- 2 Months of Progress – Espionage, Sabotage, & AI Systems! - 26 August 2026
Hello everyone! I am incredibly excited to share the results of my hard work over the past two months. I have been focusing on implementing a series of complex, interconnected systems that play a vital role in the tactical espionage and sabotage gameplay of my game.Here is a detailed breakdown of all the features and systems I have successfully implemented:🔥 Infiltration & Sabotage MechanicsOperative Infiltration: When executing specialized sabotage missions, you now take direct control of an embedded squad member acting as an infiltrated operative behind enemy lines.The Molotov Cocktail: I have added a brand-new throwable weapon type—the Molotov cocktail. It is highly effective for setting fire to and destroying enemy vehicles and targeted cargo assets.Jerry Can & Fire Propagation: I have implemented a jerry can (gasoline canister) and fire propagation system. You can now pour fuel on…
- Demo Update: Vehicles, Mounted Turrets & Convoy Missions - 29 June 2026
Hello everyone!I am very excited to share the results of my hard work with you. Over the past month, I have implemented a series of complex mechanics that will play a crucial role in the future development of the game.Here is what's new:🚗 VehiclesDriveable Vehicles: Players can now take control of various vehicles found on the local map.Contextual Animations: Added dedicated enter and exit animations for all vehicles.AI Squad Mechanics: AI teammates will now automatically board the vehicle with you and dismount when you exit.AI Enemy Drivers: Enemy AI can now drive vehicles and fire from them while moving.🔫 Stationary WeaponsMounted Heavy Machine Guns: Players can now control stationary heavy machine guns. Note that their firing arc is limited and ammo is finite.AI Teammate Support: AI squadmates can mount stationary machine guns to provide suppressive fire when needed.AI Enemy Usage:…
- Devlog: Convoy Ambush Mission - 23 June 2026
Hello everyone!I can’t wait to show you my progress on developing an ambitious new convoy ambush mission for my game. The player's main objective is to intercept and neutralize enemy transport units along their transit route.When designing the map, the biggest challenge was getting the scale just right. If the map is too small, the convoy breezes through it too quickly; if it's too large, the pacing drops. In the end, I think I found the perfect solution: allowing the player to utilize vehicles found directly on the map.Any drivable vehicle will be highlighted with a dedicated icon on your minimap. In this video, I'm demonstrating how you can hijack and take control of these vehicles for faster traversal. But beware! If you go in guns blazing and raise the alarm, the enemy will call in heavy reinforcements—an armored vehicle equipped with a deadly turret. Tangling with that will cut you…
- Demo Update: Espionage - 10 May 2026
Hello!Several weeks of hard work have passed, and during this time, I have implemented critical new features and updated the game's demo version.In-Game MessengerThis is a vital tool for immersion and interacting with the AI. Through the messenger, players can:Receive world reactions to ongoing in-game events.Unlock civil aid missions via message boards.Exchange information and target coordinates with allied forces.Conduct espionage activities.EspionagePlayers can now recruit agents using cryptocurrency. Agents are the cornerstone of building a spy network; they gather intelligence and provide support for embedded operatives. An agent's skills improve over time, and more experienced agents will unlock access to new operational opportunities.InfiltrationPlayers can now embed an operative—a member of their own squad—into enemy facilities. Unlike agents, operatives can carry out active mis…
- Demo Update: Added Ukrainian Localization and Imperial/Metric Units - 20 April 2026
Hello everyone!To streamline future localization, the primary development of my game is done in English. I recently spent four full days translating over 3,100 words from English into Ukrainian. Honestly, I didn’t expect so much text content to have accumulated already—mission descriptions, inventory items, various settings, and UI elements. I’m happy to announce that Ukrainian localization has been added to the new demo version!In addition to the localization, I’ve added a setting to switch between Metric and Imperial (US) measurement systems.Thanks for all the support. Keep an eye on Steam and my social media for more updates soon!
- Demo Update: The Global Map & Logistics Overhaul - 15 April 2026
Hello!I’ve spent the last four months improving the AI and polishing the game's core. The new demo version provides a clear look at the direction the game is headed. A key part of the gameplay takes place on what I call the Global Map. The player’s task is to prevent the enemy from capturing allied settlements and to help allied forces liberate occupied ones. To achieve this, you must develop your squad, select targets, and complete missions.Key Mechanics● Settlements: These consist of key locations such as warehouses, railway stations, and factories. To capture a settlement, you must establish control over all of its constituent locations.● Logistics: This is a vital component of combat. Settlements use resources (food, water, etc.) to create squads on the global map. A settlement's military potential is limited by the current amount of resources available at its key locations.● Resour…
- Devlog: Voxel Trenches - 22 December 2025
Hi everyone! For the assault missions in my game, I really want to incorporate trenches. Trenches are one of the oldest types of fortifications.The problem is that the Unreal Engine Landscape isn't very well-suited for this task:It requires labor-intensive 'dressing' of the trench edges with 3D earth models to hide ugly, stretched materials.Moving, modifying, or reusing trenches within a Landscape is extremely time-consuming.After struggling with it for a while, I decided to switch from Landscapes to voxels. Voxels are 3D pixels that allow for vertical 'walls' of dirt or stone, requiring almost no additional masking with 3D models.Beyond just trenches, I have successfully adapted voxels for road placement and heavy vehicle mud tracks. Currently, I’m working on adapting my Unreal PCG forest spawners for voxels.Since voxels support real-time terrain deformation, it opens up the possibilit…
- Devlog: Outpost Buildings - 1 December 2025
Hello! I want to demonstrate the progress in the development of Outpost Buildings.A well-equipped outpost serves as a base of operations for your fighters. At outposts, fighters can heal from injuries, sleep, and craft and upgrade weapons and equipment.To build outpost buildings, you need materials, which can be purchased in the store. Buildings are placed in empty placeholder cells of the outpost. In addition to resources, construction requires workers. You can assign them in the assignment menu by selecting one or more free characters.Thank you very much for watching. Follow the news and updates on my social networks.
