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Steam News3 July 20264d ago

Dev talk - 7/2 & Demo update v1.776

Hey all, welcome to another one of our dev talk, this one will be a bit longer than usual, as I have quite a few things to share. Demo has been updated to v1.

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Hey all, welcome to another one of our dev talk, this one will be a bit longer than usual, as I have quite a few things to share.

What changed

0 fixes2 additions3 changes0 removals
  • Gameplay
changedDemo has been updated to v1.776, extremely fitting giving how close we are to the independence day!
addedPre-mission config has been completely revamped. Gone are the 4 benefit 4 con selection, and in it's place are a new points system, player are randomly given benefits from 1 to 3 points, and con from 1 to 3 points. Combine cons with benefits for your ultimate loadout!
addedAuto-draw functionality added. Previous, we had a fairly awkward system of 9 AP + 1 draw per turn, requiring player to manually click on draw card a whole bunch. Now, player starts with 10 AP, and whenever their hand is empty, a card is automatically drawn (Still costing 1 AP). I hope to reduce unnecessary clicking through this change. It is currently a toggle, and player can chose to toggle it off to have more control if they wish.
changedEnemy movement system added. Previously, enemy are entirely stationary, now they move according to their type, some even teleports...
changedGrid rework: I have updated the grid size & position, so they are move similar to HOMM 3 grids, it has also been expanded to 10x7 instead of the previous 9x5.

Friend and foe changes

changedDemo has been updated to v1.776, extremely fitting giving how close we are to the independence day!
addedPre-mission config has been completely revamped. Gone are the 4 benefit 4 con selection, and in it's place are a new points system, player are randomly given benefits from 1 to 3 points, and con from 1 to 3 points. Combine cons with benefits for your ultimate loadout!
addedAuto-draw functionality added. Previous, we had a fairly awkward system of 9 AP + 1 draw per turn, requiring player to manually click on draw card a whole bunch. Now, player starts with 10 AP, and whenever their hand is empty, a card is automatically drawn (Still costing 1 AP). I hope to reduce unnecessary clicking through this change. It is currently a toggle, and player can chose to toggle it off to have more control if they wish.
changedEnemy movement system added. Previously, enemy are entirely stationary, now they move according to their type, some even teleports...
changedGrid rework: I have updated the grid size & position, so they are move similar to HOMM 3 grids, it has also been expanded to 10x7 instead of the previous 9x5.
  1. Demo has been updated to v1.776, extremely fitting giving how close we are to the independence day!

  2. Subclass update has been shipped in the demo. Now, instead of selecting 1 out of 4 starting implant, player can select 1 out of 2 subclass, each with unique starting implant, and unique starting cards.

  3. Pre-mission config has been completely revamped. Gone are the 4 benefit 4 con selection, and in it's place are a new points system, player are randomly given benefits from 1 to 3 points, and con from 1 to 3 points. Combine cons with benefits for your ultimate loadout!

  4. Auto-draw functionality added. Previous, we had a fairly awkward system of 9 AP + 1 draw per turn, requiring player to manually click on draw card a whole bunch. Now, player starts with 10 AP, and whenever their hand is empty, a card is automatically drawn (Still costing 1 AP). I hope to reduce unnecessary clicking through this change. It is currently a toggle, and player can chose to toggle it off to have more control if they wish.

  5. Enemy movement system added. Previously, enemy are entirely stationary, now they move according to their type, some even teleports...

  6. Grid reworkI have updated the grid size & position, so they are move similar to HOMM 3 grids, it has also been expanded to 10x7 instead of the previous 9x5.
  7. Big translation sweep that should make the game more understandable in Chinese.

  8. Tons of bug fix and general improvement.

Now, as we draw closer to the release date, which is currently planned around mid-late August, I do want to do one final update to demo before early access release. I have been planning a fifth and sixth class, with fifth class in development. The current plan is to release the fifth class for demo next week or the week after, and reserve the sixth class for early access only. I will discuss more about them in next weeks dev talk.

Lastly, I want to give a quick shoutout to players that have filed bug reports or joined the discord to give suggestions, it's super helpful for me ːsteamthumbsupː

Source

Steam News / 3 July 2026

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