Im beyond excited to announce that the Closed Beta of World Warfare & Economics is officially LIVE!
But this isn’t just any beta—I’ve gone back to the drawing board and rebuilt the entire game from scratch. After carefully listening to all your feedback on the earlier versions (yes, i know they were buggy—really buggy), I’ve worked tirelessly to deliver a game that’s more stable, immersive, and polished. This marks the beginning of a brand new era for World Warfare & Economics, and I can’t wait for you to dive in and experience all the changes firsthand.
What’s New: 🔹 Completely Redesigned Mechanics: Every system has been thoughtfully reimagined to enhance your strategic experience. 🔹 Improved Performance: We’ve squashed those bugs and optimized performance for smoother, faster gameplay. 🔹 Fresh Features: Discover new content, innovative mechanics, and fresh strategies that will challenge even the most seasoned commanders. 🔹 MANY MORE
A Huge Thank You! To all our amazing beta testers—thank you from the bottom of my heart for dedicating your time and energy to help improve this game. Your feedback is invaluable, and I truly couldn’t do this without your support. Every suggestion, every bug report, and every piece of insight you share brings us one step closer to creating a game we can all be proud of. Together, we’re not just testing a game—we’re building something incredible, something that will stand the test of time.
New Version Information & Release Date
Hello Everyone!
I’m thrilled to announce that we’ve reached the final testing phase of our game! I want to share the journey we’ve been on and how far we’ve come.
Step 1: Analyzing Feedback and Pain Points Before embarking on this massive overhaul, I faced significant struggles with the game’s code architecture. It was messy and inefficient, making every update or bug fix create even more issues—a vicious cycle.
Additionally, after reviewing both the positive and negative feedback, I realized the game was too complex in some areas. It needed better UX design, a simpler interface, and clearer explanations for the mechanics.
Step 2: Redesigning Core Game Systems With the key issues identified, I began rewriting significant portions of the game design. One major focus was balancing features and creating a more transparent resource system. Resources now have a completely revamped system with readable values and an accumulation mechanic, rather than simply toggling between "positive" and "negative."
Step 3: Starting Fresh in Unity Once I was satisfied with the new game design, I created a brand-new Unity project. I carefully migrated only the necessary assets, leaving behind outdated or unused ones.
At the same time, I mapped out every feature with code diagrams and tables to understand how everything should integrate into one cohesive system—no coding yet, just planning.
Step 4: Building the Codebase & Migrating Data Next, I began writing the codebase from scratch, tackling basic features first and gradually working on the more complex ones. Alongside this, I migrated our data into the new project while addressing the slow-loading issues from the original version.
Step 5: Implementing Features & UI/UX This was by far the most time-consuming step. Each feature was implemented and thoroughly tested, one by one. The entire UI and UX have been redesigned for a smoother and more intuitive player experience.
Step 6: Third-Party QA Testing (Ongoing) As of now, we’ve partnered with a professional QA team to rigorously test the game. This phase is absolutely critical to ensure all functionalities work flawlessly. While the game is in excellent shape, there are still a few edge cases to resolve (primarily with the war mechanics), minor cosmetic improvements, and final tweaks to AI balancing.
What’s Next?
Closed Beta We’ll be launching a closed beta between 02/06/2025-02/10/2025 I’ve already shortlisted a few players to invite, but if you’re interested, feel free to message me on Discord. Depending on the number of requests, I may invite a few additional testers.
🎉Official Release Date After much anticipation, I’m excited to announce that the game will officially release on March 01, 2025! I know I previously avoided setting a date, but now that the game has reached an incredible state, I’m confident in sharing this timeline.
Important Notes About the New Version Many new features are still in development and will be added gradually, as expected in an early access game. Some features from the older version have been removed or are temporarily unavailable (for instance politics and elections), but they may return in future updates as development continues toward full release. Thank you all for your patience and support! I can’t wait for you to experience this next chapter of the game. Stay tuned for more updates as we approach the release!
Some Screenshots
New Information on the Upcoming Version
Hi Everyone!
