We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.
AOTE Beta testers please keep an eye on your emails for a little gift.
Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here! https://www.youtube.com/watch?v=d9gzcVb3nBc Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.
We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.
AOTE Beta testers please keep an eye on your emails for a little gift.
Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here! https://www.youtube.com/watch?v=d9gzcVb3nBc Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.
In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do. ...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!
What's New?
Duplicant Jobs With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
New Stations and Rooms:
Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
Meal Lice now require fertilization with Dirt
Higher tier food production should now be more viable
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
What about Priorities? During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates. Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks! We hope you'll all enjoy the new Occupational Upgrade. Now back to work!
[Game Update] 254700 - 2/09/2018
Colored status lines should now work correctly.
Toilet cleaning should no longer require assignemnt.
Repairing should no longer require assignment.
Fixed missing shipping icon.
Thermo sensor max threshold increased.
Fixed issues with power consumption/loss reports.
Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
Misc crash fixes.
[Game Update] 254781 - 2/09/2018
Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
Fixed a crash that could occur when a plant died inside of a room with a farming station.
Dead dupes should no longer be able to master jobs.
Luxury Bed should once again give an extra stamina bonus.
Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
Adjusted falloff effect of various sound effects.
Exosuit Sprinter perk should now be properly applied after mastery of the role.
Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
Duplicants should no longer drop ore inside/through the floor when switching tasks.
Falling ore now has a max velocity which should prevent it from falling through tiles.
Fixed a bug where perk attributes were sometimes not persisting after switching roles.
Fixed a problem with certain save files were stuck in an infinite load.
In the many weeks since we last saw our Duplicants they've been hard at working being... well, hard at work. They've recently learned that if they work together as a colony and split up their workloads, everyone can get just a little bit faster - and better - at what they do. ...They also re-invented hats.
Introducing: Oxygen Not Included - Occupational Upgrade!
What's New?
Duplicant Jobs With the new job progression system, your Duplicants will now be able to wear many hats - quite literally! Duplicants can be assigned new jobs in the reworked Jobs Panel, specializing them for chosen tasks within the colony and giving them new perks to boot. Be aware though, Duplicants who work harder may expect nicer amenities to keep them happy, which can mean a heaping helping of stress if you don't plan ahead.
Key Features
New Jobs Board: Build a Jobs Board from the Stations Tab to unlock the new Job assignments tree!
Revamped Jobs Panel: In addition to the existing function of toggling work errands, the Jobs Panel now contains the Jobs tree, allowing you to assign Duplicants to positions like Miner, Architect, or Engineer, and promote them as they rise through the ranks.
New Job Perks: All jobs come with attribute boosts related to their field, but some jobs will also come with work-specific perks that compound as Dupes advance. This means that advancing through the ranks can unlock special skills, like the ability to used advanced machinery or dig through Granite and Abyssalite.
Duplicant Job Interests: Everyone in the universe has something they enjoy doing! Assign a Duplicant to a job they're interested in, and their enthusiasm for the work will help them learn to master it just a little bit faster.
Hats: Yes, hats. That go on your Duplicants' tiny little heads. These accessories will used to denote which job your Duplicant has been assigned to, and gosh are the Dupes ever excited to wear them.
New Stations and Rooms:
Farm Station: Enclosing a room and adding a Farm Station will now create a Greenhouse. Duplicants assigned to farming jobs will be able to produce special fertilizer in these rooms and distribute it to nearby crops for a growth boost.
Power Control Station: Enclosing a room and adding a Power Control Station will now create a Power Plant. Engineering Duplicants will be able to create upgrade materials in these rooms, allowing them to tinker with nearby generators to increase their power output.
Recreation Room: Creating a Recreation Room with a fun building and some decoration will give your Duplicants a place they can hang out and de-stress.
Expanded Automation
Building on existing Automation systems within the game, new buildings and overlays have been added to give you more control over daily colony operations and the breadth of automatable tasks within your base. With the all new Conveyor System, you can deliver ore and solid objects around your colony, put items away in storage, and sweep up floor debris, all without your Duplicants lifting a finger.
Key Features
Conveyor Rails, Loader and Receptacle: Found in the Shipping tab of the Build Menu, these new buildings can be used to quickly and automatically transport your materials to construction sites and storage areas. No Duplicant effort required!
Auto-Sweeper: This handy automatic machine will suck up and redistribute all the ore and debris in range and shoot it back out into the buildings and storage containers that need it. What a time-saver!
New Conveyor Overlay: View your web of conveyor systems and see where materials are headed in your base in real time.
Smart Battery and Storage Locker: New Smart Batteries and Lockers can be hooked up to Automation grids and will become Active when they fill up to the amount you specify. That's smart!
Smart Fridge: Existing Fridges have been reworked, adding Automation inputs and allowing them to become Active when filled above the specified amount. They also probably know if Dupes sneak in for a midnight snack, and silently judge.
Disease Logic Sensor: This Automation sensor will allow you to detect concentrations of Germs and turn systems on or off based on levels of contamination. Automatically lock off a biohazardous area when disease is running rampant, or unleash a flood of Chlorine to flush out a contaminated space.
