Update log
Full Last Front update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Balance
- Fixes
- Performance
- Gameplay
- UI and audio
⚠️ New content, new map, and superweapon showcase
This video presents a part of the new map planned for release in January 2026, as well as a demonstration of one of the most dangerous elements in the game — the Russian superweapon.
☢️ “Dead Hand”
This superweapon is equipped with two Sarmat-class missiles and is designed for situations where the course of the battle must be turned around.
As in the real-world concept, “Dead Hand” in the game represents a response to a critical threat. It has a long cooldown, but when key buildings are destroyed, this cooldown begins to decrease.
For example, the destruction of the Command Center brings the strike moment closer. All values are currently under active testing and will be adjusted — exact numbers are intentionally not fixed yet.
🗺️ New map (demo version update)
The upcoming major demo update already includes and prepares the following:
A new 4-player map inspired by Middle Eastern aesthetics — sand, heat, and a dense atmosphere of conflict.
At the center of the map is a city containing a statue of the leader of the international terrorist organization RVI.
Visual elements of the organization, including flags, are placed throughout the map.
In the corners of the map are small villages with limited resource availability.
Resources near the starting base are insufficient for domination. To gain an advantage, players must fight for territory and map control, rather than simply developing their base.
📐 Map size and format testing
Map size: 1.2 × 1.2 km. This is an intentionally large format used as a testing ground.
The goal is to determine:
comfortable map sizes for gameplay;
the feasibility of supporting both large strategic and small aggressive maps without forcing a single universal solution.
🎯 Territory control
Along the diagonals of the map are points of interest — buildings whose capture provides:
additional income;
reconnaissance bonuses;
tactical advantages.
Thus, the struggle is not only for resources, but also for key strategic positions.
👁️ Scale, visibility, and balance
Since the new map is almost four times larger than the current one:
unit vision radius has been increased;
weapon firing range has been increased.
For this reason, the current 1v1 map will be removed.
💥 Destruction and performance
All buildings now feature detailed destruction states:
neutral structures;
faction-owned structures.
To improve performance, an option is available:
disable destruction animations and replace them with simplified models.
🌫️ Fog of war and optimization
A new setting has been added:
disable object shadows inside the fog of war
This:
reduces Render Thread load;
improves map readability;
enhances overall visibility.
The option is fully configurable.
🔧 Additional improvements
Improved visual effect for building capture
Added synchronized capture sound
Main menu additions:
social media icons
link to the latest Patch Notes
🚧 Currently in development
New Barracks building inspired by Russian architecture
Increased vehicle mobility, especially tracked units
Major AI overhaul:
army composition
building capture
superweapon usage
goal — to make the AI a fully capable and dangerous opponent
Expanded camera settings:
movement speed
zoom in and out
More expressive visual effects conveying the power of weapons, especially tanks
Source
