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Steam News22 June 202612d ago

DevBlog Returns: A Look Behind the Scenes

It's been a while, but we're back with a new style of DevBlog. From now on, we'll be sharing regularly more work-in-progress content and giving you a closer look at what we're building behind the scenes.

In this update6

Full notes

Full Silica update

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

What changed

0 fixes3 additions10 changes0 removals
  • Gameplay
  • Performance
  • Events
  • Maps
addedIt's been a while, but we're back with a new style of DevBlog. From now on, we'll be sharing regularly more work-in-progress content and giving you a closer look at what we're building behind the scenes.
changedA New Ride for the CentauriWhile Sol technology emphasizes advanced engineering and smooth lines, the Centauri approach is far more rugged. Think of it as a massive jet engine with a seat attached; exposed pipes, visible cables, and plenty of raw thrust.
changedBrighter Nights in the Industrial QuarterPreviously, the area could become too dark, making navigation and combat more difficult. The updated lighting improves visibility and readability for both FPS and RTS players while preserving the atmosphere of the district.
changedPerformance Improvements ContinueOptimization remains one of our major priorities. Recent work has focused on improving performance during large battles. Earlyresults show improved performance and help deliver smoother gameplay during some of the most chaotic engagements.
changedPerformance Improvements ContinueOf course, game development is rarely without surprises.
changedPerformance Improvements ContinueDuring one optimization pass, projectile scaling accidentally stopped working, producing some rather... oversized results.

Silica changes

addedIt's been a while, but we're back with a new style of DevBlog. From now on, we'll be sharing regularly more work-in-progress content and giving you a closer look at what we're building behind the scenes.
changedWhile Sol technology emphasizes advanced engineering and smooth lines, the Centauri approach is far more rugged. Think of it as a massive jet engine with a seat attached; exposed pipes, visible cables, and plenty of raw thrust.
changedPreviously, the area could become too dark, making navigation and combat more difficult. The updated lighting improves visibility and readability for both FPS and RTS players while preserving the atmosphere of the district.
changedOptimization remains one of our major priorities. Recent work has focused on improving performance during large battles. Earlyresults show improved performance and help deliver smoother gameplay during some of the most chaotic engagements.
changedOf course, game development is rarely without surprises.

It's been a while, but we're back with a new style of DevBlog. From now on, we'll be sharing regularly more work-in-progress content and giving you a closer look at what we're building behind the scenes.

Let's dive into some of the latest developments.

A New Ride for the Centauri

One of the most anticipated vehicles in development is the Centauri Hoverbike, designed as the counterpart to the sleek Sol Hoverbike.

While Sol technology emphasizes advanced engineering and smooth lines, the Centauri approach is far more rugged. Think of it as a massive jet engine with a seat attached; exposed pipes, visible cables, and plenty of raw thrust.

Several distinct vehicle concepts were explored, from early design ideas...

...to detailed modeling...

...and finally to a more polished take on the chosen direction.

We're very happy with the final look and can't wait to show it in action.

Brighter Nights in the Industrial Quarter

We've been revisiting the lighting of the Industrial Quarter, especially during the nighttime.

Previously, the area could become too dark, making navigation and combat more difficult. The updated lighting improves visibility and readability for both FPS and RTS players while preserving the atmosphere of the district.

Performance Improvements Continue

Optimization remains one of our major priorities. Recent work has focused on improving performance during large battles. Earlyresults show improved performance and help deliver smoother gameplay during some of the most chaotic engagements.

Of course, game development is rarely without surprises.

During one optimization pass, projectile scaling accidentally stopped working, producing some rather... oversized results.

Should we fix this, or keep it as an April Fool's feature?

More Tools for Creators

Work on the Editor and Sandbox continues, with new features aimed at expanding mission creation possibilities.

One recent addition is UnitPath recording. Players can record the movements and actions of units and replay them later, making it easier to create scripted events, cinematic sequences, and custom scenarios

These same tools are also helping us build the Campaign internally, ensuring that improvements benefit both developers and players.

Improving Battlefield Readability

We're also working on making information easier to read during battles.

New RTS icons provide clearer feedback when commanding your forces from above, helping players quickly identify units and battlefield situations.

Meanwhile, end-of-match screens are finally coming online, complete with victory and defeat screens and statistics to help you review your performance.

What's Next?

This is only the beginning.

We'll continue sharing more work-in-progress content in future DevBlogs and giving you a closer look at the systems, vehicles, environments, and features currently in development.

And if you'd like to see things even earlier, join our Discord, where developers regularly share previews and discuss upcoming changes with the community.

Or join us on our other social media:

Source

Steam News / 22 June 2026

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