The new version of "World Warfare & Economics" is coming soon! I want to take a moment to share more with you, as I've been quiet for too long :) This new version is shaping up amazingly, and we’ve achieved some fantastic improvements that you’ll soon be able to see and test!
As I mentioned initially, we’ve trimmed some features to focus intensely on the core elements and make them the best they can be. Here’s what you can expect in the upcoming version, along with what won’t be included just yet:
What to expect \ What has been done
Economy
Resources management – Resource values have been simplified for easier control (while calculations remain realistic). We’ve introduced a world market where you can sell resources for quick cash.
Sectors – Added a variety of new laws and policies and a new budget area to track individual expenses and incomes.
GDP & Inflation Calculations – Now significantly improved and more realistic, these have been tested in long gameplay runs to ensure stability.
New building power system – This system is now simpler and more stable than before. Each country has a build level (1-10), with each level increasing facility capacity and build times.
Military & War
Restructured aerial missions – Jets can now be sent over entire countries, not just provinces, gradually eliminating all rival targets.
New land battle system – Incorporating logistics, supply chains, and multi-directional attacks (similar to flanking), for significant battlefield advantages.
Enhanced military logistics – Divisions, squadrons, and fleets now rely on logistics. Supplies are loaded based on distance from the nearest military base – so the further your units, the longer it takes to rearm. You can add cargo units to divisions to extend logistics capacity for longer missions.
Aerial tankers – Now required when sending squadrons to out-of-range targets.
Automatic annexation – Once a province is conquered, it automatically becomes part of your country.
New unit designer – A simpler, more intuitive system for creating new military units.
Diplomacy
Envoys and diplomatic calculations reworked
Countries will react more dynamically to global events.
Coordinated wars – Revamped system for nations to launch joint efforts against mutual enemies.
Expanded IGOs (Intergovernmental Organizations) – They’ll track country behavior, issue warnings or praise, and even kick countries that defy their objectives. Following IGO guidelines will earn influence bonuses.
AI
AI Overhaul – All AI behaviors are now more realistic and adaptive. AI will learn from mistakes, becoming smarter as gameplay progresses.
AI assistance – Improved for trades, war, and economic management.
Intelligence
Brand-new intelligence system – Now featuring options for sabotage and espionage. Destroy rival assets, sabotage arms deals, infiltrate military bases, gather intel, disrupt nuclear facilities, and eliminate high-value personnel. The new system is far more intuitive and seamless than before.
Performance & Data Enhancements
Massive performance boost – Now averaging 100+ FPS.
Key features (city buildings, missiles, interceptions) have been moved into Unity DOTS, significantly boosting performance.
Loading times slashed by 95% – Loading the game now takes just 1-2 seconds on a good PC!
Reduced memory consumption – Now playable on PCs with 4-6GB RAM.
Lower CPU demands – Now smoother gameplay on lower-end CPUs.
Tested Performance – On both (I7-12700K, RTX3060, 16GB) and (I3-13300K, GTX1060, 8GB), the game runs smoothly at over 60 FPS even during stress tests (thousands of missiles and interceptions running simultaneously).
UI Scaling option – Adjust the entire game UI, perfect for smaller screens like laptops.
What not to expect \ What has not been done
Economy
Stock Markets – This feature has been removed and likely won’t return.
Military & War
Peace Conferences – Temporarily removed but will return later.
War Score – Removed for now, with plans to bring it back later.
Fog of War visuals – Also removed.
Space
The space system is on hold until Earth-based features are fully tested and stable.
Other
Removed regional maps – Now using a completely province-based map for greater stability, control, and data handling.
New screenshots from the upcoming version (more will be shared on Discord soon!)
The Future of "World Warfare & Economics" - A New Dawn Awaits
Hello Eveyone,
I want to start by thanking everyone for their support, encouragement, and valuable feedback along the way. However, I must be honest—this is not where I expected to be at this stage. The game was supposed to feel entirely different and much smoother by now. This past May, the company's board (and myself as part of the board) made a significant decision to change how thigs are going on. On one hand, this involved major organizational changes and cutbacks; on the other, it provided additional funding to realize the game's full potential. Almost all the original team members who worked on the game are no longer working with us, so progress has been slower and things have been done differently over the past few months.
