- Global Conflagration - The Good, the Bad, and the Road Ahead - 29 June 2026
Let’s start with the goodWe’ve completed our list of tasks based on the biggest complaints from our last PvP test. Everything on that front is now done. But does that mean Global Conflagration is finally ready for release?In one sense, yes.We now have a smooth, fully playable indie RTS experience, featuring three distinct factions, a solid map pool that stands well alongside recent RTS releases, and fully functional skirmish and PvP modes. On top of that, the campaign is already underway, with four missions completed and a strong foundation for the world and its conflicts.Most importantly, the game works, and it’s fun. The BadWhat we have would have easily satisfied RTS players 20 years ago. Today, however, expectations have shifted, especially around replayability and long-term engagement. The game performs best in short, action-focused sessions, but that style does not naturally align…
- Steam PVP Fest conclusions - 28 February 2026
A big thank you to everyone who participated in the festival. We were thrilled to see people enjoying our work and progress. Although a bit deviated, our previous plan still holds up going forward, and our road to Early Access keeps its course. For the sake of transparency and continuity, here’s a list of what’s left to complete: -Unit stances -Medals, Faction XP, progression system -Skirmish AI refinement -Port our team system to FFA setups -Campaign mission integration -Various bug fixes All in all, it’s not a long list, and nothing stands out as particularly problematic. See you all at the finish line. Best regards, Global Conflagration Development Team
- Steam PVP Fest Live Demo - 9 February 2026
New Year, New Demo GC is back in force with a brand-new demo!Over the past year, we’ve been preparing the game for Early Access, and we’re happy to say the campaign content is now complete.We’re also introducing several new features that require live testing:Performance optimization improvements4 new mapsRetreat mechanic and retreat pointNew lobby system and team assignment reworkNew Vanguard and Carpathia T3 land turretDynamic Frontline feature available on all maps, with an option to disable itDynamic capture orderAuto-deploy optionVanguard HUDFormation spread by holding both mouse buttons + CtrlVirtual ranges for SPAAGs and recon unitsMatch restart buttonAbility-ready voice notificationRange radius indicator for turret placementSkirmish lobby memoryEscape key now pauses the game in singleplayerBuilding allowed within teammate radiusImproved reconnect systemGarrison exit direction imp…
- Steam’s Real-Time Strategy Fest conclusions - 7 March 2025
Steam’s Real-Time Strategy Fest conclusions One month ago, we participated in Steam’s Real-Time Strategy Fest with a demo open to everyone. Today, we’re excited to share our conclusions and discuss where we go from here. Here’s a list of what we’ve already addressed: The Dynamic Frontline feature sparked a lot of interest in our community and was widely appreciated for the extra depth it brings to the battlefield. We’ve expanded it further and made it fully procedural across all our maps. We dug deep into our game’s code to finally fix the root cause of recent crashes and errors. Formation drag has been upgraded to feature two modes: line formation and box formation, both of which now stretch dynamically based on how far you drag. Drone carrier alternate mode: Players now have the option to either keep drones loitering around the Delta to expand vision or safekeep them and launch only w…
- Steam Real-Time Strategy Fest - 21 January 2025
Global Conflagration is back online with another demo! Over the past four months, we've worked hard to meet the objectives we set in our last update. While significant progress has been made on the campaign, it won’t be included in this demo—but rest assured, you’ll get to experience it all upon release! Key Updates: Butcher’s Grip has received a complete facelift. Frogmen now disable enemy optics, passively activating this ability on their fifth shot. Meanwhile, mortars have been upgraded with fragmentation rounds that slow the enemy on every second salvo they fire. Infantry squad movement has been made more organic. All airplanes now have larger loitering radiuses and will properly attack nearby enemies. Smoke munitions have been added to Carpathia, replacing the Scan ability. A railgun upgrade has been introduced for EDU’s Highlanders as a late-game unit upgrade. This upgrade convert…
- Steam Festival Demo conclusions - 5 October 2024
Hello everyone, We’re excited to share our conclusions following the recent festival and to give you a glimpse of our plans for the game. First and foremost, we want to extend a massive thank you to everyone who participated in the demo! It was truly heartwarming to see that so many of you enjoyed what we’ve been working on and are excited about the game's upcoming release. In our last update, we mentioned working on four key pillars for the game, and we’re happy to report that we’ve successfully tackled three of them so far. The AI has really shined, proving both competent and fun to play against, while our QoL additions were greatly appreciated by our players. The story has also advanced with the addition of a new mission, helping to familiarize players with the game’s mechanics while deepening the narrative. What about the Early Access release previously planned for this year? Now, r…
- Planes, Trains, and Automobiles Fest Demo - 18 September 2024
Commander a new Demo just landed, Following up on our previous announcement, we're excited to bring you another demo! All the key pillars of the game are now in place: AI has received a massive overhaul and is now more responsive than ever! A brand new mission that wraps up the introductory segment of our campaign. Numerous quality-of-life improvements and bug fixes. And finally, a new XS map to test your skills on! Stay tuned for more updates!
