talking about the game, or to remind you to wishlist (though please do bot
Steam Next Fest is officially behind us! The Liquidation demo was just disabled for the time being, as it stopped being representative of the current state of the game.
Now, this post isn't here to get you talking about the game, or to remind you to wishlist (though please do both!). We’re here to show off a feature that we believe should be the absolute gold standard for RTS games everywhere.
Replays are a pretty standard feature for deterministic RTS games like Liquidation. But what isn't standard? Jumping directly into the driver's seat while watching one.
Behold the replay control panel:
That's right, you can now TAKE CONTROL of a replay mid-watch. Made a fatal mistake in a battle? Rewind, take the wheel, and see how the match could have played out if you tried a different strategy.
Note: Currently, the Take Control feature is single-player only.
Check it out live in all its glory right here:
Watch your matches. Spot your mistakes. Take control and fix them.
More news coming soon - stay tuned!
We hope to hear your feedback regarding the current demo or what comes in the future, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts!
Our future is in your hands.
👉 Wishlist now to show your support! It really helps a lot.
👉 Join our Discord

The time has come! We are thrilled to announce that Liquidation is officially taking part in Steam Next Fest. The festival already kicked off. You can download and play the demo now! What’s Included in the Demo? Whether you are looking for a narrative experience or tactical sandb
The time has come! We are thrilled to announce that Liquidation is officially taking part in Steam Next Fest.
The festival already kicked off. You can download and play the demo now!
Whether you are looking for a narrative experience or tactical sandbox gameplay, we have you covered. In this demo, you will get access to:
3 Distinct Races to command and master
3 Skirmish Maps for intense, strategic battles
2 Campaign Missions to give you a taste of the overarching story
Lobby-based Multiplayer Support
Mark your calendars, the answer comes in Q3 2026.
Hopefully, I have built something you will truly enjoy.
For the Crusade!
We hope to hear your feedback regarding the demo, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts! Our future is in your hands.
👉Wishlist now to show your support! It really helps a lot.
👉 Join our Discord

Back with another look at what's cooking behind the scenes for Liquidation. Once the battle dust settles you might want to know exactly how you performed. That's why the Debriefing Screen was created! No more guessing who carried the match. The new post-game summary will give you
Back with another look at what's cooking behind the scenes for Liquidation.
Once the battle dust settles you might want to know exactly how you performed. That's why the Debriefing Screen was created!
No more guessing who carried the match. The new post-game summary will give you a complete breakdown of your performance, featuring dedicated tabs for:
Overview: Your standard post-match scoreboard.
Units/Build: Track exactly what was created and what was destroyed.
Heroes: See how your champions stacked up against the enemy.
Resources: Analyze your economy and resource management throughout the match.
Whether you're looking to flex your high score on your friends or figure out where your economy fell behind, all the data is now right at your fingertips.
Since you read this much of this post - please note the Save Replay button! Replays have been fully functional for quite some time, but it's probably the first time their existence is so exposed for everyone to see.
Let us know what you think of the new debriefing layout in the comments or over on our Discord. What other stats would you like to see tracked at the end of a game?
We hope to hear your feedback regarding the current or future demos, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts!
Our future is in your hands.
👉 Wishlist now to show your support! It really helps a lot.
👉 Join our Discord


Until today, widescreen support was missing simply because I don’t own a widescreen display myself, so it slipped under my radar. Once I realized the oversight, I jumped on it and got it fixed. Liquidation now fully supports widescreen resolutions, with the UI scaling correctly.

Until today, widescreen support was missing simply because I don’t own a widescreen display myself, so it slipped under my radar. Once I realized the oversight, I jumped on it and got it fixed.
Liquidation now fully supports widescreen resolutions, with the UI scaling correctly.
If you’re one of the players rocking those big displays, feel free to try it out and see the improvement for yourself.
And if some of you want to buy me widescreen display, so nothing like this ever happens again - come chat with me on our Discord

Smooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect. There were still instances where units could get stuck or choose less than optimal routes. Large Behemoths t
Smooth and responsive unit movement is one of the pillars of a great RTS experience. And although Liquidation provided decent movement systems, they were far from perfect. There were still instances where units could get stuck or choose less than optimal routes. Large Behemoths trying to squeeze into the narrowest gaps :) And it wasn't good enough.
So, I decided to take another deep look into movement systems!
Far smoother movement - units no longer snag or jitter (or far less)
Significantly improved collision avoidance - units avoid obstacles / enemies with better precision
Better wall avoidance - units will no longer walk into forests ;)
Improved pathing for large units - large units no longer try to walk areas where they don't fit
Better performance
This overhaul doesn’t just feel better, it plays better and performs better.
And you can try that for yourself by checking out our demo!

Next Liquidation Demo is here! Starting June 3rd, 2025 - the new Liquidation demo will be live for one week only! In the demo you can: Battle the AI in classic skirmish mode Face off against other players (lobby based, no matchmaking) Play the recently announced King of the Hill

Starting June 3rd, 2025 - the new Liquidation demo will be live for one week only!
In the demo you can:
In some ways - a lot has changed. In others, things feel familiar.
First off, the commander system has been replaced with a hero system - something you might recognize from a certain legendary fantasy RTS.
We’ve also made further improvements to pathfinding and collision avoidance, boosting both unit behavior and overall game performance.
Then, of course - we added:
We hope to hear your feedback regarding the demo, you're welcome to join our Discord, follow us on X or Bluesky, or tag us on your favorite platform. Every comment counts!
Our future is in your hands.
👉 Wishlist now to show your support! It really helps a lot.
👉 Join our Discord


