Placing a train station causing major disruption in game economy and production
Wrong 3D models displayed for many combinations of Chameleon Facade / Durability Protocol techs in various terrain
Release 40 - Locomotive
Commanders,
We're excited to announce that Release 40 is now live!
This has been the hardest development cycle in Line War's history. What we initially thought would take about one month ended up stretching to over four months. Building this new system turned out to be much more complex than we first imagined â but we stayed with it, and today, we're proud to finally put it in your hands.
Release 40 brings a major new layer of strategic depth to Line War:
Railroads: Draw rail foundations much like you draw your Path commands. They can span the entire world and make up vital supply and movement corridors.
Targetable Railroad Segments: Railroads themselves are now strategic assets â and liabilities â that can be attacked and destroyed.
Bridges: Span rivers and waterways with critical rail infrastructure.
Train Stations and Trainyards: Establish hubs to launch and coordinate train movements.
The Siege Train: A heavy railgun platform capable of demolishing fortified defenses.
The Transport Train: Moves units across the map rapidly along your rail network. Itineraries are calculated automatically to find the best route between stations, minimizing micromanagement and letting you focus on the bigger picture.
This update touches almost every aspect of the game â mobility, logistics, territorial control, and new vulnerabilities for players to exploit (or defend against). We're looking forward to seeing how these new tools reshape strategies on the battlefield.
Thanks again to everyone for your patience and support during this long development sprint. Enjoy Locomotive â and we'll see you on the rails!
What's Next in 2025?
Get Line War Today - Coming Price Raise
On February 1, 2025, the price of Line War will be raised to $24.99 which means that the 50% Winter Sale is effectively a 60% discount of the coming price. The time to buy is now as you'll get future features at a lower cost!
Line War has come a very long way since the initial release in 2022. During the past 2½ years, relentless development efforts have gone into Line War adding big features such as Single Player, Teams and FFA modes, Aircraft Carriers, major graphics updates, and now Technologies. At Studio Centurion, we have reinvested 100% of our revenue into improving the game (and yes, counting full-time commitment on a less-than-mediocre wage as reinvestment as well as partnering up with influencers!). Our plan is simple: the price rises with every major milestone reached, reflecting the growing value of the game.
Whatâs Next for Line War?
We're already hard at work on the new railroad that will come in Release 40. You'll be able to build your own railroad with stations and train yards so you can rapidly transport land units. You'll also be able to equip the train with a massive railroad gun and/or anti-aircraft and general purpose guns. The big gun will fire grenades further than any other unit in Line War and it will introduce splash damage. It'll be exciting to push your train towards the frontline and it will be of high interest to target and destroy stations, and even railroad segments, to stop your opponent's war train!
Future Features
The future of Line War and our ability to develop the game is hinged on players enjoying and ultimately buying the game. Through many and long moments of uncertainty we've managed to deliver big features such as single player, teams, and technologies which for a game of this magnitude takes several thousands of hours. Line War has been breaking the trend of many multiplayer RTS games that tend to fade in popularity and with each new feature. By adding features, with influencer marketing efforts, and thanks to our amazing community of Line War enthusiasts, we are excited that Line War is slowly but steadily increasing in popularity.
Here is a sneak peek at what our plans are for 2025:
The pace of development is dependant on continued support in form of actual playtime and copies sold.
We'd like to extend a big thank you to everyone who has purchased Line War and who's playing the game. We are really excited to see what's in store for 2025!
Release 39 - Technologies
We're thrilled to welcome you to Release 39 which adds 1) Technologies bringing new depth to strategy and tactics, 2) Super-refitting to repair and heal units in close proximity to producers, and 3) Free-flowing / drip economy that significantly improves how revenue and expenses are continuously calculated.
Let's have a closer look!
Academy
The new Academy building can be constructed next to a town or a city currently allowing you to research up to 11 technologies. Additional technologies will be added in the future. It's also worth mentioning that technologies are optional and you can play Line War exactly like you have before, but if you are ready to level up your mid and end game you now have plenty of options!
Technologies
Airborne Doctrine transforms your transport jets making them capable to also drop Infantry, Artillery and SAM units in parachutes. Before you research this technology, transport jets can only drop commandos in parachutes.