After much deliberation about the next steps, I decided to rebuild everything from scratch—but it’s not as daunting as it sounds. First and foremost, our data is already integrated into the engine, and all the game's visuals are complete. Now, it's time to start rebuilding the game mechanics. Regarding the timeline—this process began last June, and I anticipate releasing the first beta within the next month or two. The initial versions will not include all the features currently available; only the features that are well-built and thoroughly tested by our team will be included.
Lastly, we have signed a contract with a testing company (QA) to rigorously test each version before it is released to the public. This will significantly reduce the number of bugs you will be encounter.
Your feedback has been invaluable, and we’re fully aware that there’s still a long journey ahead before we reach the full release. But rest assured, we’re committed to making this game everything it’s meant to be.
Here’s how we’re moving forward:
A Reimagined Interface Your command center is getting a complete overhaul. Every button, every screen has been redesigned to offer a more intuitive and immersive experience, crafted from the insights of our dedicated community.
Warfare, Refined The chaos of battle is about to change. We’re simplifying the warfare system to ensure every strategy feels seamless, with a focus on the crucial balance of logistics and fuel supplies. Victory will now be a matter of both tactics and resources.
Building with Purpose Construction in your nation will feel more grounded in reality. We’ve reworked the building times, so no more years-long waits due to low building power. Now, every facility will rise at a pace that reflects your nation’s true capabilities.
Lightning-Fast Optimizations We’ve restructured the game's data handling, cutting loading and startup times by more than 50%. You’ll be diving into the action faster than ever before, with no time wasted.
Safe and Seamless Saves Your progress is sacred. We’ve refined the save/load process to be more secure and efficient, eliminating past frustrations and ensuring your world remains exactly as you left it.
Economic Overhaul We’ve delved deep into the economy, balancing and refining it to reflect the complexities of global markets. Your economic strategies will now carry more weight and authenticity, impacting your nation like never before.
Expanded Legislative Powers The power is in your hands. We’ve added a wealth of new laws and policies, giving you greater control over population growth, unemployment rates, and much more. Shape your society with newfound precision.
Return to the Stars SPACE IS BACK! By the end of the year, you’ll once again be able to venture into the cosmos. Explore distant stars, unlock technological breakthroughs, and protect your world from asteroid threats. The final frontier awaits your command.
We know we’re not there yet, but every step we’re taking is bringing us closer to the game we all want to see. Countless fixes, balance tweaks, and new features are on the horizon, all aimed at making World Warfare & Economics the ultimate geopolitical simulator.
I can promise, A new era is dawning, and I grateful to have you with us on this journey.
A few screenshots from our brand new UI system Please note that this is still a work in progress
Version 0.86.15 - BETA
🚀 Version 0.86.15 Has Landed! 🚀
We're thrilled to announce the release of Update 0.86.15, packed with enhancements, optimizations, and much-awaited features that are set to revolutionize your gameplay experience!
This version is the next release, 0.87, but it is currently in testing. After incorporating feedback and addressing bug reports, we will update it to 0.87 in the public branch.
What’s New? 🌍
Provinces-Only Map: Dive into strategic gameplay with an option to play with a provinces-only map.
Dynamic AI Interactions: AI will proactively seek to strengthen or weaken relationships based on strategic needs, enhancing the realism of diplomatic relations.
Enhanced Economic Control: Directly utilize your account balance for arms, trade deals, and intelligence missions.
Visual and Functional Upgrades: Enjoy new 3D models for soldiers, MLRs, and artillery and revamp any unit’s appearance on-the-fly.
Streamlined Interfaces: Quicker data entry on international routes and visual civilian jets based on international dealings.
Major Fixes 🛠️
User Interface Enhancements: We've resolved the visibility issues of city UIs behind 3D models and numerous other interface improvements for a smoother experience.
