- USA Base: war begins with infrastructure - 24 August 2026
USA Base — a new warfare system in Last FrontI'm starting to build the full USA infrastructure for Last Front.I don't want to just take the existing Russian base, swap the models, and call it a different faction. The USA should feel different — through construction, power, production, doctrines, and interactions between buildings.That's why each building is gradually getting not only its own model, but also its own mechanics, animations, and small details that make the base feel "alive".POWER GRID — ENERGY NETWORKInstead of the classic substation system used by Russia, the USA gets a distributed energy network.Each Power Grid Node independently produces +8 energy. But the real power emerges when several nodes are connected into a single network.The stronger the network, the more advantages the American base gains:increased production speedincreased radar rangefaster ability recoveryBut…
- Patch Notes — Version 0.23.0 Demo - 17 July 2026
Patch Notes — Version 0.23.0 DemoDay/Night Cycle — Fully Implemented!This is the main new feature of the update. Every battle now takes place in a dynamic day/night cycle, which drastically changes tactics and the visual experience of the game. In the lobby settings, you can choose the cycle speed (x1, x2, x3) or fix the time of day. By default, day lasts 8 minutes, night — 4 minutes.Night Mechanics & TacticsNight vision penalty: all units lose some line of sight during the dark hours. Hover over the "Sight Range" stat in the unit panel — you'll see how many meters the unit sees during the day and how many at night.A new upgrade "NVGs" (Night Vision Goggles) has been added to the Barracks for all infantry. Cost — 1500, research time — 24 seconds. NVGs reduce the night penalty by 50%. For example, if the penalty is 0.5, after the upgrade it becomes 0.75 — vision is restored to 75% of the…
- Patch Notes — Version 0.22.0 Demo - 7 July 2026
Patch Notes — Version 0.22.0 DemoVehicle Damage SystemAll vehicles in the game now receive visual and combat damage. This makes battles more spectacular and requires more attention to the condition of your vehicles.Tanks, wheeled vehicles, and aircraft now have 3 states:Operational (100-50% HP) — no penaltiesDamaged (50-25% HP) — maximum speed reduced by 30%Critical (25-0% HP) — maximum speed reduced by 60%, fire rate reduced by 40%Helicopters now have 3 states:Operational (100-50% HP) — no penaltiesDamaged (50-25% HP) — maximum speed reduced by 20%Critical (25-0% HP) — maximum speed reduced by 40%, fire rate reduced by 40%The visual damage system is built on a unified VFX system with 4 stages:Stage 1 — grey smoke from the engine areaStage 2 — black smoke from the engine areaStage 3 — black smoke with sparks from the engine areaStage 4 — black smoke, sparks, and fireSoot mask textures h…
- Patch Notes — Version 0.21.0 Demo - 30 June 2026
Patch Notes — Version 0.21.0 DemoSquad System — Fully Implemented!This is the main new feature of the update. Infantry no longer acts as single units — now they are squads. Each squad consists of several soldiers that follow the leader. This makes infantry management more convenient, and battles larger and more spectacular.Squad System — Mechanics and FeaturesSoldier loss in a squad happens at HP thresholds. The more damage a squad takes, the fewer soldiers remain in it.Combat abilities change with soldier loss: hitscan soldiers lose damage, rocket launcher soldiers lose fire rate.When healing a squad, soldiers are restored depending on the current HP threshold.Infantry Balance (for the new squad system)All values have been recalculated to account for multiple soldiers per squad. This makes infantry more effective and interesting in battle.Assault Squad (AK-74)4 soldiers: 22.5 damage vs…
- Patch Notes — Version 0.20.0 Demo - 13 June 2026
Patch Notes — Version 0.20.0 DemoMajor UI & Tactics UpdateThe interface has been completely reworked! You'll find a new PlayerHUD with unique icons, an updated unit info panel (compact, with effectiveness against different unit types, plus built-in tactical commands), and a fresh tech tree design. The lobby and end-of-game screen have also been restyled.New Tactical CommandsAdded "Hold Position" command: unit stays in place, attacks all enemies within firing range, and never pursues the enemy.Added "Patrol" command: unit will move back and forth between its current position and the designated point.Added "Zone Defense" command: unit attacks enemies entering its line of sight but returns to its starting point if the enemy leaves the zone.Alert System & CameraAudio and visual alerts: when your base is attacked or an enemy is spotted, you'll see a marker on the minimap and hear a warning.…