- Devlog: Resource Management - Hunger Mechanics - 24 November 2025
Hello! I want to demonstrate the progress in developing resource management, trade, and the hunger and dehydration mechanics. Resources necessary to maintain the combat readiness of the squad can be obtained through trade and by completing missions. The most important resources are food and water. Their shortage leads to a decrease in the squad's combat readiness and even the death of fighters from hunger or dehydration. It is also necessary to consider the resource storage capacity in the squad and at the outposts. If the number of resources exceeds the storage capacity, the resources will spoil and decrease. Thank you very much for watching. Stay tuned for more news and updates!
- Devlog: Coordinated attack - 2 September 2025
Hello!I am very excited to share the progress on the command mode for NPC companions. Attack and hold fire commands allow you to set up ambushes with NPC companions and coordinate fire.If things get hot and you are badly hurt, NPC companions will come to the rescue after securing the area.Thank you very much for watching.Please support me on my Patreon.Stay tuned for more news and updates!
- Devlog: Squad Tactics - Assault Drone - 11 August 2025
Hello!I am very excited to share with you the progress in squad management. I present to you a ground assault drone. This drone can be used for reconnaissance and fire support. With the help of this fearless mechanical partner, you can catch the enemy off guard, implement various tactics without risking the health of living squad members.Thank you very much for watching.Please support me on my Patreon.Stay tuned for more news and updates!
- Devlog: Global map. Air defense encounter - 4 August 2025
Hello!I am very excited to show you my progress on the implementation of squad movement on the global map and the new mechanics for firing from a Man-Portable Air Defense System (MANPADS).Thank you very much for watching.Please support me on my Patreon.Stay tuned for more news and updates!
- Devlog: Mission objectives on the map - 12 July 2025
Hello!I have added a map of the mission area and a display of mission objectives on the map. In this example we need to destroy an enemy self-propelled howitzer.
- Devlog: Procedural interior - 23 June 2025
Hello!I developed a system of procedural interiors. To diversify the rooms in the game, the walls of the rooms are painted in one of the pre-set color styles. Furniture is randomly placed based on pre-set layouts.Follow me on social media to stay up to date with the latest updates.Please support me on Patreon.Stay tuned!
- Devlog: Suppressive Fire - 10 June 2025
Hello!For the last two weeks, I've been practically drowning in code, refining and deepening the combat system and AI. I am very excited to show you a new mechanic - Suppressive Fire.From a tactical point of view, suppressive fire is used to prevent the enemy from shooting at you and to allow for movement to a more advantageous position. When bullets fly past a character or hit close enough to them, the character's suppression level begins to rise. The higher the suppression level, the slower the character moves and the worse they shoot. For the player's character, being suppressed worsens the range and radius of their field of view. When a character's suppression level rises above a critical point, the character cannot stand up and can only move while crouching.The enemies have become significantly smarter and more dangerous. Now they can:Find and use cover.Use suppressive fire, preven…
- Devlog: Arrest procedure - 29 May 2025
Hello! I continue to improve the enemy AI. Now they can try to arrest you if the character has no weapon in his hands and no rifle on his back. Of course, a rocket launcher on your back will also prevent an arrest.:) Sidearm is allowed, but only in a holster. Oh, how I want to add the QuickDraw ability, so that you can escape from such a situation.:) Please, write what you think in the comments.
- New Optics Shooting Mode LIVE! - 12 May 2025
Hello! A top-down camera is very good for making tactical decisions. But sometimes it creates a problem with long-range shooting. I present to you a new shooting mode for weapons with optics. In this mode, the camera "detaches" from the character and allows you to use the sight mounted on the weapon – from iron sights to optical sights. The distance the camera can move away from the player is limited by the weapon's range. Try it right now. I am very much looking forward to your feedback. Subscribe to my social networks to stay up to date with news and updates. Thank you for playing!
- Demo version update - Grenade handling training - 5 May 2025
Hello friends! The lessons on the basics of the game continue to expand. I created a training scenario to learn how to handle grenades. Subscribe to my social networks to stay up to date with news and updates. Thank you for playing!
- New demo update - Basic shooting lesson - 1 May 2025
Hello friends! I created a new training scenario for learning the basics of handling weapons. You will find it in the training campaign. Fixed a bug with missing sound pulses for Katerina. Sound pulses are a very important UI element, so I created a version of this effect for low graphics settings. I look forward to your feedback. Subscribe to my social networks to stay up to date with news and updates. Thank you for playing!
- Training campaign - 28 April 2025
Hello friends! I have published a new update of the demo version. I created a special training campaign and a training scenario that teaches the control basics. The training scenario takes us into the distant past and contains a mini game of hide and seek with Nazar's little friend Katerina. In addition to the above, I added a character highlight behind the walls. In the near future, additional scenarios will be added to the training campaign, teaching shooting, the use of throwing weapons and other aspects of the game. Subscribe to my social networks to stay up to date with news and updates. Thanks for playing!