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Steam News8 October 20258mo ago

Major Update: Core Redesign & Live Playtest

We’ve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play.

In this update9

Full notes

Full Powerplay update

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

What changed

0 fixes7 additions3 changes1 removal
  • Gameplay
  • Server
  • UI and audio
removedGlobal Inventory & CraftingNatural resources are no longer local: they now feed into a global inventory .
addedGlobal Inventory & CraftingMany players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.
addedResource HarvestingWorkers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, you’ll still want to automate harvesting through dedicated structures to scale efficiently.
addedLiquid ResourcesLiquid resources such as Water and Oil can no longer be gathered by workers. To access them, you’ll need to build a Pump, adding a strategic layer to how you plan your infrastructure.
changedAutomation and InsertersAutomation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.
addedAutomation and InsertersInserters are a brand-new tool that let you control and fine-tune resource flow between buildings. The heart of your automation system

Powerplay changes

removedNatural resources are no longer local: they now feed into a global inventory .
addedMany players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.
addedWorkers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, you’ll still want to automate harvesting through dedicated structures to scale efficiently.
addedLiquid resources such as Water and Oil can no longer be gathered by workers. To access them, you’ll need to build a Pump, adding a strategic layer to how you plan your infrastructure.
changedAutomation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.

We’ve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play. The biggest source of frustration we identified was early base building, which used to be unnecessarily complicated

Global Inventory & Crafting

Natural resources are no longer local: they now feed into a global inventory.

Many players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.

This lets you focus on harvesting and building without worrying about logistics at first. As you progress, automation becomes the natural next step. Reducing the manual workload by introducing infrastructure that automates extraction, resource flow, and unit production.

In short:

Base building and logistics now feel more like Factorio, while the military side remains closer to Command & Conquer.

Resource Harvesting

Workers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, you’ll still want to automate harvesting through dedicated structures to scale efficiently.

Liquid Resources

Liquid resources such as Water and Oil can no longer be gathered by workers. To access them, you’ll need to build a Pump, adding a strategic layer to how you plan your infrastructure.

Automation and Inserters

Automation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.

Inserters are a brand-new tool that let you control and fine-tune resource flow between buildings. The heart of your automation system

New Depot Building

The Depot has been redesigned. It’s no longer a central hub for resources, but rather a resource sink: Any resource reaching the Depot is added to the global inventory and becomes available for crafting.

New Infantry Units

The weapon and soldier system has been reworked. You can now spawn fully armed infantry directly, instead of creating workers and equipping them separately. This greatly simplifies army management and keeps the focus on tactics rather than micromanagement.

New Building: The Quarters

The Quarters building acts as your new barracks. It can produce workers, AK-47 soldiers, and RPG soldiers, giving you all the essential units to start building your army.

Unit Clash Mode

We’ve added a brand-new mode: Unit Clash. Here, you can draft and pit units against each other in quick battles. Perfect for testing and balancing unit strengths and weaknesses.

Steam post image

Playtest Is Live!

The P laytest version is now public and regularly updated! You’ll find the Playtest button on the game’s Steam store page. We’d love to hear your feedback. You can submit it directly through this form (also accessible in-game): 👉 https://tally.so/r/mV2qKg

Source

Steam News / 8 October 2025

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