https://store.steampowered.com/app/3819400/_/

— In a distant future, the world has perished under war and pollution.
To preserve themselves, humans built the “Ark” and created artificial beings—near-human in form, yet inevitably flawed in emotion.
Among them is Yuu, a gentle maid who serves the “King of Jin.” Though incapable of sorrow, she is loved by many for her warmth and dedication. Her greatest wish is to see her king smile.
But when humanity’s cruelty sends her to the perilous world beyond the Ark to gather resources, the King of Jin must make a fateful decision.
Uncover the untold chapter of the Ark.
Very small hotfix, primarily to address a persistent issue where artillery isn’t listening to orders. Larger patch coming out at the end of the week.
- More fixes to artillery, specifically artillery getting stuck and becoming unresponsive to new commands
- More widescreen support added, improved the sides of the screen with a floral pattern and silver UI vertical bars
- UI improvements to text in popup windows, sometimes text would spill out of the panel
- UI improvements to elements moving based on screen resolution, such as the upgrade chevron moving outside of the window.
- More localization improvements, and localized the credits screen

Flamethrowers are now weak on assault (Luke) - glass cannons in that they are still devastating direct fire weapons..Before they were extremely difficult to assault.
"calc_traversal_edge_n_from_map_xys: can't calc for same map_xy’ (Luke) - sentry
The squad vs leader banners had gotten misaligned (Luke) - inside the hex. Visually fixed.
Thought it would be interesting for y'all to see what goes into creating each location from start to finish for the new island. So here it goes!
1. LORE AND REFERENCES First the lore is created with a bunch of references to use as inspiration for the different locations so they feel realistic, have the atmosphere we want, and fit into the lore as a whole.

2. RAW SKETCH Then a rough sketch is put together from all of it as a guideline for the next stages.
We used to make these hand-drawn sketches you see below, but then we switched to these 3D sketches made from simple shapes so the other artists can see it from all angles for the next stages.
You can check out one of our 3d sketches yourself here: https://sketchfab.com/3d-models/seismotorium-3d-sketch-298b4106215c43ec8c41b9c4d97fdf62
3. VISUAL CONCEPT
A more detailed visual concept follows that gives more of that feel and look we want without being tied by too many gameplay rules yet. 
4. WHITE-BOX LEVEL
Next in the pipeline is the white-box level made from simple models and textures which is pretty much the exact opposite of the visual concept.
The goal is to make sure the location is playable, works with the environment around it, the AI can navigate it, while sticking to the general look the visual concept has set. 
5. FINAL IMPLEMENTATION
Once these are finished we marry the two together making sure it looks close enough to the visual concept but also works with the gameplay and implementation rules of the white-box level.
Only then we start creating the final models and textures.


Hope you guys liked this and let us know if you have any questions!
Hey everyone! 💛 Thank you all for the amazing support after the big update on the 27th — your feedback and activity really motivate us!
Right now we're focused on:
🛠️ Improving server stability & performance 🐞 Fixing reported bugs and polishing mechanics 📚 Creating a simple & visual tutorial so every player can learn the game mechanics quickly and enjoy the experience from the first minutes
We want to make sure the gameplay feels smooth, intuitive, and fun for everyone.
Stay tuned — more improvements and content updates are coming soon! 🚀
And as always — your feedback helps us grow. Drop your thoughts and suggestions in the comments ❤️
Release notes:
Fixed Slider barrier clipping when jumping
Added new achievement for unlocking level 2
Added a new set of obstacles to replace the old ones in level 2
Hello everyone!
Another quick fix to 2 reported problems:
- Units no longer lose teleport sickness status effect when loading a save.
- Made the forward button on the campaign map unclickable for 1 second when a new mission appears, so that the player can't fast-forward it by accident.