Commanding Nations cover
Commanding Nations screenshot
Genre: Strategy

Commanding Nations

0.0.108.0 Update

Greetings everyone, here is the patchnote for Update 0.0.108.0. We wanted to inform you all that sadly, Charlie, our lead programmer, has recently suffered from a heart attack and we had to scale back the scope of this update.

He is currently recovering, as we've asked him to take all the time he needs to heal. We are adjusting to this sudden change and the most important update we can share this week is the fact he is doing good and will fully recover soon. We thank you for your understanding.

Update 0.0.108.0 fixes and improves the following reported issues:


  • Scav buildings have had their models vastly improved in term of quality and optimization
  • Shift Click to allow the placement of multiple buildings in one go has been fixed
  • Some units did not have their intended tooltip which would lead to some confusion as to each of their role. This has been corrected
  • Sweep Cannons will now always maintain formation when group-selected and ordered to attack targets
  • The Rhino main battle tank had trouble acquiring targets. This has been fixed
  • Maps have been renamed to make their player capacity more clear
  • Goldhorn Island's lore text was incorrect and has been corrected
  • Stormrunner anti-air's missile tracking was sometimes erroneous leading to missed shots, this has been corrected
  • Until we implement keybindings, we've decided to rebind the "force ground attack" key from T to the classic Ctrl + Right Click

As always you can report any bugs you find, add any balancing/gameplay idea you may have or see which issues are being worked on or already resolved for our next build over at our website; feedback.sevenvolts.io

FoW Development Update

Fog of war is something which is crucial to any strategy game, this is why we've decided to take our time and do it right.

For our fog of war we took into consideration how Commanding Nations will be played, and at the same time we spent months researching what is both fun and logical for the game. Based on on this and feedback we decided to create a FoW system where you can see the whole map, just not your opponent's units. This is something which has been done very well by MOBA games, adds a lot more to the game than a simple black area which has 0 visibility.

We've also decided to implement a line of sight system based on elevation and obstacles, such that helicopters can have a clear view of the battlefield while infantry while have to be careful when they round a corner, lest they be ambushed!

We wanted to thank you all for the feedback and opinions you provided and helping us in shaping our fog of war. We cant wait to have it implemented soon!

In addition we wanted to thank everyone that took the time to report bugs, post their thoughts as well as features they'd like to see over at our website feedback.sevenvolts.io, it has been very useful to us.

Enjoy this early look!

0.0.107.0 Update

Greetings everyone, as our second update rolls out we wanted to take this opportunity to inform you a bit more about how our process will look like.

Going forward. we will be aiming to release updates on a bi-weekly schedule. This allows us to make sure we get more work done, test our builds better and make updates worthwhile for our players who have a slower connection or are limited by bandwidth.

Thank you for keeping up with the development of Commanding Nations!

Update 0.0.107.0 fixes and improves the following reported issues:


  • Stormrunner Bunker stability and ease of use improved by making staffing it with infantry more convenient
  • The Tornado technical was able to target air units, which was not intended. This has been fixed
  • The Monarch super-heavy tank was able to target air units, which was not intended. This has been fixed
  • Scav Workers will now properly exit the Command Center upon being built
  • Infantry staffed inside the Stormrunner Bunker will now properly die when the Bunker is taken out
  • Lobby labels for players and AI difficulty fixed to display properly
  • Area of Effect damage is now properly implemented for all units. This includes the Sweep Cannon self-propelled gun, the Monarch super-heavy tank, the Imperial gunship and the Explosive Drone
  • Mouse over attack icons would sometimes not display, this has been fixed
  • Resource point texture glitches making them display as dark on Goldhorn has been fixed
  • Stormrunner variants sometimes had different origin points for their trailer, making them maneuver differently than intended. This has been fixed
  • The Gatling tank and Gatling Turret were balanced to output double the firepower as previously

As always you can report any bugs you find, add any balancing/gameplay idea you may have or see which issues are being worked on or already resolved for our next build over at our website; feedback.sevenvolts.io

0.0.106.0 Update

Hey Everyone, our first update is live. You can find all the fixes right here. We also took the time to create a video to talk a bit about the launch, us and what you can expect. Thank you for your support!