And More
Steam Turbine: Get steamed up for this generator, because it can produce loads of energy with practically no waste!
Food and Plant Rebalances: Plants have been tweaked for a more rewarding overall farming experience.
Certain plants have received an increase to their calorie output, and have had the ranges of their ideal growth conditions broadened for ease of growth
Meal Lice now require fertilization with Dirt
Higher tier food production should now be more viable
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
What about Priorities? During the Occupational Upgrade's public preview, we experimented with a new priority system. After seeing the changes in all the different scenarios we saw in testing, we weren't happy with the results so we rolled back to the existing priority system. An easier and less fiddly solution to having Duplicants operate your base in the way you want is still an important goal for us, however we believe we can do better so we will tackle this problem in future updates. Finally, we'd like to say thank-you to everyone who played the Occupational Upgrade Preview, submitted crash and bug reports, and gave your feedback in our Suggestions Forum. It's a major help to hear your thoughts and opinions, so once again - thanks! We hope you'll all enjoy the new Occupational Upgrade. Now back to work!
[Game Update] 254700 - 2/09/2018
Colored status lines should now work correctly.
Toilet cleaning should no longer require assignemnt.
Repairing should no longer require assignment.
Fixed missing shipping icon.
Thermo sensor max threshold increased.
Fixed issues with power consumption/loss reports.
Disease source icon should properly disappear if a disease source is destroyed when the germ overlay is active.
Misc crash fixes.
[Game Update] 254781 - 2/09/2018
Fixed an issue where pipe construction/deconstruction was causing significant fps drops.
[Game Update] 255486 - 2/16/2018
Terrarium should now remember if you've disabled delivery on them after save/load. You will unfortunately have to disable delivery on them one more time before they start remembering it.
Fixed a crash that could occur when a plant died inside of a room with a farming station.
Dead dupes should no longer be able to master jobs.
Luxury Bed should once again give an extra stamina bonus.
Reverted algae storage size on Terrarium to previous value. It now holds 90kg (5 cycles) of algae, and 360kg (2 cycles) of water.
Fixed all toilet and mess tables being assigned to the med bay.
[Game Update] 255502 - 2/16/2018
Fixed a crash that could occur when dupes would use a bed/toilet.
[Game Update] 255716 - 2/19/2018
Fixed an issue where clothing could be assigned to a Barracks which would cause the game to crash.
Fixed a crash that could occur if you had a dupe selected when they were put in a grave.
Adjusted falloff effect of various sound effects.
Exosuit Sprinter perk should now be properly applied after mastery of the role.
Farming Station permission should now be controlled by the Farm work errand column instead of the Operate column.
[Game Update] 256131 - 2/21/2018
Duplicants should no longer drop ore inside/through the floor when switching tasks.
Falling ore now has a max velocity which should prevent it from falling through tiles.
Fixed a bug where perk attributes were sometimes not persisting after switching roles.
Fixed a problem with certain save files were stuck in an infinite load.
Headquarters has deployed a third patch based on your feedback over the last week.
The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.
So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!
BUGS & GENERAL CHANGES
GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.
Fixed issue with unit control groups, where the lowest group number was being displayed instead.
Tactical Build Tree in the Game Manual has been updated.
Users can no longer block the entrance to their refinery with structures or turrets.
Audio: Support for surround sound!
Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.
Mission 3: Green AI's infantry return to their spots now after combat.
Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.
Scroll bar can now be interacted with in Faction Select screen.
Text fixes in Korean and Chinese.
BALANCING CHANGES
Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.
Harvester - Build cost reduced to 400 (was 500)
Harvester - Max Health reduced to 700 (was 1000)
(Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)
Refinery - Build cost reduced to 800 (was 900)
(Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)
Barracks - Power Drain increased to 150 (was 100)
Light Factory - Power Drain increased to 150 (was 100)
(Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)
Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.
(Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)
Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.
(Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)
Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)
Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers
(Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)
Sign-up for Saturday's Tournament!
Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.
Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day. Sign-up: Saturday 10th 1v1 Tournament. Prize: 1 x £20 Steam Wallet Code
Commander Clash – The Rules
Rule One – Technology and Units
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Mountain Settlement
Mode: Standard
Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Beyond Tournament Two
Moving forward we’ll be building our competitive tournament events around the 1v1 format.
If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.
Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.
Headquarters has deployed a third patch based on your feedback over the last week.
The focus of this patch is to squish some bugs and empower players to unlock the technology they want, quicker.
So prepare for buffs to heavy units, a nerf to harvester hp and an increase to research points earned!
BUGS & GENERAL CHANGES
GUI / Hotkey Bindings: Added support so that unit build hotkeys and structure build hotkeys will not conflict across the 2 groups, but will conflict with existing assignments from other groups including their own group and non-unit/structure build groups. This should solve the user issue of not being able to reassign their build unit/structure hotkeys properly.
Fixed issue with unit control groups, where the lowest group number was being displayed instead.
Tactical Build Tree in the Game Manual has been updated.
Users can no longer block the entrance to their refinery with structures or turrets.
