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Steam News28 March 20263mo ago

DEMO UPDATE - Pathfinding, movement, QOL, VFX

A few weeks into our demo build we’re coming back with A LOT of improvements in our first update!

Full notes

Full Crimson Freedom update

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

What changed

1 fix13 additions5 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
  • Workshop
  • Maps
changedA few weeks into our demo build we’re coming back with A LOT of improvements in our first update! Very happy to report that we’ve managed to snipe most of the feedback from your reviews and suggestions from Discord in the past four weeks. Stuff like pathfinding, movement feeling more snappy, units crowding, control grouping buildings, idle builders buttons, QOL features - you name it, it’s here!
changedSpeed, pathfinding, movement:General speed of the game - we’ve identified this is largely tied to our turn rate (how fast units turn directions) and acceleration/deceleration. Now it’s WAY faster , so the game should feel much more responsive subjectively - keep in mind no unit speed stats have been changed at this point.
changedSpeed, pathfinding, movement:Pathfinding, movement, crowding - we’ve been working on this system non-stop, and we feel we’re on a very good path right now. We’ve heard your feedback so we’ve reworked almost all of the subsystems. Units should now crowd more naturally in a fight (so no more units stuck in the back row unable to fire due to range), they should be better suited to move through or around crowds, microing individual units should now be easier as a result of these reworks.
changedSpeed, pathfinding, movement:Stances, threat detection - this has also been fine tuned to better reflect player expectations, units should respond to threats more proactively now, but they’ll keep their stances in mind (aggressive, defensive, hold ground).
addedQOL (control groups, remove buildings etc.)You can now control group production buildings and queue units in multiple facilities for a more streamlined unit production - keep in mind that it’s limited to building types, can’t mix and match infantry and vehicles.
addedQOL (control groups, remove buildings etc.)Tied into the previous QOL fix - setting rally points for multiple production buildings has been added as well.

Crimson Freedom changes

changedA few weeks into our demo build we’re coming back with A LOT of improvements in our first update! Very happy to report that we’ve managed to snipe most of the feedback from your reviews and suggestions from Discord in the past four weeks. Stuff like pathfinding, movement feeling more snappy, units crowding, control grouping buildings, idle builders buttons, QOL features - you name it, it’s here!
changedGeneral speed of the game - we’ve identified this is largely tied to our turn rate (how fast units turn directions) and acceleration/deceleration. Now it’s WAY faster , so the game should feel much more responsive subjectively - keep in mind no unit speed stats have been changed at this point.
changedPathfinding, movement, crowding - we’ve been working on this system non-stop, and we feel we’re on a very good path right now. We’ve heard your feedback so we’ve reworked almost all of the subsystems. Units should now crowd more naturally in a fight (so no more units stuck in the back row unable to fire due to range), they should be better suited to move through or around crowds, microing individual units should now be easier as a result of these reworks.
changedStances, threat detection - this has also been fine tuned to better reflect player expectations, units should respond to threats more proactively now, but they’ll keep their stances in mind (aggressive, defensive, hold ground).
addedYou can now control group production buildings and queue units in multiple facilities for a more streamlined unit production - keep in mind that it’s limited to building types, can’t mix and match infantry and vehicles.

A few weeks into our demo build we’re coming back with A LOT of improvements in our first update! Very happy to report that we’ve managed to snipe most of the feedback from your reviews and suggestions from Discord in the past four weeks. Stuff like pathfinding, movement feeling more snappy, units crowding, control grouping buildings, idle builders buttons, QOL features - you name it, it’s here!

Speed, pathfinding, movement:

  • General speed of the game - we’ve identified this is largely tied to our turn rate (how fast units turn directions) and acceleration/deceleration. Now it’s WAY faster, so the game should feel much more responsive subjectively - keep in mind no unit speed stats have been changed at this point.

  • Pathfinding, movement, crowding - we’ve been working on this system non-stop, and we feel we’re on a very good path right now. We’ve heard your feedback so we’ve reworked almost all of the subsystems. Units should now crowd more naturally in a fight (so no more units stuck in the back row unable to fire due to range), they should be better suited to move through or around crowds, microing individual units should now be easier as a result of these reworks.

  • Stances, threat detection - this has also been fine tuned to better reflect player expectations, units should respond to threats more proactively now, but they’ll keep their stances in mind (aggressive, defensive, hold ground).

QOL (control groups, remove buildings etc.)

  • You can now control group production buildings and queue units in multiple facilities for a more streamlined unit production - keep in mind that it’s limited to building types, can’t mix and match infantry and vehicles.

  • Tied into the previous QOL fix - setting rally points for multiple production buildings has been added as well.

  • Added idle builder button - if you ever lose your RIG, it’s just a single button away.

  • Removing units from control groups has been fixed. Just select your control group, and SHIFT + Click (or shift+drag) those pesky units you want out.

  • Cancel production (refund) and delete buildings and units has been added. Using this option on a building that’s still being constructed will refund 100% of the cost, while deleting a building or a unit won’t refund anything and will just make them go boom.

Feedback (A/V)

  • Added VFX for Crimson Cry (Valeria) - you can now see the range of the ability, which units are affected and have bonus damage/healing;

  • Added VFX for Dedication (Valeria) - you can now see when the units are being healed by the passive, as well as the moment it triggers;

  • Added effects for Burst (Rebar),

  • VFXAbility effectsyou can now see when the units are being healed. We’re constantly working on improving and adding new VFX.
  • Added theme sounds for each building type - when you open a Den or a Workshop you’ll be greeted by a theme sound so you know exactly where you are;

  • Issuing move or attack move commands through FOW now has visual feedback as well;

  • Side objectives are now clearly marked on the mini-map;

Miscellaneous

  • You can now set rally points by right clicking a location on the mini-map;

  • You can now Attack+Move a location on the mini-map;

  • Added Select Idle Builder button in the UI;

Source

Steam News / 28 March 2026

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