New Features
AI units are now full-fledged competitors on equal footing with human players. Empty player slots are automatically filled with AI bots at the start of a match. Each bot has its own attributes, respawn timer, team assignment, and roster entry. Available in RMUC2026, RMUL2026, and 1V1.
AI bots can now aim and fire. Infantry, Hero, and Sentry units engage enemies, manage weapon heat, and replenish ammunition during matches.
AI now follows class-specific strategies under coach-level coordination. It can capture and defend key locations, activate the Energy Mechanism to obtain buffs, organize offensive pushes, perform Hero air-drop assaults on the Base, and execute two-stage Dart strikes against the Outpost and Base.
AI can now manage its economy. It purchases ammunition in bulk at the Supply Zone, remotely resupplies while out of combat, and reserves coins for paid respawns. Depending on the coins available, it chooses between a paid respawn with full health and a free respawn.
Added the RMUC2026 Buff and paid-respawn systems. Destroyed units can spend coins to respawn, after which they enter a fixed three-second Weakened state. Armor is no longer deployed automatically when Base HP falls below 2,000. Invincibility and Weakened-state timers are now displayed on the HUD.
Added a five-second freeze at the start of each match. All movement and firing controls remain locked during the opening countdown and are released simultaneously when it ends. Spectator cameras are unaffected.
LAN multiplayer no longer requires signing in to Steam. A built-in networking backend now allows players to connect directly by entering an IP address, using port 8888 by default, even when no Steam session is available.
Added a free-fly spectator mode. An overhead panel above each robot displays its team number, level, HP, buff icons, ammunition status, and firing-lock indicators. These panels are only visible to spectators and are hidden after the match ends.
Replay playback now supports frame-by-frame stepping controls (⏴1F / 1F⏵), allowing playback to be positioned on an exact frame.
Added a complete graphics settings page, including overall quality presets; resolution scaling; shadows, global illumination, reflections, anti-aliasing, effects, post-processing, textures, view distance, foliage, and shader quality; as well as VSync, windowed/fullscreen modes, and window resolution.
Added a ray-tracing toggle, disabled by default. Ray tracing can be switched at runtime without restarting the game, and the selected setting is remembered for the next launch.
Added a HUD visibility toggle that hides all overlays for clean screenshots or unobstructed viewing.
The UI now displays the current engine and build versions.
Laser weapons now use hitscan. Laser shots hit their targets instantly and no longer require leading. Physical projectile behavior remains unchanged.
Added an optional Steam preview branch for early access to the latest builds.
Updated various gameplay details to comply with the official v2.1 ruleset.
Added a complete TPS third-person control system.
Added an external auto-aim simulation and control pipeline. Integration with the open-source sp_vision_2025 project has been completed and verified. See the GitHub repository for details.
Bug Fixes
Fixed an issue where client-side vehicles gradually drifted away from their authoritative positions on the host, eventually becoming desynchronized for the remainder of the match. Client vehicles now remain consistently aligned with the host’s authoritative state.
Fixed client-side jitter, chassis shaking, turret twitching, and self-teleportation after respawning. Client-side movement is now significantly smoother.
Fixed an issue where late-joining clients could become stuck on the loading screen.
Fixed a projectile memory leak. Fired projectiles and their collision components were never reclaimed and continued accumulating with every shot, causing the frame rate to drop from approximately 50 FPS to around 11 FPS after several minutes of intense combat. Expended projectiles are now properly recycled.
Fixed a crash caused by robot position data occasionally becoming invalid under extreme conditions and being passed into the audio engine. Additional bounds and validity checks have been added to the audio system.
Fixed an issue where Balance Infantry units with wheel-legged and lifting-type chassis could still be controlled after being destroyed. Destroyed units can no longer jump, lift, or move. The Mecanum wheel and gimbal chassis were already handled correctly, while aerial drones remain exempt by design.
Fixed an issue in which HACHILLES-4W became completely undrivable after its wheel bindings were lost during a configuration migration.
Fixed an issue where a unit could not resume capturing a Control Zone after purchasing a respawn inside it.
Fixed an issue where Darts could still trigger shields and damage reduction during invincibility.
Fixed an issue where the Energy Mechanism’s auto-aim system could incorrectly lock onto allied units and rotate at twice the intended speed.
Improved auto-aim tracking. The system now uses analytical line-of-sight angular-velocity feedforward to anticipate and track moving targets, eliminating steady-state lag. When idle, the turret now faces forward instead of drooping downward.
Further tuned aerial Drone support. Flight altitude, target acquisition, and support-target switching have undergone multiple rounds of adjustment, improving the stability of both aerial support and Dart deployment.
