End of July Update - More Logistics
Added 2025-07-30 23:10:50 +0000 UTCHello everyone,
We've spent the past month mostly working on additional logistics updates. One of the big ones was the addition of what we're terming "Slave Miner logic" (for any Yuri's Revenge fans out there). Essentially this is just an alternative method for resource construction and resource units to operate, and will mostly be applied to the Warband faction, although the test unit seen here (which most likely won't make it to the final game) is an Empire unit.
We've also worked on logic pertaining to logistics unit automation. A lot of logistics units won't be directly controlled, but rather will be automatically be deployed to work from the building they are stationed at, and you can indirectly control them by adjusting the settings of the building they are bound to.

We also plan on adding some other options to better control worker units, such as marking structures as disabled or empty so that delivery units won't deliver to them or extract from them.
We've also added preliminary work on the Recruit reinforcements system, where fresh troops are brought from off-map and delivered to the HQ building. These "raw" infantry are essentially a type of resource, with each one being "spent" to turn into a dedicated infantry unit, vehicle crewman or structure staff. Essentially is a more in depth version of how many RTS games like Starcraft and AOE2 have population mechanics. There will be other mechanics related to this system, like upgrading the reinforcements frequency by building rail lines or airstrips, and even press-ganging civilians into your population.

We've also done some work replacing the terrible, hacked together fire system that I made with an actual hardcoded one. Not only does this looks a lot better and allow for more interesting gameplay potential - with things like spreading forest fires, and units that can take damage over time from catching fire - but is also much more performant and bug-free.

Essentially, every tile can have a heat value applied to it, which determines the severity of the fire. Fires slowly decay, but will deal damage to surrounding objects, with bigger fires causing more damage of course.

Flammable objects like vegetation can also sustain more heat per-tile, and of course can spread to other flammable objects in the vicinity. We'll also (at some point) add a bit of terraforming logic for fires, so that tiles that have been substantially burned are turned into their own type of scorched terrain, better selling the effect for forest fires and areas that have seen lots of fiery destruction.
We also finally implemented proper "rampfix" tiles (to use the Tiberian Sun term, if you've ever used that game's map editor), so now we no longer have those weird origami slopes. The actual sprites for these were made last year, but were left unimplemented in the game itself until this month.


Also, while a small update, we added a small feature to certain objects that causes them to be instantly destroyed by certain weapons while letting the projectile pass through. This was done to make it so tank shells and other powerful weapons will just pass through thin walls harmlessly, while bullets and smaller weapons don't penetrate through them.


Finally, we started work on adding dirt road tiles, though this work was temporarily halted since there are some other terrain related features we need to add (specifically, a blending/transparency feature to better facilitate different terrain types having adjacency and looking natural). There are quite a few of them:

That's all for this month. Next month we hope to flesh out the logistics system even further and apply polish to a lot of the new systems like reinforcements and recruits.
Comments
Hello everyone I just subscribed after watching this game very intently I’m an old Red alert 2 and ra2yr player and I’ve drawn tears from pure excitement and joy for how good this game looks I can’t wait to get my hands on it keep up the good work devs.
Michael Shipman
2025-09-03 07:56:24 +0000 UTCYou know out of all things talked about so far I think what actually intrigues me the most is the "raw recruits" resource. If done well, this can be an amazing way to not only add atmosphere but give your home base depth. Most of the time "house" structures are mostly just aesthetic with no real purpose other then pop cop. So to see this just makes me more excited for the game honestly!
AtomicGaming Productions
2025-08-20 06:14:10 +0000 UTCIn simple terms, while you can build a base, engage in the logistics systems and construct units, only the Empire faction is really in this state, and enemy AI hasn't yet been modified to account for these logistics systems and so doesn't work properly. There's still a lot of work left to do to polish up the logistics system to make it fully playable and actually fun to engage with.
Henske
2025-08-12 18:55:23 +0000 UTCThe progress looks amazing, I really like the new fire effects. I know it’s hard to pinpoint how much work still needs to be done, but like how much would you say (like in percent) that the game is in a playable state. Like you could play a round just not with all the new features. Thanks in advance I hope this does not come across as me being rude :|
Vincent Bauer
2025-08-12 11:04:57 +0000 UTCFunny thing, I actually consulted a number of TS modders to ask them what things they'd want to see in an improved map editor.
Henske
2025-08-03 22:15:43 +0000 UTCGod, I hate the tibsun map editor. Hearing that your map editor will be a lot better is a relief.
GG
2025-08-03 22:09:21 +0000 UTCNot sure about infinite population, but we'll definitely have some modifiers for the rate and amount of reinforcements you get.
Henske
2025-08-01 19:50:14 +0000 UTCThis is fantastic! I like the emphasis on resource acquisition next to asset production. This project really seems like an evolution in RTS instead of a reboot or a slightly augmented formula. Say, D.O.R.F wouldn't stand for Dynamic Opposing Resourcing Front would it? Because if it was that would be pretty neat and I wouldn't claim any intellectual property to it!
TimberW0lf1996
2025-07-31 22:52:53 +0000 UTCThese look absolutely phenomenal oh my gosh. One quick question - will there be a setting in the skirmish mode to disable/set to infinite the population mechanics?
Candibunny Bun
2025-07-31 09:57:00 +0000 UTC