Hey everyone, it’s been another busy month! Things were briefly interrupted when I came down pretty hard with something, but all’s well now. I’ll be keeping this update relatively short, as we have some major announcements currently in the works.
To start things off, over the past month we’ve been working on implementing several new models, thanks to reaching the funding goals that made them possible.

First on the list of works in progress is the long-awaited Robotics Facility. This one has been in development for quite some time, as the arm rig kept breaking and the work effects proved a bit tricky to design. Most of those issues have now been resolved, though there’s still a fair amount of animation work ahead of us.
Here’s a quick look at the effects in action, there’s still no motion on the rest of the model just yet.
You can also see a test version of the new model display currently being implemented. For this feature, we’ll be creating new FX and display models for each of the Robotics Facility units.
Next up are the Templar Archives, recreated by the incredible AltJunior. I’m really looking forward to continuing work on this one and getting to the most fun part: the explosions.
This month I also received the updated model and textures for our new Hatchery and Lair, made by Yohiner. I’ve been slowly but steadily working on this model whenever I can find the time, and I’m hoping to have it ready to launch alongside the Loomings release coming soon.

Here’s also an early look at the Lair model. There are still several adjustments to be made before it reaches the same quality level as the Hatchery.

And finally, one of the most anticipated models among the team is the new Factory. Robert has been hard at work on the textures for this one, and we’re now mainly waiting on a few final texture adjustments.
This model is nearly complete, with only a few minor animation tweaks remaining along with the addition of our updated set of explosion effects.
We’ve been hard at work over the past week focusing on the Legacy version of the Campaign. Previously, we ran into a few major issues and limitations with our Campaign Mod setup that prevented us from using separate save files for each Episode. A key feature needed for their planned progression systems and unique UIs. We’re happy to share that this issue has now been resolved, and the new system is both cleaner and far more scalable for the rest of the Campaign project.

(Evo Remake Campaign Teaser)
These improvements are being implemented in Legacy first, as it serves as the ideal testing ground and allows us to finally release campaign content within a reasonable timeframe.
As for the Legacy features, here’s what you can look forward to with the release of the Loomings Episode planned for mid-December:
Complete Loomings episode (5 Missions)
Improved terrain visuals
Mission layouts recreated as faithfully as possible
Original mission objectives fully retained
Smarter individual unit AI
Updated and expanded AI difficulty options
Achievements
Additional optional features (more details soon)
For the upcoming Loomings release we're also recreating the original Briefing and Score Screen menus with some updates in order to fit our new QoL changes, more additions are coming as we get close to release.


As for what’s next, we’re currently redesigning Missions 4 and 5, as the results from our initial attempt didn’t quite meet our standards. The Evo Remake version of Loomings will remain in development for a while longer as we continue refining it. However, Episode 1: Rebel Yell is progressing steadily, and we’re aiming for a Q1 2026 release.
Our next post will focus on how to access the Legacy Campaign and go deeper into its specific features. I’ve also got a few additional things in the works that I’ll be revealing gradually, nothing too major just yet, but definitely worth keeping an eye on.