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:
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.
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.
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.