Audio: Support for surround sound!
Mission 2: Spawn units are now user's cheapest Tier 1 unit, regardless of how units are named in their Faction.
Mission 3: Green AI's infantry return to their spots now after combat.
Embiggen mouse pointer setting is now remembered after quitting and relaunching the game.
Scroll bar can now be interacted with in Faction Select screen.
Text fixes in Korean and Chinese.
BALANCING CHANGES
Research Points - Research Point rewards have been increased substantially. This should reduce the grind that users have been reporting around tech tree unlocking.
Harvester - Build cost reduced to 400 (was 500)
Harvester - Max Health reduced to 700 (was 1000)
(Reason: The build cost was a little too high compared to the percentage of the refinery and the drain rate was just a bit too high. The health increase of the patch was a bit too far so we reduced that previous buff by half. We want harvesters to be a bit tanky, but we don't want them to be so tanky that they are used in combat. The intent is that they can survive long enough that players can react to them being attacked but not so long that harassing them is pointless.)
Refinery - Build cost reduced to 800 (was 900)
(Reason: The drain rate of building refineries was a bit high, and we're seeing a bit too much stalling out in the early game.)
Barracks - Power Drain increased to 150 (was 100)
Light Factory - Power Drain increased to 150 (was 100)
(Reason: It was intended that there be more power plants on the field without the aid of fission or fusion power HQ upgrades. This puts all factories at the same power drain level.)
Attachment: Laser Rifle (Infantry) - The tech value has been reduced back to its previous level.
(Reason: The nerf to the damage type plus the tech cost increase was a bit too far in the other direction and caused other unintended problems. This is infantry only - the light vehicle version is fine.)
Attachment: Anti-Material Gun (Infantry) -Tech cost reduced to allow it to be available in Build Level 1.
(Reason: There were too few options for players that opened with a barracks to combat someone who opens with a light factory.)
Attachment: Cannon Upgrade (Hvy Vehicle) - Base damage increased to 14 (was 12)
Attachment: Cannon Upgrade (Hvy Vehicle) - With both buffs, this increases DPS of weapon from 3.2 to 7.0 before armor modifiers
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Base damage increased to 18 (was 8)
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - Weapon delay increased to 3 (was 2.5)
Attachment: Plasma Cannon (Hvy Vehicle and Turret) - With both buffs, this increases DPS of weapon from 3.2 to 6.0 before armor modifiers
(Reason: Cannon and Plasma Cannon weapons were underperforming for their chassis class.)
Sign-up for Saturday's Tournament!
Saturday's tournament will challenge you to 1v1 combat, as you fight for ultimate glory and bragging rights on the battlefield.
Players MUST check-in to the tournament on Saturday 10th prior to the 18:00 GMT start. Check-in opens at 17:30 GMT on the day. Sign-up: Saturday 10th 1v1 Tournament. Prize: 1 x £20 Steam Wallet Code
Commander Clash – The Rules
Rule One – Technology and Units
All currently available technology and mods are allowed for use in the tournament. All players are welcome to play in the competition, irrespective of tech level or faction build.
Rule Two – Results Reporting
At the conclusion of a match both players should take responsibility for ensuring the correct results are logged on Challonge.
As proof of result both players involved in a match should take a screenshot at the conclusion of the match where the end result can be seen. This will help should any disputes arise.
Rule Three – No Shows
The tournament will begin at 18:00pm GMT on Saturday 10th February. Players should aim to arrive ten minutes before their first match is due to start.
There is a grace period of fifteen minutes following 18:00pm GMT (tournament start) in which late participants can still enter the competition. After 18:15pm GMT participants that have not arrived for their first match will be disqualified from the tournament.
Following the first round of matches, successful players should add their next opponent on Steam and co-ordinate the next match to be played immediately.
Rule Four - Player Disconnections
Please ensure your connection is stable before your match begins. Due to the nature of RTS games and the importance of the early game, there is no disconnection grace period. If a player loses connection to the game at any point during a match, then they will forfeit the match. This rule can be overturned if the player that remains connected is happy to rematch.
Game Rules
Forged Battalion operates dedicated servers for multiplayer, as such no host advantage can be gained. Due to this both players can create a match lobby. In the case of a disagreement on who will host the player on the top of the match bracket will default to match host.
Lobby settings
Both players should take responsibility for ensuring the following lobby settings are in place prior to the match starting:
Map: Mountain Settlement
Mode: Standard
Victory Condition: BO1
If it is discovered that the game has started with the wrong settings the match should be restarted immediately.
Complaints raised for incorrect match settings are invalid after the first thirty seconds of the match.
Beyond Tournament Two
Moving forward we’ll be building our competitive tournament events around the 1v1 format.
If in the future we see enough requests for a 2v2 tournament we’ll happily consider it, however, for now it’s clear to us that 1v1 is far more popular amongst our competitive community.
Following the conclusion of the second 1v1 Commander Clash we’ll be collating your feedback from the first two tournaments. Where applicable, this feedback will then be put into practice as we get the tournaments flowing once again after February’s Supply Drop is live.