Strategic Improvements: Fixes in approval ratings, overlapping units, and a big leap in saving/loading mechanics to ensure a robust gameplay experience.
Global Adjustments: No more ghost cities in Serbia, Bahrain, or Puerto Rico and refined mechanics for clandestine operations under sanctions.
Gameplay Optimizations ⚡
War AI: Major enhancements to AI behavior in wars for a challenging and realistic military engagement.
Performance Tweaks: Optimizations that reduce memory leaks, improve frame rates during explosions, and decrease loading times by up to 15%.
Thank You, Everyone! Your continual support and feedback help us make World Warfare & Economics better with every update. We’re excited to see how these new features help you conquer new horizons!
Full changelog
[ADD] Setting slider to allow change in earth ground elevation
[ADD] Quick menu allowing easy changes to envoys, routes, and wages
[ADD] Option to play with a provinces-only map
[ADD] New console command: annex [countryName]
[ADD] AI will now ask to increase relationships with friends or decrease relations with enemies if wanting to approach or sign agreement deals
[ADD] Option to pay from account balance for arms deals, trade deals, and intelligence missions
[ADD] New 3D models: soldier, MLRs, and Artillery
[ADD] Introduce new templates for the fast creation of divisions, squadrons, and fleets
[ADD] Player can change the 3D model of any unit at any given time
[ADD] Input field on the international routes panel for a quicker way to input the desired amount
[ADD] Visual civilian jets based on country international routes (can be disabled for performance through settings)
[ADD] International recognition (ability to recognize non-independent countries)
[ADD] AI condemnation/support for recognition actions
[ADD] GDP Affect text to arms and trade deals to allow players to see how deals will affect their GDP
[FIX] City UI has been hidden behind cities' 3D models (which make them unclickable)
[FIX] Approval rating not adjusting correctly
[FIX] Issue where land and air units were overlapping (now will show based on selected layer in case of overlapping)
[FIX] Issue where bases won't update correctly after finishing building
[FIX] No cities in Serbia, Bahrain, and Puerto Rico
[FIX] Cannot sign arms deals with sanctioned countries in secret
[FIX] Research budget won't reset every year and keeps growing
[FIX] Issue where research panel will reset every day and reset the slider as well
[FIX] Big fix to saving/loading - addressed many issues where loading failed
[FIX] Ministers won't send/give suggestions
[FIX] Issue where fog of war won't get updated correctly after annexation
[FIX] Several issues related to protests
[FIX] Capital cities will still be shown as capitals after annexation
[FIX] Exception throws from rendering units' UI (which cause memory leaks and crashes in some instances)
[FIX] Big memory leak coming from AI at war
[FIX] Issue where player cannot go over the country that he is fighting a war with
[FIX] Instances where war will show negative numbers of casualties or refugees
[FIX] Countries' population will decrease by war casualties and not war deaths
[FIX] Many countries starting with 0 manpower (e.g., doctors, teachers) and 0 account balance
[FIX] Issue where non-UN members can't buy weapons from other countries (e.g., Taiwan, Palestine)
[FIX] Issue where UN voting won't happen when applying
[FIX] Intelligence operation didn't tighten up to the military budget
[FIX] Issue where naval units can't be designed (turning into negative days after completion)
[FIX] Exception when opening stock markets on a new game
[FIX] International routes not saved correctly when loading a saved game
[FIX] Pandemic won popup will show after loading a saved game regardless of the state player saved
[FIX] Facility popup will allow locked facilities
[FIX] Facilities will keep getting built when Nationalized/Mixed even when having sufficient attributes
[CHANGE] Decrease time taken to set up intelligence networks around the world
[CHANGE] Small changes regarding budgets
[CHANGE] Balancing many facilities' production values
[CHANGE] Unit panel UI layout has been changed to include units inside divisions/squadrons/fleets
[CHANGE] Decrease zoom level required to show regions
[CHANGE] Region popup resources availability now have tooltips
[CHANGE] Reduce the possibility of land bases to be instantiated in island regions
[CHANGE] Active & past protests will now affect player approval rating
[CHANGE] Remove Iraq sanction from 2014
[OPTIMIZE] Major optimization to AI in war - Highly efficient and optimized AI in wars
[OPTIMIZE] Reduce the calls for updating strategic view UI which increases performance on fast forward
[OPTIMIZE] Optimized explosions on the map (which decreased FPS in case of multiple explosions)
[OPTIMIZE] Small optimization to loading saved games (should cut off 10-15% waiting times)
New Roadmap!
