We are very sorry. The late 2025 demo version we promised previously has too many bugs to be fixed in the short term, so we have decided to abandon the public test at this time.
In this update2
Full notes
Full Scorched Warfare update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions2 changes0 removals
Fixes
Maps
Performance
Gameplay
Balance
changedWe are very sorry. The late 2025 demo version we promised previously has too many bugs to be fixed in the short term, so we have decided to abandon the public test at this time. However, If someone willing to try this "problematic version,"... its still here. You can request a code in our Discord
changedWe decided to be transparent about the causes and consequences of this version's failureSince the July 2025 version (that small version where you could clear the game by winning just 3 skirmishes) ran successfully, we have been wanting to create a level with a much larger scale: complex terrain, multiple routes, meaningful side quests, friendly forces that assist the player, and better performance (increasing the maximum unit count in a scene from over 100 to 1000).
addedWe decided to be transparent about the causes and consequences of this version's failureTo improve performance (the previous bottleneck was the minion AI logic), we started using a JobSystem solution. This required a refactor of a series of basic logic systems, starting from pathfinding and enemy targeting. We finally completed this work in mid-December. (Yes, we can now run the game with hundreds of soldiers!)
addedWe decided to be transparent about the causes and consequences of this version's failureBecause features like level design, patrolling enemies, side quests, squad commands, and player controls were all developed in parallel, we originally thought we wouldn't need to refactor them—we assumed we could just cleverly hook them up to the new squad system and it would barely run. In reality, we miscalculated the workload. Coupling them together using temporary scripts without refactoring the other modules resulted in an overwhelming number of bugs; fixing one bug temporarily would lead to a series of new ones.
addedWe decided to be transparent about the causes and consequences of this version's failureAfter two weeks of disastrous patching, we realized that this operation—essentially "polishing a turd"—could not solve the problem. Moreover, it would damage the new systems we had already built, leading to even more time spent on fixes later. Therefore, we decided to stop this incorrect approach, delete the bad code, and honestly do the refactoring that needs to be done.
Scorched Warfare changes
changedWe are very sorry. The late 2025 demo version we promised previously has too many bugs to be fixed in the short term, so we have decided to abandon the public test at this time. However, If someone willing to try this "problematic version,"... its still here. You can request a code in our Discord
changedSince the July 2025 version (that small version where you could clear the game by winning just 3 skirmishes) ran successfully, we have been wanting to create a level with a much larger scale: complex terrain, multiple routes, meaningful side quests, friendly forces that assist the player, and better performance (increasing the maximum unit count in a scene from over 100 to 1000).
addedTo improve performance (the previous bottleneck was the minion AI logic), we started using a JobSystem solution. This required a refactor of a series of basic logic systems, starting from pathfinding and enemy targeting. We finally completed this work in mid-December. (Yes, we can now run the game with hundreds of soldiers!)
addedBecause features like level design, patrolling enemies, side quests, squad commands, and player controls were all developed in parallel, we originally thought we wouldn't need to refactor them—we assumed we could just cleverly hook them up to the new squad system and it would barely run. In reality, we miscalculated the workload. Coupling them together using temporary scripts without refactoring the other modules resulted in an overwhelming number of bugs; fixing one bug temporarily would lead to a series of new ones.
addedAfter two weeks of disastrous patching, we realized that this operation—essentially "polishing a turd"—could not solve the problem. Moreover, it would damage the new systems we had already built, leading to even more time spent on fixes later. Therefore, we decided to stop this incorrect approach, delete the bad code, and honestly do the refactoring that needs to be done.
We are very sorry. The late 2025 demo version we promised previously has too many bugs to be fixed in the short term, so we have decided to abandon the public test at this time. However, If someone willing to try this "problematic version,"... its still here. You can request a code in our Discord
We decided to be transparent about the causes and consequences of this version's failure
Since the July 2025 version (that small version where you could clear the game by winning just 3 skirmishes) ran successfully, we have been wanting to create a level with a much larger scale: complex terrain, multiple routes, meaningful side quests, friendly forces that assist the player, and better performance (increasing the maximum unit count in a scene from over 100 to 1000).
To improve performance (the previous bottleneck was the minion AI logic), we started using a JobSystem solution. This required a refactor of a series of basic logic systems, starting from pathfinding and enemy targeting. We finally completed this work in mid-December. (Yes, we can now run the game with hundreds of soldiers!)
Because features like level design, patrolling enemies, side quests, squad commands, and player controls were all developed in parallel, we originally thought we wouldn't need to refactor them—we assumed we could just cleverly hook them up to the new squad system and it would barely run. In reality, we miscalculated the workload. Coupling them together using temporary scripts without refactoring the other modules resulted in an overwhelming number of bugs; fixing one bug temporarily would lead to a series of new ones.
After two weeks of disastrous patching, we realized that this operation—essentially "polishing a turd"—could not solve the problem. Moreover, it would damage the new systems we had already built, leading to even more time spent on fixes later. Therefore, we decided to stop this incorrect approach, delete the bad code, and honestly do the refactoring that needs to be done.
Regarding Future Plans:
We will refactor the modules related to squads in combat (squad commands, aggro mechanisms, player character, and AI patrol systems) to ensure they operate healthily. Once this work is completed, this test version will be reopened. We look forward to you trying it out then!