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Steam News21 July 202617d ago

Build 0.7.6: Operational Soundscape & Melee Doctrine Update

[NEW FEATURE: INTEGRATED TACTICAL AUDIO SYSTEM] ● Open Sound Architecture: the engine now supports full user-defined audio ingestion.

Full notes

Full War Room: Tactical Sandbox update

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What changed

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  • Server
added[NEW FEATURE: INTEGRATED TACTICAL AUDIO SYSTEM] ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'. ● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command. [NEW FEATURE: MELEE DOCTRINE CALIBRATION] ● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after completely depleting their discharge ammunition. ● Resource Conservation Logic: automatically prevents ammo consumption during active duel sequences, simulating bayonet charges and hand-to-hand drills. ● Conditional UI Sync: the melee toggle automatically activates and deactivates based on the master ammo system state to prevent configuration errors.

War Room: Tactical Sandbox changes

added[NEW FEATURE: INTEGRATED TACTICAL AUDIO SYSTEM] ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'. ● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command. [NEW FEATURE: MELEE DOCTRINE CALIBRATION] ● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after completely depleting their discharge ammunition. ● Resource Conservation Logic: automatically prevents ammo consumption during active duel sequences, simulating bayonet charges and hand-to-hand drills. ● Conditional UI Sync: the melee toggle automatically activates and deactivates based on the master ammo system state to prevent configuration errors.

[NEW FEATURE: INTEGRATED TACTICAL AUDIO SYSTEM] ● Open Sound Architecture: the engine now supports full user-defined audio ingestion. Commanders can assign custom MP3, WAV, or OGG files for melee, ranged, and ambient tracks. ● Proximity-Dynamic Volume: melee and ranged sfx now react independently to screen-center proximity and camera zoom, so nearby combat naturally stands out over distant engagements. ● Acoustic Clarity Protocol: integrated a 120ms silence window with organic randomization to eliminate metallic echoes and ensure a natural combat rhythm. ● Quad-State Operation Toggle: new master control to cycle between 'Total Off', 'Simulation Only', 'Battle Only', and 'Dual Mode'. ● Cinematic Music Engine: persistent background tracks with manual calibration and full synchronization with the 'Reset' (Z) command. [NEW FEATURE: MELEE DOCTRINE CALIBRATION] ● Melee Without Ammo Permission: troops can now be configured to maintain lethality in close combat even after completely depleting their discharge ammunition. ● Resource Conservation Logic: automatically prevents ammo consumption during active duel sequences, simulating bayonet charges and hand-to-hand drills. ● Conditional UI Sync: the melee toggle automatically activates and deactivates based on the master ammo system state to prevent configuration errors.

Source

Steam News / 21 July 2026

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