To all who have supported the journey of Commanding Nations, thank you for your continued support, it is with a heavy heart and an immense amount of sadness that I must inform you that ongoing work to rebuild CN has come to an end, it is the hardest decision I have ever had to make and it's not something that I am ok with, but in order for my work on RTS development to continue and my career to work out I have to let CN go, this is not the end for my game dev journey and I will continue to pursue my dream to make an enjoyable and well made RTS game, your support has been the driving force keeping me on track, this will always be very important to me, and I promise a key of my next release to anyone who supported CN on any platform by purchasing a key or donating to fund raising, you won't ever be forgotten and I will always keep pushing on. Thank you all, and I wish each and every one of you the very best for your future. Charlie ❤️🫡
What has been happening at cn hq and what is planned for the future
Hello everyone,
I hope this message finds you well. It's been quite a journey working on commanding nations over the past few years, and I couldn't have done it without your support. I understand that many of you have been eagerly awaiting an update, and I want to express my sincere gratitude for your patience.
I want to be completely transparent with you all. After careful consideration, I've made the decision to transition to a new game engine and fully embrace Unreal. This change is significant, and I recognize that it may bring some uncertainty. However, I believe it's the right step forward for the future of the game.
I know this news might come as a surprise, and I understand if there are concerns about the timeline for future updates. Rest assured, I am fully committed to delivering a game that exceeds your expectations. While I can't provide a precise timeline at this moment, please know that I am working diligently to ensure that the transition is as smooth as possible.
Thank you once again for your unwavering support and understanding. Together, we'll create something truly remarkable.
GOING FREE TO PLAY!
Good Morning Commanders,
While I am working towards a playable and enjoyable build I have decided to take advice and make Commanding Nations Free to play for the forseable, at least until the game can be improved to a level I am happy with to start charging again, all the current sales have gone back into development and development is continuing, although quiet I am working extensively on rebuilding the majority of the game to improve it's replayability and it's enjoyment.
I have requested the conversion and hoping it should go through very soon, so if you do want to support the project and help improve the game then please don't purchase right now, just wait a few days m,ax and you can get it free.
Also keys are still available for the playtest internal build if you want to get involved with testing pre-release updates.
I hope you all understand why this was needed and why I want ot really get CN back into play.
For those unaware you can enable Beta options in your steam account and this should give you access to earlier functional builds.
All the best and I look forward to seeing some new faces in Discord, a new link has been generated that never expires, this I have included below.
https://discord.gg/A5KGEhZBhK
UPDATE 0.114.0 - Lobby and Menus Update including map updates and a new addition
Good Evening Commanders!!
I am very pleased to finally launch this major update to Commanding Nations, the update includes a new fresh UI for the menu system and lobby, with teasers of currently unavailable menu items of things that are in the workings.
So first of all I am being very clear about this update it is far from perfect and has introduced a few new bugs that I will be patching in the coming days and weeks, I haven't spent much time on performance as the broken lobby system was priority as without that no one could play.
So it's playable and is steady as long as you don't over tank the resources in game for your system, play with awareness of your own systems limitations for the moment but I will be releasing staged system settings and controllable gfx features.
The 2 original maps have been completely rebuilt, the visuals are a work in progress but the focus has been on the tooling used to build maps quicker and finetune them as I go, Goldhorn Island and Dandrum look completely different with styling aimed at reminding us of games gone by but in high definition :D
I have created a 3rd map which I am yet to name, please play at and if you think of something comment to this and I will put the name in a hat to be drawn out at a later date.
The Lobby flow might take a little getting used to but as long as you pick your faction, map and lock in then you can add the npc and select thier faction once the panel pops back up, this might change depending on comments from you all.
So with out further a do I would like to introduce my first update going solo.
Enjoy the update everyone and please as always if you notice anything that appears to not work or not work how you thought it should then please report everything, the online feedback system will be merged into the game menu system and after a crash you will be able to submit a report and player data will be sent as part of the report to me.
Happy Hunting!!
Technical issue with Skirmish Lobby delaying update release
Hey Everyone,
With the intention of being completely transparent and open with you all regarding ongoing development I unfrotunately have to report a small delay.
The delay has been caused by some of our core systems being upgraded to help improve overall performance and visual quality, this has had a knock on effect, don't worry though, it's only a short delay.
We know what has casused the issue and are hot on it's trail to resolve it, stay tuned as we continue to ready the update while fixing this.
Thank you again for all your support and I look forward to announcing the update very soon, might even throw in some more pics ;)
See you all very soon.
- Charlie -
Update 0.114.0 Dropping this weekend!
Greetings Commanders!
As you know I hinted on the next update for CN! Well it's coming this weekend!
So let's have a look at what we have in store for you all:
UI: So this has been a long time in progress but I am pleased to announce that most (if not all) of the standard menus and lobbies have been completely redesigned from the ground up.
More features will be dropped in as time progresses, to give you a sneak peak I have included some screens below:
AI NPC: We have been working on creating different styles of play for our NPC's the first being the "Turtle" style play, this gives the AI more of a defensive role and will try it's best to protect against your attacks, meanwhile throwing the occasional group of units at you, once we determine from player feedback how this performs we can expand the capabilities and introduce other styles of play such as "Hard Hitter" designed to group up hard hitting units into attack squads.
