Endless Tactics - the_procrastinator

So... This was the old Roadmap - and yeah, it's fairly modest by comparison to what we have now, to say the least. Beyond that, many major features were added such as Turrets, Proc-gen (for maps), Artifact Anomalies, Custom Artifacts Mode, Apex Waves (Apex Units & Nest), Unit Ascension, the Codex, Online Leaderboards, and many others still! This of course was not just scope creep for the sake of scope creep, but rather things I thought were integral enough to be added before full release, due to how our playtests went at the time, via feedback given via our FORMS, REDDIT, DISCORD, and alike. I simply could not see Endless Tactics anymore as a full experience without our beloved Apex Units, which essentially act as periodical posses to the endless-type horde mode it is - Units that are unique to each Planet, and by the way are fully playable via Artifacts, certain Upgrades, and other late-game combinations.

So now to the meaty part of it, our (potential) Post-Launch Plans:

A) OPERATION COMMANDERS
  • Medium Update. Buy and unlock new Commanders to play as! They'll each have their own unique Special Units squad, with their own Special Abilities and Unique-Mechanic Synergy (eg.: Fire Commander has 3 different flamethrower Mechs available for the Airdrops + Initial Squad pool; Air Commander has access to Flying Units, etc.).

  • Unlock them by retrieving DNA samples when killing Apex Enemies... They also die whenever you fail to Extract before getting overrun and/or lose!

  • Each Commander will also permanently Unlock its own set of foes, for example the Air Commander (whenever first Unlocked) would add Flying Enemies to the Enemy Spawn Pool!

B) TERRAFORM GAME-MODE
  • Big Update. Due to increased mining activity and local disturbance, Corruption starts to run wild! As a damage-control measure, a new Operation-type will be available: Terraforming Stations will be periodically dropped throughout the whole map - defend them and Terraform EVERY SINGLE terrain tile... or lose. An All-or-nothing mode; get a huge bonus on victory, or barely enough to cover your expenses! No Extractions available.

  • It's a two-staged mode, whereas you'll first have to defend (periodically-dropped) Terraforming Stations for a whole Wave until they finish their job, THEN, once all Stations have ran their course, you'll be issued a set of MTUs (Mobile-Terraforming-Units) to clear up the leftover Tiles (don't let them get destroyed!!). Terraformed Tiles are permanently Cleansed (immune to Corruption).

  • Meta Progression - Every time you LOSE in any Operation or mode, the \[NULL] Solar System's Corruption increases (X percentage). It must be always BELOW quota, else enemies get buffed and/or spawn more (across unique Corrupted Upgrade-like modifiers... each System-Corruption Upgrade gets activated as their threshold is met, and thus all stacking up to max level once the system is 100% Corrupted).

  • Xenoform Extra Mode - Basically reverse mode! Your ship will drop off multiple Xenoform bio-stations (courtesy of BioTek department) and they;ll ONLY convert corrupt rather than cleansed tiles into 100% alien-suitable terrain. Given to being easier by nature (as you don't need to actively cleanse corruption to progress), alien-suitable terrain will also present some form of buff to creatures (PERMANENTLY Corrupted)... Instead of MTUs afterward, there'll be Biomechanical MXUs. Once finished, it'll DROP OFF the System-cleansing quota, if by any chances you might want to revert it back to make the game harder, it's now entirely up to you.

C) SOLAR EXPEDITION
  • Huge Update/Expansion. New Game Mode whereas you'll to navigate through an procedurally-generated Solar chart to reach your final destination. Between point A and B, there'll be several randomized Nodes, with branching paths, such as Planets (Operations) with randomized RISK, Artifact Anomalies active, Missions (with dynamic rewards), Moon Shops (buy Units, Items, and per-run Upgrades), and other types of events!

  • An actual Boss will await you at the final destination, beat it and cash-in a massive rewards - unlock brand new rewards on completions. No Airdrops (your Units are fixed) - Unit levels, and more! Much like with Operations, Solar Expeditions will also feature different RISKS, or rather, Scales.

  • Brings many unique Unlocks back to the main game, such as Unit levels and more! In an effort not to create any content islands, any and all mechanics like that will be FULLY integrated back into all Game Modes - such as how all Artifact Modes are gonna be accessible via both Standard Operations and Terraform Operations (and present in Solar Expeditions to enhance node variety).

... Quite the long read I know. But now, if you're still with me, here's the part where you'll come in! Vote in your favourite Update and it'll (most likely, given its within our reach of course) be prioritized as the first one to come post-launch ;)

Also, feel free to give suggestions, new ideas, and similar to any of these, and/or an entirely new potential Update you really want to see!... So far Operation Commanders (A) has been the player favourite (in our Forms), but I'd like to revisited and then bring this discussion into a more public place, especially with how much the game has changed since well most of the votes we've had before.

As always, most of the feedback gathered and addressed from our Reddit.

Feedback Form

Discord Server (Dev Updates)

- the_procrastinator

Soulmask - Maggie_Soulmask
Dear Chieftains,

To provide a better gaming experience, the server will undergo maintenance. It will be temporarily unavailable starting from November 6th, at 7:00 AM UTC, with an expected downtime 30 minutes. This update includes a client update, and chieftains will need to update their client to enjoy the game normally. We are very grateful for your understanding and support.

\[Issue Fixed and Adjustment]

  • Fixed cross-server tribe building ownership issue.

  • Fixed the power ropeway placement issue near the northern iron ore vein in the northern Wasteland.

  • Adjusted "Desperate Response" and "Crisis Resolution" talents. They will no longer trigger if incoming damage exceeds Max HP.

