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What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
🛡️ Systems & MechanicsBullets & WeaponsMax bullets spawned per frame: 18→100Modified bullet queue logic: if queue length exceeds 0.5s, no longer calculate new bullet sortingAdded mid-flight VFX release for bulletsAdded mid-flight VFX release for missilesAdded…
This update is only partially implemented in the demo. 🛡️ Systems & MechanicsCombat & DamageImplemented limited ammo weapon system; reset Gunner humanoid and added a one-shot rocket launcherCompleted weapon target priority system with dedicated iconsExpanded …
🛡️ Systems & MechanicsTech TreeEnhanced tech tree with tech point unlock costs; fixed nodes not unlocking, prerequisites display errorsRecursive cancellation of dependent techs with cost refundTech tree loading optimized to game startupAdded three tech nodes …
🛡️ Systems & MechanicsTech Tree SystemEnhanced tech tree with tech point unlock costsFixed nodes not unlocking, incorrect display of unlock conditions and prerequisitesCanceling a tech node now recursively cancels all dependent unlocked techs and refunds thei…
🛡️ Systems & MechanicsCombat & DamageAdded limited firing arc weapon system; converted Machine Gun Turret to limited arc and added turret adjustment mode for manual fire direction controlWeapon attack speed variation system: implemented attack speed change me…
🛡️ Systems & MechanicsCombat & DamageImproved indirect fire weapon attack logicFixed indirect fire projectiles hitting enemies directly (they should rely on explosion damage)Fixed ground units in active attack mode walking through wallsFixed units passing thr…
English Version🛡️ Systems & MechanicsUnit Behavior & Sub-unitsFixed sub-unit attack speed resetting when switching targetsFixed sub-unit behavior: now ignores attacks while returning to formation; clears old state and reacquires target upon reaching formation…