Work Is also underway to allow NPC's to alter their attacking routes based on map layout and available passages to the desired attack position, more on this in the upcoming weeks so stay tuned!
Scav: Further work has been done to fully implement the construction sequences for the buildings, I hope you enjoy how they look and feel as much as I do, J Legeiro the ever so talented 3D artist has spent a lot of time and skill on making it look amazing.
General work on performance has also been undertaken, hopefully this should allow better smoother play but of course profiles haven't been completed for lower spec machines yet but please ne assured I am working on this to get the best balance for minimum to high spec, I will continue to take on board player feedback regarding this and will release frequent performance hotfixes at intervals between normal updates.
There will be an official update drop announcement on the day so please stay tuned and I hope you enjoy the update!
See you on the battle field Commander!
What's next for Commanding Nations
Greetings Commanders
Firstly I would like to apologise to all the community for the silence in the past few months, a lot has been happening with CN in the background, the main change is that I Have taken over full control of development from code to visual and will be working on regular updates.
As many of you are aware end of October 2022 I suffered a near fatal heart attack which left me in a condition I had never experienced before, the journey to full recovery has been harder and longer than I could have ever anticipated, that being said I have always been committed to seeing Commanding Nations build and grow and to this day I still have full confidence in getting the game to a playable and enjoyable state, this does mean that I will be extending Early Access for as long as I feel is necessary to get the game to the promised result for the community.
I have also decided that holding off for a big update is not practical and starting from now smaller more regular updates will be released the first of which will officially be announced in the next couple of days, this announcement will include the specifics of the update and when it will drop (be expected)
Now as we transition into the next phase of development of Commanding Nations I wanted to give you an insight into what's coming in the next few months in terms of improvements, features and content.
Everything here will be visible on the upcoming updated roadmap, so let's begin:
- Overall Improved performance including optimised graphics presets for different system specification ranges. - Scenarios: single missions with objectives and point scores for player leaderboards. - NEW UI: Everything from main menu, scenarios, skirmish etc - In-Game Wiki: Will contain Commander intel for Buildings, Units, Play styles - Updated GoldHorn and Dandrum maps and!!! MORE MAPS!!! - New UI and In-Game audio including actions and music. - Hong Unit additions: Ghost (with stealth) - Hong Building Construction adjustments - Scav Unit Additions: Mortar, Updated Drone - Scav Building Construction implemented and timings adjusted - The long awaited unit avoidance system (not mp ready yet) - Map features (more to be announced) - Game Features: Includes Weather (snow/rain/fog), Day/Night Cycle with lights for buildings and units - Multiplayer - So many of you are expecting this not to happen and although we have to prepare for that eventuality I also want to assure you all that until the point of accepting it can't be done I will continue to work on it with the intention of making it work. -------------
I look forward to what's coming soon for Commanding Nations and look forward to sharing it with you all.
Much love and respect to you all.
For those who feel they have been let down with Commanding Nations, all I can do is give you my heartfelt apology and make a personal promise that I will do all I can to bring Commanding Nations through and try to rebuild the trust once given.
Many many thanks to you all for your support.
All the best and speak to you all soon!
Charlie -
P.S. In case you are wondering "The Waverley" was picked in respect to my families printing business "The Waverley Press" my Grandfather who I never met picked the name over 70 years ago, I can only assume it had something to do with the "Waverley " paddle steamer but I don't know for sure, but I felt it was a respectful thing to do to carry the name on, So I proudly introduce "The Waverley Games Studio" :D
Scav construction units
Hi Everyone, It's been a while since our last update, but we are glad to be back.
We have been working on multiple things in the past few weeks.
Scav is still receiving additional units and improvements just like Hong Corp. the only thing which was still bugging us about Scav was the construction phase. We felt that Scav needed to have units which where scavenged and created by joining parts from different machines, so we did what any Scav commander would do and created them for this faction.
With these units added to the construction stage, we are almost at a point where most of the 3D work for Scav is done. just a a few units left and from there on it's all about balancing and improving Scav and Hong Corp. when it comes to gameplay
We are also working on a handful of other big updates which we will share with you in the upcoming weeks.
Hope you enjoy and talk to you soon!
Seven Volts
[HotFix] - Update 1.012.1
Good Afternoon Everyone,
We were contacted by multiple community members regarding a bug when playing Skirmish with Scav selected, and with the help of these members we have located the issue and have released this hotfix to address it. Scavs can now be used without disabling interactions with the game, your units and buildings.
Should any of you experience any issues or have any suggestions relating to the current game build, please don't hesitate to reach out, you can post a comment on Steam, or to reach us faster you can post in our Discord Community Server or our designated feedback system online. We encourage community envolvement as this is the best way to improve the game for all players.
Happy Gaming Folks. -- Development Team
[HotFix] - Update 0.0.112.1
Good Afternoon Everyone,
We were contacted by multiple community members regarding a bug when playing Skirmish with Scav selected, and with the help of these members we have located the issue and have released this hotfix to address it. Scavs can now be used without disabling interactions with the game, your units and buildings.
Should any of you experience any issues or have any suggestions relating to the current game build, please don't hesitate to reach out, you can post a comment on Steam, or to reach us faster you can post in our Discord Community Server or our designated feedback system online. We encourage community envolvement as this is the best way to improve the game for all players.