Hello everyone,
We are thrilled to announce the release of a brand new roadmap ! This roadmap outlines our exciting plans and upcoming features, designed to enhance your gameplay experience and take your strategic skills to the next level :)
Rest assured, bug fixes will continue to be a top priority. We are committed to resolving any issues and ensuring a smooth gaming experience before rolling out new features.
Thank you all for your amazing support and feedbacks !! Lotous21 ❤️
Version 0.86.9 Hotfix (Public)
Hi Everyone !
We're excited to announce the release of update 0.86.9, which brings a host of improvements and fixes to enhance your gaming experience. This update includes adjustments to balancing demand statistics, new cost of living attributes for country info and comparisons, and numerous bug fixes across various game mechanics. Check out the detailed changelog below for all the tweaks and changes.
Thank you all for your support and patience, and please dont forget to report bugs 🐛
Version 0.86.9
[CHANGE] Balancing demand statistics
[CHANGE] Add cost of living attributes to country information and comparisons
[CHANGE] Cost of living will have a greater impact on demands from other countries
[FIX] Population consumption (GDP) does not take into account tax levels and cost of living
[FIX] Leisure places UI will show addiction cases
[FIX] Several exceptions thrown after many years of gameplay
[FIX] Seaports and airports not displayed in tracker
[FIX] Facilities become infinite in tracker when loading a saved game
[FIX] Multiple issues where facilities and laws cannot be established after several years of gameplay
[FIX] Issue where a saved game cannot be loaded after player annexation
[FIX] Some map units disappear after conquering
[FIX] "Pass all laws" command does not remove laws from the tracker
[FIX] Cannot interact with protests after the first time
[FIX] Cost of living always shows as 0
[FIX] Countries will start with 0 prisons
[FIX] Currency values not calculated; will be calculated once a year
[FIX] Issue where facilities scroll is not displayed
[FIX] Many other ecomomic fixes and balancing
Version 0.86.6 Hotfix (BETA)
Hi Everyone!
We're excited to announce the release of Update 0.86.6! This update is another step forward in our commitment to improving and enriching your gaming experience.
Thank you to all our players for your continued support and enthusiasm. Your feedback is invaluable and helps us make each update better than the last. We hope youll enjoy the new version!
This version is avaiable for both Windows and Mac users!
Full Changelog
[ADD] Add production panel in the facility panel - allows players to see the effects of each facility in real-time.
[CHANGE] AI now have GDP constraints - they will no longer act freely and will be limited by their GDP (preventing high GDP growth for AI) \ Experimental
[CHANGE] Add constraints to stock market prices to prevent very high growth rates.
[CHANGE] Decrease the effect of range on duration in the unit designer.
[FIX] Universities will have the exact amount of facilities when starting a new game.
[FIX] Instances where counties would never accept a peace offer \ Experimental
[FIX] Issue where opening a facility will show the previously opened facility information.
[FIX] ICBM will continue to shoot from conquered regions.
[FIX] Issue where can't change war doctrines when loading a saved game.
[FIX] Policies still show "In progress" in the sectors UI after passing/failing.
[FIX] Protests will end if a law has been rejected/failed.
[FIX] Pandemic data won't load correctly when loading a saved game.
[FIX] Many issues related to buying/selling virus vaccination.
[FIX] Emergency state won't be saved when loading a saved game.
[FIX] Issue where loading stuck on 37% when AI has puppet\liberated
[FIX] Issue where countries' support will show "lifting embargo" when the player is imposing.
[FIX] All missiles starting with a $0 price (which makes trade & license deals impossible).
[FIX] Media infrastructures reset when media is privatized.
