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Steam News24 May 20261mo ago

Cabinet Logistics & Factory Hijacking

Greetings everyone! It’s Sunday, and while it might look quiet from the outside since the release date announcement, work hasn’t stopped. Here is some new eye candy and what’s running behind the scenes.

In this update4

Full notes

Full Arcade Warlord update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings everyone!

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Maps
  • UI and audio
addedIt’s Sunday, and while it might look quiet from the outside since the release date announcement, work hasn’t stopped. Here is some new eye candy and what’s running behind the scenes.
changedMore Grid Markers & The HQ OfficeFirst, a fresh screenshot of the city traffic, now featuring more live strategy markers on the map:
addedMore Grid Markers & The HQ OfficeSteam post image Among other, with new markers you can see the number of cargo being moved , passengers on a car etc.
addedMore Grid Markers & The HQ OfficeThe Development Department mechanics are currently being ironed out. In the next update, I will show you screenshots of the "Develop New Game" interface.

Arcade Warlord changes

addedIt’s Sunday, and while it might look quiet from the outside since the release date announcement, work hasn’t stopped. Here is some new eye candy and what’s running behind the scenes.
changedFirst, a fresh screenshot of the city traffic, now featuring more live strategy markers on the map:
addedSteam post image Among other, with new markers you can see the number of cargo being moved , passengers on a car etc.
addedThe Development Department mechanics are currently being ironed out. In the next update, I will show you screenshots of the "Develop New Game" interface.

It’s Sunday, and while it might look quiet from the outside since the release date announcement, work hasn’t stopped. Here is some new eye candy and what’s running behind the scenes.

More Grid Markers & The HQ Office

First, a fresh screenshot of the city traffic, now featuring more live strategy markers on the map:

Steam post image Among other, with new markers you can see the number of cargo being moved , passengers on a car etc.

Second, a first look at the 2D HQ Office layout. This will serve as your executive nerve center:

The Development Department mechanics are currently being ironed out. In the next update, I will show you screenshots of the "Develop New Game" interface.

Turning the Gears: Warehouse to HQ

The biggest milestone since the announcement isn't visual—it's mechanical. I have completely finished the action loop for physically moving machines from the warehouse to the HQ, and I've started programming the behaviors for the office agents.

In Arcade Warlord, logistics is war. Cabinets aren't digital teleports; they are physical assets. They must be manufactured, stored, and physically hauled across the grid by your workforce.

If your warehouse pipeline stalls, your revenue stalls. These are the details that turn Arcade Warlord into a living simulation. You order cabinets at the Assembly Plants. These are Auxiliary businesses which you can even buy!

All companies order their cabinets at the same plants.

Capture your rivals's Industrial Neighborhoods to Sabotage his production and Steal his place in the queue. Steam post image

Each neighborhood gives you one of the three resources: You need components to build Arcade Systems.

Next Stop: Playtests

As I told you in the previous time, the playtest will feature a scenario that preludes the campaign of the main story. It should be ready soon. I just want to polish it more with guidance and help. Playtests Schedule:

  • Private Supervised Playtests: Currently underway. These are best suited for seasoned strategy players. If you want to run a session with me watching and taking notes on Discord, PM me directly.

  • Private Feedback-Mandatory Playtests: Opt-in via Discord PM. Supervision is not mandatory, but detailed feedback forms are required. Targeting early June.

  • Public Playtests (No Mandatory Feedback): Open to anyone who signed up on the Steam Playtest page. If you missed the signup, I will give keys in the Discord via PM request. Expected late June.

Demo Release Schedule

Playtests will shape the exact drop date, but I am aiming for late July.

Let me know if you have any questions about the mechanics, or the schedule or whatever else in the comments below! I would be happy to answer!

Source

Steam News / 24 May 2026

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