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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.
This showcase is about the visual style of the game.The entire game is drawn in code.There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.The reโฆ
Wanted to write a little about the visual style:The entire game is drawn in code.There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.The resultโฆ
This post is about how your squads get to an operation.Every operation needs a vehicle, and each vehicle choice determine how many squads go and how they deploy within the operation.You start with a jeep, and better vehicles carry more squads. Progress from a โฆ
This post is about how your squads move together: formations, the formation designer, and AUTO, which lets the game command your squads for you.Without a formation, if you select a group and click somewhere, your squads bunch up around that point and all end uโฆ
A big part of Phosphor Command is the contracts you take to fund your company. These are called operations. You send your squads out into randomly generated tactical operations through specific logistical transport options that you purchase and choose. I'll maโฆ
Wanted to talk a little about the forward operating base, as it's one of the elements I put a lot of attention into.I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of tโฆ
Not tested by Valve yet. Results from Valve's own testing.
Valve hasn't published test details for this game.