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Steam News2 March 20264mo ago

Powerplay Demo is here!

We finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing.

In this update6

Full notes

Full Powerplay update

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What changed

0 fixes3 additions5 changes0 removals
  • Gameplay
  • Balance
changedWe finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing.
addedNew production mechanicInstead of fixing endless issues related to the resource production, we designed a new system that addresses all the core issues. I think this is one of the most impactful decisions I made on the game. There are 3 concepts to consider when building industrial capacity:
changedNew production mechanicResource extractors, which have a production rate and an output buffer capacity
changedNew production mechanicFactories, which process resources. They have a production rate, an efficiency ratio, and an input buffer capacity
addedNew production mechanicWhen these actors are put together and operate with their assigned properties, they form a beautiful dance that keeps the player continuously engaged in industrial architecting. And this heavily incentivizes making new research to improve the industry. Speaking of which....
changedResearch mechanic!We finally have a research mechanic, tailored to improve the industrial capacity. But also to do military research and improve the units. Alex our game designer has done a great job on coming up with these.

Powerplay changes

changedWe finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing.
addedInstead of fixing endless issues related to the resource production, we designed a new system that addresses all the core issues. I think this is one of the most impactful decisions I made on the game. There are 3 concepts to consider when building industrial capacity:
changedResource extractors, which have a production rate and an output buffer capacity
changedFactories, which process resources. They have a production rate, an efficiency ratio, and an input buffer capacity
addedWhen these actors are put together and operate with their assigned properties, they form a beautiful dance that keeps the player continuously engaged in industrial architecting. And this heavily incentivizes making new research to improve the industry. Speaking of which....

We finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing.

New production mechanic

Instead of fixing endless issues related to the resource production, we designed a new system that addresses all the core issues. I think this is one of the most impactful decisions I made on the game. There are 3 concepts to consider when building industrial capacity:

  • Starvation: when factories don't receive enough resources to operate

  • Saturation: when factories can't receive anymore resources

  • Blockage: when resource extractors can't extract anymore because their output is blocked

And there are 3 main actors in the industrial chain

  • Resource extractors, which have a production rate and an output buffer capacity

  • Conveyors, which transport resources. They have a load size, load frequency, and speed

  • Factories, which process resources. They have a production rate, an efficiency ratio, and an input buffer capacity

When these actors are put together and operate with their assigned properties, they form a beautiful dance that keeps the player continuously engaged in industrial architecting. And this heavily incentivizes making new research to improve the industry. Speaking of which....

Research mechanic!

We finally have a research mechanic, tailored to improve the industrial capacity. But also to do military research and improve the units. Alex our game designer has done a great job on coming up with these.

New Buildings and Units

We are ramping up Art production and we have a lot more coming soon!

Many QOL and bug fixes

The building proximity system, the automatic conveyor placement when a processing building is placed, the salvage features, are among the many improvements and fixes that we recently added

Thank you team

I am extremely grateful to the team for stepping up in order to get the demo out by end of February as promised. Shout out to our Artists Abdellatif, Gnio, and Nawfal, who produced a dozen game ready assets in practically a week. And shout out to Alex for taking down many hardcore game design challenges, which are a reality in the RTS genre, let alone an RTS with industrial automation mechanics.

Your feedback is important

We can't wait to hear your feedback. Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!

Source

Steam News / 2 March 2026

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