- Last Front – Roadmap to Early Access - 30 April 2026
Last Front – Roadmap to Early AccessMay – June 2026: UI & Tactics UpdateNew UI — prototype ready! Complete interface overhaul: you'll see a new PlayerHUD with unique icons, an updated unit stats panel with built‑in command buttons, and a fresh tech tree design. I'm waiting for your feedback to polish every detail.New UI prototype:Tech tree:Ability tooltip on hover | Unit stats Tactical commands: units can be given "Patrol" and "Defend Area" orders — right from the new stats panel. This adds depth to micro‑control.Alert system: audio and visual warnings for base attacks or enemy detection — with a mark on the map.New languages: the demo will be translated into Turkish and Polish to reach more players.SUMMER – WINTER 2026: New Faction IncomingUSA Faction: unique units, buildings, tech tree, and tactical abilities. As soon as the work is done, I'll release a USA gameplay trailer. For the f…
- Patch Notes — Version 0.19.6 Demo - 27 April 2026
Patch Notes — Version 0.19.6 DemoBug Fixes🐞 Fixed a bug where if a soldier died within a building's line of sight, he still counted as an enemy, and the AI tried to defend the building against a dead unit🐞 Fixed all bugs related to finding an attack point (buildings, units outside attack range, etc.)🐞 Fixed a bug where AoE (area of effect) projectile damage was not applied to infantry🐞 Fixed a height difference bug: if a unit stood on a hill or in a low area and the target was above/below, the unit would just stand in place and not attack🐞 Fixed jerky order switching for infantry: when an enemy was nearby, the unit would start attacking and immediately switch to moving🐞 Paratroopers no longer hang in the air or attack before landing. When a paratrooper dies, the parachute now disappears🐞 Fixed a bug where the bot did not create bulldozers, and when they died, it did not update th…
- Patch Notes — Version 0.19.5 Demo | Optimization and Bugs fix - 20 April 2026
Patch Notes — Version 0.19.5 DemoPerformance Optimization⚙️ Optimized AI calculations for defense budget: load reduced by more than 28 times. This issue could cause stutters when playing against 4 AIs.⚙️ Optimized fog of war rendering for dynamic objects: load reduced by nearly 3 times⚙️ Reworked many function calls that were numerous and not lightweight⚙️ Optimized enemy search for AI: load reduced by approximately 40%⚙️ Optimized vehicle movement: load reduced by more than 2 timesBug Fixes🐞 Fixed a bug where neutral buildings displayed black flags regardless of which team captured them🐞 Fixed a bug with bulldozers: when constructing buildings, they could fail to start construction, and on a repeated order would instantly complete the building. For AI, this looked like: upon reaching the construction site, bulldozers would cancel construction and go build something else🐞 Fixed a bug…
- Patch Notes — Version 0.19.4 Demo | Fog of War Optimization - 16 April 2026
Patch Notes - Version 0.19.4 DemoMain - Fog of War OptimizationPerformed a complete optimization of the fog of war: the core logic has been rewritten for the new systemIn the same test scenario (250 units moving), performance increased from 50 FPS (version 0.19.3) to 180 FPS (current version)Performance OptimizationOptimized infantry materials and models - reduced rendering loadComprehensive fog of war optimization resulted in a 3.6x FPS increasePotential IssuesDue to major structural changes across all units, bugs may occur both during attacks and when performing other tasks. As I continue optimizing other systems, I will gradually test and fix these bugs.Plans Until May 1The main goal has been achieved - the fog of war is optimized, performance has increased dramatically. I will now continue profiling and finding bottlenecks.Further priorities:Among known issues - high load from objec…
- Patch Notes — Version 0.19.3 Demo | Infantry Optimization & Balance - 10 April 2026
Patch Notes — Version 0.19.3 DemoInfantry Optimization & BalanceThe infantry movement system has been completely reworked — performance improved by more than 10xMoving 250 units now uses only 0.5-1.5ms of CPU time instead of the previous 15msResult shown in GIF: 250 soldiers moving simultaneously — FPS stays around 48 (50 when stationary)Reworked color assignment logic for all vehiclesPerformance OptimizationThe infantry movement system has been completely overhauled — current CPU load is negligible compared to beforeBug FixesCritical Fixes🐞 Fixed a critical bug where many units would not attack air targets and remained invisible even when within line of sight🐞 Fixed a bug with infantry boarding helicoptersAnimation & Behavior🐞 Fixed an issue where a soldier attacking while needing to move — the animation would not switch from shooting to runningBalance & GameplayIncreased damage aga…
