What We Worked on This Week
Hello all,
We wanted to start sharing insights occasionally of what the teams been working on behind the scenes from time to time. So here's a bit of what we've done over the last couple days.
DISCLAIMER: This is just about the last week, theres been much more done since the original Demo, think of it as a more timely snapshot
Recent Work as of May 20th, 2026
Campaign
The Campaign has been a focus recently. We're adding a difficulty dropdown with three tiers:
- Relaxed keeps the existing feel
- Engaged increases enemy pressure
- and Relentless for more of a challenge
Cutscenes will be skippable, and we've been working through mission-level fixes for playability, balance, and stability. Campaign balance, especially at higher difficulties, is still actively being tuned.
Units
On the UEF side, we've been building out some new content. The Lantha Processor is a new economic building that generates resources without a node but at the cost of heavy power consumption: sitting as the ultimate tech in their third tree.
The Cavalier Team is getting hover jetpacks, making them faster hovering ground units. There's also a new orbital in the works, the Emergency Turret, and the Containment tech tree is being redesigned to feel more distinct from the others.
Maps
Map-wise, we have a new medium map coming called "Vallis Rift" on Mars. Soon Custom maps will support random Biome and Topography options. A map called the Burning Temple, has had its layout fully reworked. Resource seeding on skirmish maps is also getting a substantial pass; the goal is more resources per region and a fairer distribution overall.
U.I
A lot of UI work has been going on too. Orbital recharge clarity, production queue improvements, Logistics cap handling, alert spam protection, and several smaller fixes to make information easier to read at a glance.
Look forward to more insights in the coming weeks!