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
- Gameplay
- Server
- UI and audio
Powerplay changes
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
Changelog.gg summarizes and formats this update. How we read updates.