- Patch Notes — Version 0.19.2 Demo | Upcoming Plans - 24 March 2026
Patch Notes — Version 0.19.2 DemoKey ChangesImplemented a separate vision system (Air / Ground vision radius) for all unitsImplemented tank barrel recoil when firing, along with improved overall visual recoil of the vehicle bodyReworked infantry hit logic: projectiles and rockets now hit near the target instead of directly, creating a more realistic visual effectNew Features and MechanicsIntroduced separation of:ground vision radiusair vision radiusAdded blue airspace vision circles:displayed on the minimapShow the detection range of aerial targets (aircraft, helicopters, missiles)displayed directly on the main map when selecting unitsReworked infantry damage logic:hits no longer occur directly on the targetprojectiles and rockets explode nearbydamage is explained by shrapnel and blast wave, while damage values remain unchangedBalance and GameplayAdded Air Defense synergy:if S-400 is po…
- Patch Notes - Version 0.19.1 Demo - 4 March 2026
Patch Notes - Version 0.19.1 DemoStability & Mobility UpdateThis update focuses on improving overall stability, fixing important issues, and reworking ground vehicle mobility. The main goal is to make army control more predictable, smoother, and more comfortable during large-scale battles.Bug FixesFixed an issue where the purple color could not be selected in the lobby when using the Russian localization. Color selection now works correctly across all language versions.Fixed collision issues with the UAV Orlan-10: missiles now properly register hits and deal damage as intended.Fixed a visual issue with the rotor blades of the Ka-52 when installing additional weaponry. Improved material application and mesh loading logic.Resolved cases where tanks could get stuck, rotate in place, or overlap with each other while moving in formation.Improved logic for resolving vehicle stacking: the lead…
- USA Announcement: Style, Units, Gameplay and Faction Philosophy - 27 February 2026
USA Announcement: Style, Units, Gameplay and Faction PhilosophyI am excited to present a new faction that I am currently actively working on - United States of America. The USA in my RTS is a high-tech, maneuverable and tactically flexible army where success depends on proper planning, unit synergy and strategic use of buildings.Building StyleThe USA faction features a modern military style: metallic modular structures, logistics drones, networked generators and advanced technology labs. Core buildings include:Power Grid Node (Generator)Provides a small amount of energy.Creating a generator network unlocks bonuses: faster production, increased radar range and reduced ability cooldowns.The USA focuses on network and synergy, rather than standalone buildings.Automated Cargo Drone Network (Logistics)Autonomous cargo drones are the main source of income.Fast but fragile, vulnerable to anti-…
- Patch Notes — Version 0.19 Demo - 30 January 2026
🧩 Patch Notes — Version 0.19 Demo✨ New Features and MechanicsImplemented an updated Attack command logic: units capable of firing while moving will now automatically engage all encountered enemy units on their way to the primary target without stopping or interrupting movement.Added full support for Russia’s superweapon, including activation functionality, a visible cooldown timer, and a visual countdown before launch.Added a defeat notification during a match, along with the ability to switch to Spectator mode if the player is defeated while the match continues.Added a setting that allows flexible control over camera speed, zooming, zoom-in, zoom-out, and overall camera movement across the map.Added detailed destruction for most buildings, with the option to disable it in the settings to improve performance on low-end systems.Improved movement for all tracked vehicles — turns are now…
- [IN DEVELOPMENT] Squad Formation System Improvements - 6 January 2026
🧭Squad Formation System ImprovementsIn this update, I reworked one of the key troop control systems — the Formation System. The goal of these changes is to make squad movement faster, cleaner, and more predictable, especially when controlling large groups of units.The update is currently in development and will be further improved.⬛ Formation System — old behavior Previously, units formed into a square / rectangle, however: units often chose poor positions;their paths crossed each other;the squad lost time on repositioning and “crowding” while moving. ⬛ Formation System — new behaviorThe formation system has been improved. Now units:choose their positions much better within the formation;try not to cross the paths of other units in the squad;move more coherently and reach the destination faster.The formation can still be square or rectangular, but its behavior has become more “intellig…