  • Fixed an issue preventing Fever from increasing for chance-based Invasions.

  • In PVP Mode: Bow damage against player-controlled characters is reduced by 20%~25% (depending on bow material tier).

  • Fixed a status bug that occurred when leaving a guild while mounted.

少年名将 - cute168178

公众号礼包:25NOVYL

内容:名将令*1、银币*88888、元宝*88

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内容:欧皇招募礼包1*1、元宝*200、挑战令*5

有效期:截至2025.11.30

立冬礼包:LIDONG1107

内容:元宝x200、名将令*1

有效期:截至2025.11.30

光棍节礼包:SINGLE1111

内容:名将令*1、欧皇银币礼袋*1、进阶丹*68

有效期:截至2025.11.30

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感恩节礼包:2025THANKS

内容:名将令*1、欧皇元宝礼袋*1、银币*88888

有效期:截至2025.11.30

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Morphos - ritabzaeva

I am happy to announce that the game has become very popular and many are eagerly awaiting its release. I am doing everything I can to make sure you have the best possible experience in the game. Anyone who wants to add the game to their “wish list” is welcome to do so. We will soon have more than 3,000. Honestly, I have goosebumps))

Vivid World - [Asobism] Koichi.Urushi

Hello everyone!

This update focuses on improvements to Play with a Friend!

Changes
  • In Play with a Friend multiplayer mode, when your friend enters a battle,

    your own character will now automatically join the fight with a smooth transition.

    (The confirmation dialog has been removed.)

If you encounter any issues or bugs, please report them on the official Vivid World Discord!

Thank you for your continued support, and we hope you enjoy Vivid World!

Lyre Playtest - Chicaboo Games
  • Fixed some minor rendering issues.
  • Small text cleanups.
Milky Way Idle - cheze

We’re aware that a large number of players in mainland China are currently unable to connect or are experiencing severe connection issues. This appears to be caused by network or firewall restrictions within China, not by any recent changes on our side.

To help affected players, we’ve set up a temporary mirror site that should work better from within China:

https://www.milkywayidlecn.com

You can:

  • Update the Steam version of the game to automatically connect to this mirror site, or

  • Visit the site directly in your browser to play.

We’re continuing to monitor the situation and will look for a more stable long-term solution. Thank you for your patience and understanding.

Combat Arms: Reloaded - GM_CA04

Hello Rangers,

We'll be performing a quick server restart to fix the issues related to the Combat Pass rewards and Bubba's Secret Stash contents.

Please note that this restart will automatically close your game connection, so make sure to finish your ongoing matches and activities to avoid any data loss.

We sincerely apologize for the inconvenience and truly appreciate your patience and understanding as we work to resolve this issue quickly.

Compensation rewards:
Taskforce Gear Mystery Box x1
Nightmare Respawn Tokens x7

Thank you for standing with us, Rangers — we'll have the servers back up shortly!

Best Regards,
CA Team
Q-UP - stik
Hey coinflippers,

It's been a wild 12 hours for us here at EHG headquarters. Thank you so much to everyone for your support, we are thrilled that so many people are enjoying the game!

A few notes on what we're up to in the present and near future.

1. I'm deploying a small immediate hotfix now that fixes a bug where the Medic and the Robot could accidentally create infinite loops. Oops! This one does screw over other players in any game where the infinite loop is created so I wanted to get this fix out right away so no one's game is negatively impacted. I've just pushed the build, so the fix should be live now.

2. We're collecting bugs, crashes, typos and other issues through our discord and steam forums and will be pushing a larger hotfix patch to address as many as possible. This larger hotfix patch will probably take a couple days to a week unless we find any other game breaking issues.

3. Long term, once we get the immediate issues and hotfixes under control, we're going to look towards adding some additional content to the game. We're not sure yet what form this will take or how long it will take, but we'll have more information down the line. No promises yet, but the main thing we've discussed internally is looking at a mode that would be more focused on replayability.

Again, thanks so much for your support of Q-UP. Happy flipping!
-j

The Gambit Lost to Time - media

Hello everyone and welcome to the 4th devblog for The Gambit Lost to Time!

It's been 2 months since the last devblog, but I'll keep this a short one because we have been very busy. Let's answer the most important question based on the last devblog.

Where's the Playtest?

We promised it, so we should answer this question the soonest. Sadly... not yet. I would like to say it can be ready next month, but at this point, I worry about giving another false promise. So my official answer would be "When it's ready".

In short, we had an internal playtest a few weeks ago and found out there are still a few things missing (or otherwise still on placeholder) that must be resolved if we wish to put this game out publicly. The good news is that we are working on exactly this (and not so much on new features at the moment).

Our sincerest apologies for the continued delays.

While I am reticent to provide any expectations given how we didn't keep up to our scheduled dates, let's see if we can get it done this year. I don't say this as a promise though...

Updates to the Game

As mentioned before, we are working on polishing the game experience and making sure everything is cohesive. Besides that, we are still doing new assets where necessary, some of which are meant to be there in our Playtest. Without saying too much, check out our latest trailer on YouTube (also seen on the Steam Page)!

Recently, we have finalized a good portion of our game's text (I estimate around 60%, story not included) and with it, we have updated our Steam Page! There are still some more things to iron out, where new assets can be used to convey everything better, but what we are showing is the game's strongest state so far.

We can still move up a few levels from here, and I'm excited to see it happen - and to share it with you. Give me some time to prepare another post to showcase our recent updates more cohesively.

Thank you for reading this devblog and see you again soon!

...

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