- Steam Fest Demo is over - 12 February 2024
Many thanks to everyone who participated in our Demo during Next Fest! It was a blast seeing you all enjoy our game. Our journey is done over yet, we still have a game to release. With the feedback gathered during the playtest we have fine-tuned our plan for our Early Access release. It will follow 4 major points Sophisticated AI. Seeing so many people engaging with our AI opened our eyes to how important it is to give it proper attention. We already have a solid plan to make it aware of all the tools it can use to eliminate players and encourage it to make more reasonable decisions based on information received from the battlefield. Streamlined QoL mechanics. With the addition of abilities and unique effects, we feel that we have overloaded the player with too many actions given the limited amount of time available. We have compiled a list of mechanics aimed at alleviating this strain…
- Steam Next Fest Demo is available right now - 7 February 2024
Yup we are back with another demo. We have been making a lot of progress and would love to hear your guys thoughts on it Here is an incomplete list (there are so many of them that I'm sure some were missed) -Specific recon units for each faction -Chemical Troopers, SAS and Spetsnaz have been added to infantry rosters -Smooth unit movement -Improved ballistic trajectories -Unit ai Improvements -Improved unit avoidance -Garrisoning units will move towards each other -Sell function -Civilian garrison system -sfx for main menu and people joining lobbies -entrench and mine deployment animation -lines being shown from buildings to rally points -introduction of T3 units as outpost upgrades -Introduction of Scrap system to allow for more comeback potential -Vystrel now alters its Turret module based on infantry that garrisons it -Attack ground has been added for planes and artillery -XP ability…
- Strategy Fest Demo - 27 August 2023
Somehow GC returned.. Yes, we are back and ready for round two with a new demo that will be available ONLY during Steam's Strategy Fest August 28- September 5 We have addressed numerous bugs that were identified by our community during our previous blitz playtest: -The most significant improvement has been made to the AI, which now operates consistently without any pauses. -We've introduced the feature to kick players from your lobby. -Overhauled tooltips are now available for all upgrades and abilities. -Helicopters and planes now fall from the sky in a more realistic manner. -Visual indicators have been added to EDU doctrines to show the currently selected doctrine. -Abilities can now be cast on the minimap as well as waypoints. -There's now a visual indicator for when a bounty is captured. -Select all now excludes expansion units. -Fixed a bug with targeting entrenched units. In addi…
- Blitz playtest 4-6 August - 29 July 2023
Hello guys. As we are preparing for our Early Access release we have reached a point when we finally got rid of all major bugs and are ready to hold a Blitz Playtest. It is going to be online for just one weekend starting on 4 August and ending on 6. The playtest will feature our game in a much more polished state. A lot of the features we planned have been done already. Lots of new content on all aspects of the game which encompasses all our work for the past year. Can't wait to see you there!