- [IN DEVELOPMENT] Tank VFX and Movement Update - 30 December 2025
🔥 Tank VFX and Movement Update In this update, I focused on two important aspects of ground units — the visual readability of tank firing effects and the responsiveness of tank controls. This update is planned for release in January 2026.🎇 Tank firing VFX — before changesBelow is the previous version of the tank firing visual effect. 🎇 Tank firing VFX — after changes The effect has been reworked to make the shot feel more powerful and easier to read in combat. The muzzle flash, smoke, and overall visual impact have been improved. Tank movement — old and new behaviorTank movement logic has also been updated. Previously, tanks could turn while moving, drift, and behave unnaturally. Now, when a tank needs to change direction: it comes to a stop;rotates toward the target direction;and only then continues moving. Controls now feel more responsive, and tanks feel more mobile and predictabl…
- [IN DEVELOPMENT] New content, new map, and superweapon showcase - 23 December 2025
⚠️ New content, new map, and superweapon showcaseThis video presents a part of the new map planned for release in January 2026, as well as a demonstration of one of the most dangerous elements in the game — the Russian superweapon.☢️ “Dead Hand”This superweapon is equipped with two Sarmat-class missiles and is designed for situations where the course of the battle must be turned around.As in the real-world concept, “Dead Hand” in the game represents a response to a critical threat. It has a long cooldown, but when key buildings are destroyed, this cooldown begins to decrease.For example, the destruction of the Command Center brings the strike moment closer. All values are currently under active testing and will be adjusted — exact numbers are intentionally not fixed yet.🗺️ New map (demo version update)The upcoming major demo update already includes and prepares the following:A new 4-pl…
- [IN DEVELOPMENT] Building Destruction System - 5 November 2025
I continue working to make battles in RTS Last Front even more dynamic!In this update, I’m showcasing the new building destruction system. Now every structure will react to damage and gradually collapse, while bulldozers can repair it back to full strength.The video was recorded on a new map, which is also in development.At the moment, the system is implemented for the generator — this allowed testing and refining all the technical details to avoid repeating the same work when adding new buildings.The destruction creation pipeline for buildings is now fully ready, and in one of the upcoming demo updates you can expect:destruction for all buildings,a new map,and improved AI.
- Patch Notes — Version 0.17.1 Demo - 25 October 2025
🧩 Patch Notes — Version 0.17.1 Demo🐞 Bug FixesFixed a critical bug where the game would end if the bot destroyed a neutral garrisoned building.Fixed an issue where the minimap marker was not displayed when infantry occupied a neutral building.Fixed a bug where soldiers could not fire from buildings while inside a garrison.Fixed an issue where selecting all units (including those unable to attack) caused none of them to attack the target.Fixed a bug where spamming attack commands could make soldiers stand still and not move toward the target.⚙️ General Stability ImprovementsImproved unit behavior stability during attacks and movement.Optimized command processing to reduce the chance of units “freezing” during rapid clicking.Improved internal logic for interactions with neutral buildings.🏁 ConclusionVersion V0.17.1 Demo is a Hotfix update focused on addressing critical issues found aft…
- Patch Notes — Version 0.17 Demo - 24 October 2025
🧩 Patch Notes — Version 0.17 Demo✨ New FeaturesAdded the ability to create and switch between squads, making battlefield troop management much easier.Added unit effectiveness icons, showing which target types units are strongest against.Added a new target and damage type — “Rockets”. Some units now deal specialized damage to rockets and aircraft.Units and buildings are now highlighted on the minimap with different shapes for better readability.Added visual feedback when resources are received above buildings that generate money.✨ Demonstration of New FeaturesBelow is an example of unit effectiveness using the BMP-2M. This unit is extremely effective against buildings (level 5), less effective against armored vehicles, deals minimal damage to infantry, and cannot attack air targets or rockets at all.Below is an example of the updated minimap. Now different types of objects have their ow…