[FIX] Pandemic will keep popping up fading notifications even after the population is vaccinated/recovered.
[FIX] GDP Growth in yearly data comparison will always show 0%.
[FIX] Small countries will start with very high workers' wages.
[FIX] Many other small gameplay fixes and tweaks.
Version 0.86.5 Hotfix (BETA)
Hello everyone !
We're excited to announce the release of Hotfix Version 0.86.5, now available on the Beta branch for Windows users. This update introduces several enhancements and fixes to improve your gameplay experience.
Please note that this version is currently available for Windows only and only on BETA branch. Mac users, stay tuned — the update will be available for you in a few days.
We encourage you to download the update, try out the new features, and continue providing your valuable feedback to help us refine the game further :)
Thank you for the support, feedback and criticism !
Full Changelog
[ADD] Approval rating to track demands and overall progress
[ADD] IGO Objectives, Pandemic, and War casualties static notification to help players track progress
[ADD] Wars now have a peace pressure attribute
[ADD] As an observer, the player can initiate multiple diplomatic actions in war
[CHANGE] On IGO creation, the list of countries will now show only eligible countries (that will join the new IGO)
[CHANGE] Modified laws & policies effects to be more realistic
[CHANGE] Making election promises now requires a political score (in case political simulation is on)
[CHANGE] AI will no longer declare rivalry on much stronger countries
[CHANGE] Small tweaks to AI diplomatic behavior
[CHANGE] Add GDP constraints to loan and trade deals to prevent negative GDP calculation
[CHANGE] Adjustments to IGO voting process to increase the possibility of favor in the case of identical government
[CHANGE] Adjust media deployment & energy facilities' building time to take less time
[MAP] Divide multiple provinces into multiple regions (Germany, Turkey, Sweden, Finland, Denmark, Canada)
[MAP] Delete many tiny islands regions
[FIX] Steam integration
[FIX] Issue where dismantling facilities would build more
[FIX] Policies cannot be changed
[FIX] Voting notification will always show passed
[FIX] Cannot attach land units to navy
[FIX] Notification will show build when dismantling facilities
[FIX] Issue where save game will get stuck at 37% when loading new IGOs or custom flags
[FIX] UI issues in the world news section
[FIX] Newly designed units cannot be manufactured
[FIX] Issue where facilities will increase significantly after annexation
[FIX] Instance where saving a game will cause a corrupted file
[FIX] All provinces and regions will have the same amount of population
[FIX] Unit prices can reach extremely high prices after design
[FIX] Provinces' devastation rate won't be updated when bombing their cities
[FIX] Cannot recruit personnel with countries that start with 0 personnel
[FIX] Missing workers in multiple energy facilities
[FIX] Invited countries won't join IGO when creating new IGO
[FIX] Other gameplay fixes
How to Join the Beta:
To dive into the beta, simply right-click the game in your Steam library, select 'Properties', hit the 'Betas' tab, and choose the public beta option from the dropdown menu.
0.86.4 Hotfix
Hello everyone!
We've just rolled out hotfix 0.86.4 to tackle some urgent issues that have popped up over the last few days. We understand how frustrating bugs can be and we sincerely appreciate your patience and support!
We hope this hotfix dramatically improves your gameplay experience!
Full changelog:
[ADD] Option to toggle all AI settings on/off (per section). [FIX] Loading now progresses past 37% when updating wages. [FIX] Fixed the crash at 67% due to an arithmetic operation overflow. [FIX] Resolved loading issues related to annexation. [FIX] Exiting the console command while focused will no longer disable keyboard input. [FIX] Various improvements to interactions with map objects and tooltips. [FIX] Fixed issue with airbase accordion not disposing correctly. [FIX] Land-based Unit UIs no longer appear empty at startup. [FIX] Enhanced air defense selection. [FIX] Minor tweaks to AI trade negotiations on behalf of players. [FIX] Incosistency with clicking on military bases when trying to deploy. [FIX] Trade deals now correctly track price changes at the time of signing, which affects GDP calculations.