In this update4
Full notes
Full Arcade Warlord update
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Repeated intro
Greetings everyone!
What changed
- Gameplay
- Maps
- UI and audio
Arcade Warlord changes
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
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