Genre: Real Time Strategy (RTS), Strategy, Tactical, Indie
Ratten Reich
Future update
Future update New Features: New Skirmish map - Defense
New artillery weapon unit
Bug Fixes: Update AI units vision sense reaction Game crashes on minimap refresh event Game crashes on AI vehicle vision sense update event Units friendly fire after grenade explosion NavModifiers check-up Units don't react on enemies after sprint movement Units don't react on behind enemies while in cover
Minor: Skirmish rebalanced Camera height increased Engineer unit has more landmines Skirmish dialogues In-game UI elements made more readable
First skirmish mode map
New Features: First skirmish mode map
Bug Fixes: Spontaneous freeze of game Uncontrollable units X-Ray effect DPI scaling issue
Minor: Removed countdown timer in campaign missions Removed war points indicator in campaign missions Camera speed tweaks
Refactoring: UI widgets mouse handling
In the coming weeks, we will add another defense mode and a new map, and will also soon share a roadmap for the future. We will soon add Super large-caliber guns and many small things.
First skirmish mode map
New Features: First skirmish mode map
Bug Fixes: Spontaneous freeze of game Uncontrollable units X-Ray effect DPI scaling issue
Minor: Removed countdown timer in campaign missions Removed war points indicator in campaign missions Camera speed tweaks
Refactoring: UI widgets mouse handling
Ability to purchase stationary guns on a captured base buildings
Refactoring: Removed stationary guns damage receiving Removed mortar second operator
Bug Fixes: Medic heal spot and engineer landmine place abilities buttons don't response in some cases Units rotation doesn't correspond to move direction after sprint Unexpected units teleporting after several SHIFT-selection usages Units selection doesn't work after several SHIFT-selection usages
New Features: Ability to purchase stationary guns on a captured base buildings
Now, on some maps, when capturing points, you can build machine guns, mortars and other weapons. This mechanic is intended primarily for the future mode - skirmish, which will be integrated into the game next month.
Ability to purchase stationary guns on a captured base buildings
Refactoring: Removed stationary guns damage receiving Removed mortar second operator
Bug Fixes: Medic heal spot and engineer landmine place abilities buttons don't response in some cases Units rotation doesn't correspond to move direction after sprint Unexpected units teleporting after several SHIFT-selection usages Units selection doesn't work after several SHIFT-selection usages
New Features: Ability to purchase stationary guns on a captured base buildings
Engineer class unit and landmines
Friends, we want to tell you about a new update cycle. Every month, we make a major update, by our standards. By January, we want to implement one of the Skirmish modes - the defense line. For this, we have developed a roadmap.
It consists of 4 points: 1) The veterancy system, we have already implemented it and built it into the game last month. It will allow your units to become stronger in battle, which will help you in the Skirmish mode. 2) Today, we added Sappers and the ability to mine and defuse mines in the game. Now it is not very useful, however, in the defense mode and in future missions - it will be an important strategic tool. 3) Next month, we plan to give you the ability to fortify captured points, place guns and small fortifications on them, so that you can defend your game points. 4) In January, we plan to introduce Skirmish – Frontline mode. This is a mode in which you will be able to fight waves of enemies, using all the necessary mechanics that we are implementing.
Briefly about the innovations
Refactoring: Runtime stability
New Features: Ability to place and remove landmines with a new Engineer class unit Units moves to the target location of their order before activation (engineer landmine abilities and medic healing spot ability)
Bug Fixes: Ability tooltip text sometimes doesn't fit into ability tooltip widget
Minor: Own/enemy landmines highlight
We hope you will support us with good reviews and give us a chance to move forward. We are trying very hard.
Regular Update 2
Refactoring: - Runtime stability
New Features: -Ability to place and remove landmines with a new Engineer class unit -Units moves to the target location of their order before activation (engineer landmine abilities and medic healing spot ability)
Bug Fixes: -Ability tooltip text sometimes doesn't fit into ability tooltip widget
Minor: -Own/enemy landmines highlight
Updates and plans - rank system
Dear friends, I would like to share updates and plans with you.
What have we already added to the game
Improved task indicator: now it "sticks" to the edge of the screen and points towards the target.
Added indicators for the "grenade throw" and "healing point" abilities. If the target point is outside the screen, the indicator will also "stick" to the edge of the screen.
Fixed all hitboxes for cursor interactions: no more pixel-hunting to select cover, weapons, or enemies.
Improved HUD interaction: mouse clicks no longer pass through the minimap and unit cards.
Enhanced unit movement system: units now maintain formation and avoid getting stuck on level objects.
Improved cover system: all selected units will now move towards cover, even if there is no room for them.
Added a rank system for units: units gain combat experience and become more effective in battle.
Added animated event indication on the minimap.
Fixed several bugs and optimized game performance.
Our plans
New unit "Sapper"
Construction at bases (construction of defensive structures and installation of artillery guns at captured points)
Improvement of AI (vision and AI director for skirmish)
Combat states
Thank you for supporting us!
Regular Update 1
Improved task indicator: now it "sticks" to the edge of the screen and points towards the target.
Added indicators for the "grenade throw" and "healing point" abilities. If the target point is outside the screen, the indicator will also "stick" to the edge of the screen.
Fixed all hitboxes for cursor interactions: no more pixel-hunting to select cover, weapons, or enemies.
Improved HUD interaction: mouse clicks no longer pass through the minimap and unit cards.
Enhanced unit movement system: units now maintain formation and avoid getting stuck on level objects.
Improved cover system: all selected units will now move towards cover, even if there is no room for them.
Added a rank system for units: units gain combat experience and become more effective in battle.
Added animated event indication on the minimap.
Fixed several bugs and optimized game performance.
Month 1 Patch - plans
Dear Friends, we want to share with you the plans of our work for the first month after the release. Tasks for Month 1 Patch (fixes and improvements)
Backlog
Enemy Ai improvements
UI improvements
Level Game Context Refactoring
Save system development
InProgress
Unit Movement Improvements
Steam achievements with progress
Done - It will be added soon
Minor bug fixes
Out of screen task marker added
Out of screen ability marker added (grenades, heal spot)
Units & interactables hitbox for mouse clicks improvements
Dear friends! We examined the feedback from all possible resources and adjusted the development plan to suit the feedback of our audience. Now we will try to fix critical errors with the movement of units and improve the system of formations and shelters, and then we will move on to adding a skirmish mode.
We took reviews and feedback from reviews on Steam, Discord, personal messages by email and comments on YouTube.
Thank you for your honesty, sincerity and for giving us a chance!
Also, do not forget that everyone who bought the game has a comic inside the extra content folder.