Chameleon Facades conceals your producer structures making it more difficult for your enemy to first detect them.
Cruise Missiles adds a battery of Tomahawk-like cruise missiles that enables your cruisers to attack structures further inland from the coast.
Durability Protocol adds strong plating armour to your producer structures and energy storage facilities making them more durable and harder for your enemy to destroy.
Infantry Fighting Vehicle (IFV) converts your tanks and adds transport capability for infantry and commando units. Not only does this allow your soldiers to be transported fast, they do not suffer any fatigue and they are protected by the armour of the tank.
Mercantile Culture increases the revenue you earn from trade routes. If you can protect your trade routes and research this technology, it will make your trade routes significantly more lucrative.
Pioneer Corps enables infantry and commando units to entrench faster and they camouflage their entrenchments making it much more difficult for the enemy to spot them. They also travel faster in rough hostile terrain.
Rawyield Optimizer increases the profitability of industries (Mines, Farms, and Lumber Mills).
Silent Hold transforms your submarines so they can transport land units, except tanks, for stealthy insertions. Combine this technology with pioneer corps for extra stealthy insertions.
Super Periscope improves the visibility range of submarines increasing their scouting capability.
Turbostruct reduces the time it takes to build new structures, and it also allows you to dismantle and salvage reimbursing your with some of the cost of its construction.
Super-refitting
Units that are in close proximity of a producer of its kind will automatically repair and heal faster. Thiss serves to incentivize the establishment of forward- or proxy bases. All producers will now perform âsuper refittingâ (fast healing, repair or tech upgrades) on compatible, nearby units.
You'll easily be able to recognize when super-refitting is in action as robotic repair helpers appear next to the units and medkits appear next to soldiers that are healing.
Free-flowing / drip economy
All revenue and expense is now calculated once per second, construction being the only exception (which is paid upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero.
When your producers appear to have halted your production, i.e. there is no progress or robotic arm movement, it is likely because you are spending more capital than you are generating. A new economy warning will sound when your upkeep and production costs are higher than your income.
We hope you enjoy this new update which brings Line War another large step towards the original vision.
Whatâs being worked on for Line War this Autumn?
With trains now on the battlefield, things are speeding up in more ways than one. Check out Shermanator's latest video for an exclusive sneak peek at whatâs in store: https://youtu.be/gCd8y9biozs?si=MZQfTxjEWfB0rV2k
NEW FATIGUE SYSTEM: Serves to incentivize the establishment of forward bases and transportation over regular movement for slow, non-energy consuming units. All such units will now incur fatigue, even when not hasting. Units idling close enough to compatible producers will get a major heal/repair rate buff.
FREE-FLOWING/DRIP ECONOMY: All revenue and expense is now calculated once per second, construction being the only exception (which is payed upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero. Feature already implemented.
NEW WORLD FEATURES: 4 different sizes ranging from Large (current size + 2 territories-widths) to Tiny. These new settings will be baked into the seed. So, given a specific number, the world will load with those exact settings. Also introducing impassable mountain ridges and cliffs.
ADVANCED ECONOMY: Complicated matter, but in short: Free placement of Villages, which can be upgraded to Town => City => Metropolis. All urbanization levels need Food (Farms and Fishing Grounds) to grow population to max. Max populations are required for maximum urbanization performance. Urbanization convert Goods (Gems, Ore and Wood) into capital. Gems can only be converted by higher urbanization levels, and have a much higher value per transaction but much less frequent deliveries. All goods are produced/collected from exploited special sites (similar to current model). Natural trade routes will be established by the traffic from Trucks and Merchant Ships. Game logistics and the very important decisions on where to place and invest in urbanization could make this part of the game a great and isolated area of skill expression. This feature is still being discussed and delivery by next release is uncertain.
All features will be implemented and finalized one by one, with the goal of a successful release in December.
Note: All details are subject to change.
Regards Basantos
Release 38 - Team AI
This release is about finalizing the first stage of the Line War single-player experience. It was made largely in response to this public poll posted here on Steam a few months ago.
This patch is mostly about fixing annoying bugs, except for the new light/dense entrenchment feature and the Slovak translation by Troyard. Thank you very much for your help Troyard!