If you have any bugs/feedback you can report it here : Feedback platform

0.0.106.0 Update fixes/improves the following reported issues:

  • The tooltip for the Gatling turret does not fit in the available space
  • UI Bugs | Prices disappear and text is replaced |
  • If you click on an icon in the minimap, the click will not register and camera will not jump to that location
  • Scav troops just disappear when they die, instead of having a death animation
  • Gatling Turret firing VFX is not starting from the correct point / location of the model
  • Rhino texture is configured wrong and will slow down Multiplayer
  • Screenshots folder created by steam is not names after our game!
  • Hong Collector collecting from random point
  • Minimap is always shown on Pandrum Dandrum
  • The selected units U.I boxes are overlapping the now bigger minimap
  • Sweep Cannons
  • Scav Workers Auto-Collect
  • The new minimap has a white border in right and bottom.
  • Scav Collector collecting from random point.
  • F12 shortcut is causing LAG
  • HSD Nuclear power center has no destruction model
  • Fxied the LoS for most of the units, resulting in working attack patterns
  • Buildings invincible from some angles
  • Skirmish AI does not build
  • SCAV Drone Operator Building doesn't have a Rally Point icon.
  • Descriptions not displaying full text when highlighted
  • Sweep cannon attacks allies
  • The minimap on Pandrum Dandrum shows the dots on wrong position
  • Radar not showing correct location of units/ buildings


A message from Seven Volts Games

Help us Improve our UI with your Feedback!

While the programming team is working hard on the code and fixing up bugs, others will start working on improving our UI visuals during Early Access. We are kicking things off by collecting your opinion on some critical elements which will play a huge role later down the road.

Help us by filling in this form and telling us what you prefer, These are simple but critical questions which will shape the future of Commanding Nations UI:
https://forms.gle/uqCgee7Y3Pw7qkEj7

We thank you in advance for taking the time to help us!

What to Expect from Us Next

Hello everyone! Yesterday's release has been a great experience for the team. With the help of the community we've been utilizing our new feedback website and are working hard on implementing updates soon to introduce some improvements to the game. Expect it to arrive in the following days.

As we've explained, we are committed to gathering all the community response we can and use it to improve Commanding Nations as much as we can. We still wanted to take the time to thank all of you that have bought the game and are helping us improve it!

When our first update releases, we will also share with all of you more about our update schedule concerning what we will focus on first, as well as our plans for the near future.

In the meantime, we will highlight again our roadmap so that you have a better idea of what awaits you. Thank you again for being with us and you will hear more from us very soon!

Our roadmap alongside a heartfelt thank you

Greetings everyone, we are now two days from release and it is safe to say that (at least personally) there is quite a bit of stress about the release. Regardless, we know that with the support of our community and your help we can deliver the game we always wanted to make, as well as give you all a lot of things to play and have fun with!

This is why we're unveiling our public roadmap for the future of Commanding Nations, we hope you are as excited as we are for all the features that will make their way into the game.



Once again thank you for following us, and see you all on launch day!

An Announcement to our Community

Hello everyone,

What a journey it has been so far. We are closing in on 3 years of Development for a project which means the world to us, and we are close to releasing it to the world. It’s like your child's first day at school. You’re constantly worried if they are going to be liked by the other kids, can make friends and how the first day is going to go. Just like a child, our game is entering the world fairly young with a lot of growing and learning left to do. This means that the game you are buying on the 30th of September will not be the same a year from now.

Commanding Nations' biggest growth will happen during Early Access. Gameplay features will be added, new factions will appear and additional multiplayer maps will take us to new places where memories will be made between you and your friends which you can look back to maybe 10/20 years from now as we did with games from the Command & Conquer universe.

I wanted to take this moment to thank you for your support and interest in our humble project and secondly, ask you to really keep in mind what you are buying on September 30. To some, 15,99 USD is not much, while to others it’s a lot of money. So it's important to keep in mind that Commanding Nations will launch with a lot of bugs, a lot of unfinished elements and a lot of things which might annoy you and will need time from our side to get fixed. If you are ok with this, want to be part of the development process and continue this journey together with us, then we would be grateful for your purchase of the game. But if this is something you don't enjoy or if you want to enjoy a finished game, I would recommend you to wait until it exits Early Access a year from now at its earliest.

Regardless of which decision you make. You always have a place in our community ❤️

On behalf of everyone at Seven Volts and myself,

Thank you!

In with a bang: Development Update and the Imperial Gunship!

Hello everyone! As we near our release date we wish to show you more and more of Commanding Nations.

Here is a new video going over our progress during the last few weeks and showcasing more of the Imperial Heavy Gunship, Hong Corp's solution to pesky ground targets!

Watch our In-depth interview

We had the pleasure of holding an in-depth interview about Commanding Nations and SVG with Tatsu (Enhearten Media, creators of the upcoming RTS game Sanctuary) you can watch the interview here: https://youtu.be/i2n2QOi_C9k