🧩 Patch Notes — Version 0.19 Demo
✨ New Features and Mechanics
Implemented an updated Attack command logic: units capable of firing while moving will now automatically engage all encountered enemy units on their way to the primary target without stopping or interrupting movement.
Added full support for Russia’s superweapon, including activation functionality, a visible cooldown timer, and a visual countdown before launch.
Added a defeat notification during a match, along with the ability to switch to Spectator mode if the player is defeated while the match continues.
Added a setting that allows flexible control over camera speed, zooming, zoom-in, zoom-out, and overall camera movement across the map.
Added detailed destruction for most buildings, with the option to disable it in the settings to improve performance on low-end systems.

Improved movement for all tracked vehicles — turns are now more readable, smoother, and more predictable.

Refined pathfinding for transport units, reducing cases of getting stuck and illogical routes.
Improved final unit formation when selecting squads and assigning movement routes — formations are now cleaner and more stable.

🏗️ Neutral Buildings and Points of Interest
Added new neutral buildings with gameplay bonuses: “Logistics Hub”, “Radar Post”, “EW Center — Electronic Warfare Center”, “Power Plant”, and “Oil Derrick”, each providing unique effects when captured.
P.S. At the moment, neutral buildings (Power Plant, EW Center, Radar Post, Logistics Hub) use AI-generated models. These will be replaced with higher-quality, handcrafted versions in the future.
Added a system for randomized neutral building types and random destruction stages at match start, including variable durability values to increase gameplay variety.
Implemented new resource supply sources of 25,000 and 50,000 resources, with dynamic model changes based on remaining resource volume.



Added visual display of all resources and points of interest on the map in the lobby before the match starts.
🤖 AI and Bot Behavior
AI has become significantly smarter in prioritization: supply centers, remote resource sources, and points of interest are now properly analyzed before deciding which targets to attack first.
Added logic for bots to capture neutral buildings, taking into account available resources, nearby threat levels, and construction feasibility.
Implemented logic that allows AI to actively recapture supply centers from opponents and defend its own key structures.
AI now correctly reacts to enemy power outages and takes this into account when planning attacks.
Reworked AI army composition: eliminated infantry overproduction, increased vehicle variety, and ensured all unit types are actively used.
Improved bot economy, including limits on excessive construction of barracks, power substations, and airfields, as well as more intelligent base building placement.
AI now properly assigns aircraft roles, maintaining a balance between fighters and bombers.
⚙️ Balance and Gameplay
Adjusted attack ranges and vision distances for all units to match the scale of the new large map, including an overall increase of these values.
Rebalanced technology costs, making them more accessible and better paced within the flow of a match.
Adjusted the volume of impact sounds — they no longer overpower firing sounds.
🗺️ Maps and Environment
Added a new large-scale map with expanded combat zones, settlements, park areas, suburbs, and additional routes via dirt roads.





Updated the Barracks model, improving detail and silhouette readability.

Updated the “Dead Hand” superweapon model, improving detail and silhouette readability.

🐞 Bug Fixes and Stability Improvements
Fixed numerous cases of vehicles getting stuck, spinning in place, and incorrect unit collisions.
Fixed soldier animation issues, including shooting, running, and state transitions.
Fixed issues related to building capture in fog of war, visual effects, flag colors, and sounds.
Fixed bugs related to saves, unit invincibility, and incorrect aircraft attacks.
🏁 Conclusion
Version V0.19 Demo is the largest update of the project to date, focused on deep AI reworks, economy improvements, larger map scale, superweapons, neutral buildings, and visual quality. The game has become noticeably more stable, deeper, and more dynamic, making each match more varied and engaging.
Thank you to everyone who tests the project, shares feedback, and helps move it forward — there is much more content and many important system updates ahead. ❤️
📌 Future Plans
In the near future, I plan to focus on creating a trailer for the game, which is currently the main priority. After completing the trailer, I will begin active development of a new faction — USA. The faction’s units are already mostly complete, but the buildings are still in an early stage, so the primary task will be designing their unique structures and possibly adding new unit types. Most likely, a separate news post will be released soon, where I will подробно outline the gameplay differences between the USA and Russia, as one of the key goals is to differentiate factions by mechanics, not just visuals.
Also, no major global updates are planned for the demo version in the near future — the main focus will be on developing the new faction and possibly the first story missions. The new faction and a test story mission are tentatively expected around early May.
Finally, I would like to note that the game currently has optimization issues when a large number of units are present on the map. The main load is on the CPU, and I am gradually working on improving this area. Closer to early release, I plan to fully resolve this issue so the game runs stably even on low-end systems.