The Scourge Alliance Please, welcome the third fully playable race in Liquidation - the Scourge Alliance! Rising from the depths below the ground, the Scourge bring with them an arsenal of highly advanced technology and a force unlike anything the surface dwellers have faced befo
Please, welcome the third fully playable race in Liquidation - the Scourge Alliance!
Rising from the depths below the ground, the Scourge bring with them an arsenal of highly advanced technology and a force unlike anything the surface dwellers have faced before.
The gloomy and enigmatic underworld that lies under the endless sands of the buried city of Al’akam was reawakened during the catastrophe.
The Scourge Alliance consists of many different creatures, with Lamias and Toadkin forming the backbone of their armies. Some of their units are equipped with energy shields that reduce incoming damage, thus giving them a formidable edge in battle.
In the event of another demo coming out anytime soon, The Scourge will be available. All frog and lizard fans - your time to shine has come!
With technology never seen before by the surface dwellers, the Scourge Alliances unyielding advance into enemy territory... Not to quell their thirst for Quenrium, but in pursuit of the truth about the catastrophe that decimated the world

Curious to see them in action? Here's a look at Scourge gameplay:
The Scourge Survives.
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If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too! We recently let some secrets about what's coming next out as well...


Hello Everyone! We had some discussions on the Community Discord in February and March about introducing new game modes to Liquidation. From those discussions sprung King of the Hill mode, now it's live in the game and fully playable! How does it work? In King of the Hill (KOTH),
Hello Everyone!
We had some discussions on the Community Discord in February and March about introducing new game modes to Liquidation.
From those discussions sprung King of the Hill mode, now it's live in the game and fully playable!
In King of the Hill (KOTH), you can win by either wiping out your opponents or reaching the target number of Victory Points.

Victory Points counter at the top right of the screen.
In order to earn Victory Points, a player needs to capture and hold Monoliths.
Send any infantry unit (not vehicles) to one, and they'll begin capturing. You will see a clear progress indicator near the structure.

An Engineer from the Crusade capturing a Monolith.
Capturing enemy-held Monoliths takes away 100 points from player, so aggressive play pays off.
This redemption mechanic will allow you to rip victory away from your opponents hands, if they don't guard their Monoliths well enough!

The Monoliths as visible on the minimap. The central one is not captured. Yet.
Want to see KOTH in action?
Check out this match recording:

Hello there! Just so you know - the game is still cooking, and it's cooking well. To show you a little of what's happening behind the scenes, here's a showcase of some of the new portraits that are in the game, along some familiar Crusade faces. I wonder... What do you think thes
Hello there!
Just so you know - the game is still cooking, and it's cooking well.
To show you a little of what's happening behind the scenes, here's a showcase of some of the new portraits that are in the game, along some familiar Crusade faces.
I wonder... What do you think these units can do? Which factions do they belong to? What are their names?

Now for the last question, can you guess what the green ones sound like?
You might just get the chance to find out - and soon.
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If you're enjoying the art and want to connect with the Liquidation community - feel free to join us on Discord!


Long time no see! We've had a huge break from writing news, but the game development didn't stop even for a moment in that time. Actually, there's been a lot of exciting things happening behind the scenes. Anyway, today it's time to talk about Pathfinding in Liquidation. There've
Long time no see! We've had a huge break from writing news, but the game development didn't stop even for a moment in that time. Actually, there's been a lot of exciting things happening behind the scenes.
Anyway, today it's time to talk about Pathfinding in Liquidation.
There've been some significant updates recently, and it's time to share them with the community!
To start the topic, here's a dev view of how buildings can now look on the pathfinding grid in Liquidation:

It's important to note that before this round of changes, the buildings were simple rectangles on the pathfinding grid. Now, the shapes on the grid match the actual buildings much better.

The consequence of them being simple rectangles was as simple as the following picture present. The units weren't able to sneak through corners. But now, after the change - they can.
That also means Dominus can finally walk between the two buildings and deal decisive blows to anyone who dares to oppose the Twilight Crusade!

Now that we've got that out of the way - let's move on to the meat of this news post.
You might remember from the news about Corrupt Nether Environment that idle avoidance response got improved in Liquidation. That was another one of the steps towards what's shown below.
Using other avoidance behaviors, Local Avoidance introduction improved unit behavior around buildings.
After that, and a few updates later, we've arrived at the results you can inspect on the video here:
The Corruption raids a Twilight Crusade outpost, who's going to win this battle? Will it influence the war efforts?
Please share your thoughts!
Maybe you want to ask a question about the Corruption appearance in this news post? Ask away!
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If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too!


This week, we're ready to announce that Liquidation now supports community translations! We will be looking for people to help with translations in the future, so keep your eyes peeled for further news, as this is a community-driven effort! For starters, we ran an automatic trans
This week, we're ready to announce that Liquidation now supports community translations! We will be looking for people to help with translations in the future, so keep your eyes peeled for further news, as this is a community-driven effort!

For starters, we ran an automatic translation to the Korean language. Next, we invited the community to begin translating the game to Spanish and Polish languages. The system seems to work, which bodes well for the future. We're still testing and uncovering bugs.
The screenshots you can see here present some elements of the Polish translation of the game. There are still some kinks to be worked out with the fonts, but nothing we can't accomplish over time.
One of the features that we want to keep in the game is switching between languages in the game on the fly. You can change the language in the settings even during a match. Currently, we're testing English, German, Polish, Spanish, and Korean texts, as it seems people speaking those languages are waiting for the game the most, according to our Wishlist data.
Incomplete translations will have their missing texts keep the English versions.
Please let us know what languages you'd like to see next for the game!

If you want to get news firsthand and/or want to participate in building the Liquidation community - come join us on Discord! Feel free to drop by to chat about the game too!
