Hello everyone!
Brigador is very much alive and kicking! We're closing in on the home stretch of development, and as we get closer to release we'll be able to start properly releasing new info and details on the game.
The last 6 months have been a very busy time. We've completely rewritten the AI, added over 40 new units to the game, brought the weapon count up to 50, dramatically improved the development toolset (data can now be live-edited in-game, very useful for modding wink wink), doubled the number of playable vehicles, and have made big improvements to the graphics and lighting. Just in the last week we've added volumetric lighting to the engine which really improves the atmosphere and visual impact of the environments.
For more detailed updates, check out our IndieDB or TIGforums threads-- I'll be keeping those updated in the months leading up to release-- and for the newest snippets of gameplay, two of the team are very active on twitter: Hugh (design + maps) & Jack (art + design)
For those of you who do have testing access to Brigador, we'll be updating the main branch soon, so keep your eye out. When we do, a proper change log and announcement will be posted here and elsewhere on the site.
Thank you all for sticking with us as we approach release. If all goes well Brigador will be in your hands by the end of the summer, and we can't wait. Until then, thanks for your patience, and be sure to tell all your friends about us!