Mar 25, 2026

Progress Update

All of the game’s core content is done! I am currently polishing stuff and preparing for launch, to give the game the best possible chance for success!

I am targeting an early Q3 release window.

I will no longer be calling the initial release of the game “Early Access.”

After a period of frequent patches, I expect a long quiet period when I begin to focus on the next chapter of the story. I think this is a bad fit for “Early Access,” where players expect a constant stream of updates.

Here is the current plan:

  1. The initial launch will include one playable faction, with the 72-mission story mode and the replayable roguelike standard mode. It will be priced accordingly.

  2. I will support the game post-launch with bug fixes, QoL improvements, and likely even a little more content. I will also consider new platforms and localization at this stage.

  3. I will stop patching so frequently, and focus on building the story and standard campaigns for the second playable faction. I plan to release this as DLC.

Balancing Cards

Developing the standard (roguelike) mode has surfaced some balance issues, addressed in this patch:

  • Industrial Surge now adds +2 production cycles (down from +3).

  • Solar Array now costs 1 Titanium (down from 2).

  • Lancer Bays now have 500 hit points (down from 750).

  • Destroyer Factories and Missile Assemblies now have 600 hit points (down from 800).

The following cards now have the “Invention” subtype:

  • Wardwing Patrol

  • Wardwing Vanguard

  • Missile Barrage

This is meant to give the Wardwing cards a slight buff AND to make a more consistent rule: everything that includes Wardwings or Pulsewave Missiles is an Invention.

And last but not least, I had to change some drop rates to help certain synergies appear in the standard (roguelike) mode:

  • Frontier Deputies is now Common (changed from Uncommon).

  • Tormean Uprising is now Uncommon (changed from Rare).

  • Imperial Titan is now Common (changed from Uncommon).

Story Mode Content

  • Various mission rewards in story mode were swapped in around. Highlights include:

    • The new card Scrambled Defense is available for completing the mission “Buying Time”.

    • Missile Assembly and Industrial Surge are now offered once each in Act 1, and you must pick one or the other.

  • Added Destroyer Factories to Verga’s deck in the “Battle Sim: General Verga” mission.

  • Silvo’s convoy in the mission “Rescue the Minister” is now controlled by an allied player instead of you.

Standard Mode Content

  • Added more cards to the enemy deck in the “Establish a Base” mission.

Bug Fixes and Improvements

  • Fully removed the concept of “main base” from targeting rules; even if the objective is to destroy a particular structure, that structure is now targeted like any other structure. Flagships remain in a special “target as a last resort” priority group.

  • The top left mission objective and rules panel now describes repeating effects. For example, it warns you for missions where the Dreadnought will fire a Buster Missile at one of your structures every turn.

  • Added a new keyword “Last Stand” to flagships that will attack when their owner’s deck runs out.

  • You can now see your current income levels and flagship hit points during reward selection in the roguelike mode.

  • In the mission selection map screen, you can now click outside of your deck window to close it.

  • Fixed an issue preventing you from clicking on units (to pull up their stats) during the “Keep or Replace” phase.

  • Fixed an issue causing the soundtrack not to play in the Roguelike mode.

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Oct 15, 2025