- Global Conflagration progress update - 6 April 2023
Welcome back to our game! Today, we are excited to share the progress we have made since our last playtest. Over the past few weeks, we have achieved some major breakthroughs that we can now proudly discuss. First and foremost, we have completed our game rewrite, and the desyncs should now be a thing of the past. We have tested extensively, including a 3v3 match that lasted 40 minutes without a single desync. Our solution involved making the game more resistant to desyncs by resyncing key events, such as unit and building creation and destruction, as well as target-setting. We have also upgraded the avoidance system so that units can now move out of the way, significantly reducing instances of units getting stuck. We have replaced the Upkeep system with a system that refunds players resources for lost units. This change should have the same effect of countering snowballing without punis…
- Playtest is over, what is next? - 12 August 2022
Hello guys, Sadly the time has arrived for us to take the playtest offline. I'ts been an amazing experience to share our game with all of you to the point where we even managed to organise a small tournament on our discord! The feedback we received has really pushed our gameplay to the next level as well as fixing some flaws we initially had. We believe that thanks to the community feedback our game is now in a better place than what it was 4 weeks ago. The positive reactions confirmed our vision for the game and showed us that our intentions align with the what the players are suggesting. Also adressing the big elefant in the room. We noticed some isolated desyncs happening to some players. Upon further investgation we think the best solution is to rewrite the core of our game to perform better. This will sadly slow down our efforts but in the end we will have a way better core for our…
- Public Playtest July launch - 15 July 2022
Welcome back commander, We are back at it with a new playtest and a new big milestone for us. Ton of progress has been made since last time and we are getting real close to our final vision for the game. These six months we have been really busy getting our third faction playable. Let's look at a list of new mechanics that we have added for this playtest: Avoidance Veterancy Vanguard faction Helicopter movement rework Garrisonable transports Crane module AI Difficulties New music 8 player map Starting units Updated tech trees Increased TTK for all units and reduced movement for units Unit selection circles Formation on destination by dragging click Squad rework Artillery Units that shoot are revealed And many more QOL fixes and adjustments So let's take a look at our new faction: Vanguard will be a more defensive and less mobile faction with a lot of late game potential. It can transpor…
- 2021 Playtest and our plans for the future - 25 December 2021
Happy Holidays everyone! Finally pulled it together and got a playtest rolling. We are looking forward to hearing everyone's feedback and suggestions! However the battle is not over. Next year we will be targeting four remaining CORE features that are still holding us down: Avoidance- Fan Favorite by miles. It's a feature no RTS can prosper without it. We have done partial work on it already but sadly it didn't get finished in time for the playtest. Veterancy - Who doesn't love their units getting promotions? It's coming boys and we've been missing it too Infantry -APC Transport -Garrison Buildings New built structures- being avoided by units. Yes units phasing through buildings is not nice and it shall be fixed Along with a variety of QOL features and smaller mechanics this should bump our gameplay to a more enjoyable level. People have voiced their opinions and we heard you guys. This…
- 2021 public Playtest launch - 25 December 2021
Welcome back commander, It's finally that time of the year where we make our hard work public. We have made quite a lot of progress along with many points from our previous list being including the fan-favorite Skirmish AI. It can all be summed up pretty well by our recent video update. There's a lot more to be done so please keep that in mind. If you have any feedback please let us know on our discord: https://discord.com/invite/GE2csnb Happy Holidays everyone!
- Global Conflagration Expansion points and upkeep update - 11 July 2021
It has been a while since we've posted an update, however a lot of exciting stuff is happening behind the scenes! We have added tons of new features, mechanics and units and we are currently working on the AI. If everything goes well, we hope to do another playtest in a few months. Now let's show some of the new stuff we got into Global Conflagration! On each expansion point you can now deploy an expansion unit. EDU Pioneer Carpathia Battlebull New infantry units: EDU Bastion joins the battle equipped with Grenade MG for extra aoe dmg and a power suit to handle the extra weight and offer more protection! Carpathia Huntsmen, equipped with anti-materiel rifles they excel at taking out light vehicles Carpathia also gets it's regular APC replaced with a tracked heavy APC. Badger offers more armor and extra punch at the price of speed and increased costs. Also Carpathia's Viscol has now been…
- Our plans for the upcoming year! - 1 January 2021
Can't believe we finally made it but we are finally here. The build is fully playable with a few hiccups that we will fix soon enough. Beta includes multiplayer only mode with 1v1 2v2 and ffa. But what is coming after that? We will be working on expanding our game to include the following Major Mechanics: Expansion system with outpost upgrades! Improved unit avoidance and collision Civilian Building Garrison and Infantry Transportation Veterancy Carpathia being it's own Unique faction with Own mechanics and abilities Skirmish AI Unit responsiveness Retreat Mechanic Stealth These will be making their appearance gradually starting next year along with plenty QOL features so stay tuned. Again thank you all for your patience and faith in us, we hope you have not disappointed! Have a Happy New Year and may it be more forgiving to us all! Stay safe!
- Global Conflagration Playtest - 31 December 2020
After years of blood, sweat and tears we are ready to let the people try out our game for the first time, and so we would like to invite you to come try our game! In the current state of the game we only support multiplayer without AI on a select set of maps, in which we support 1v1, 2v2 or 4 player FFA. Looking for players? Join us on Discord: https://discord.gg/KH34nmk