Major updates, new features, balance changes, and bug fixes — listed from newest to oldest.
v0.14.0 — Start Menu Preview, HUD Rework & Reach
New
Live map preview in start menu
A live mini-map renders directly above the Start Game button using the same noise formula as the engine. Resolution scales with map size (150 chunky, 300 medium, 450 fine) so you instantly see what the seed and water slider produce.
New
Difficulty-colored preview frame
The preview now wears a colored ring matching the chosen difficulty: green for Easy, white for Normal, red for Hard, purple for Brutal — with a matching glow and a small difficulty label in the corner.
New
Strategic bot markers on the preview
Bot count is visualized as dots placed via farthest-point sampling on land cells: never in water, never stacked, always spread out. A note clarifies that bots ultimately pick their own starting area when the round begins.
Improved
Prominent Reroll Map button
Replaced the small dice icon with a rounded, gradient Reroll Map button under the preview — much easier to spot and tap on mobile.
New
Big 15-second start countdown
A large translucent 15 → 1 countdown now pops in the center of the screen at the start of every round, with a 'Select start position now' hint underneath.
Improved
Full-map view at round start
The camera now opens fully zoomed out so the entire map is visible during spawn selection — no more panning around to scout before the timer runs out.
Improved
Top HUD focused on player vitals
Reworked the top bar for both mobile and desktop. Bot strength dots moved out of the header and now sit under the minimap, leaving room for cells, units, money, missiles and nukes.
Improved
Troops slider removed mid-game
Troop deployment % is now set once in the start menu and shown read-only during the match. The footer is slimmer and clutter-free.
New
Game portal embed page
New /embed route serves a clean, chrome-free version of the game suitable for submission to portals like CrazyGames.
Fixed
Reliable visit & game-session tracking
Page views and game starts now record through server functions instead of client-side inserts, bypassing RLS race conditions that were silently dropping analytics events.
v0.13.0 — Strategic Depth Patch
Balance
Slower expansion, real frontlines
Player expansion cap reduced from 6 → 4 cells/tick (bots 3 → 2). Enemy capture is 15 % more expensive. Map-flooding is out, contested borders are in.
Balance
Roads = infrastructure, not exploit
Base road income hard-nerfed to a flat $0.08/s with no length scaling. Roads now earn a real bonus only when they link productive buildings (factory/house/harbor) into the capitol network. Long chains incur a slight efficiency penalty.
Balance
Tighter building soft-caps
Houses: strong up to 6, weak up to 10, marginal beyond. Factories: strong up to 5, weak up to 9, marginal beyond. Stacking is no longer a strategy.
Balance
Stronger anti-snowball + comeback
Territory factor kicks in earlier (300/700 cells) and bites harder (1.0 → 0.85 → 0.65). Underdog comeback now scales: <60 % leader = 1.30×, <35 % leader = 1.45×. Plus +0.2/+0.4 global defense bonus and 40 % cheaper bunker repairs when far behind.
Balance
Nukes — earlier, riskier
Nuclear strike money cost 1200 → 1050 (~12 % cheaper). Plutonium plants slowed (1.6 → 1.25 mat/s). Missile production slowed (18 s → 24 s base). Nukes become a real mid-game threat instead of an end-game button.
Balance
Terrain matters more
Capture multipliers raised across all difficult terrain. Defensive bonuses on forest/mountain/snow/swamp/volcanic increased. Mountain mining $0.04 → $0.06, desert solar $0.03 → $0.05, geothermal $0.06 → $0.09. Position now beats raw mass.
New
Bot archetypes
Each bot is now randomly assigned a personality: Aggressor (early military), Defender (bunkers + shields), Economic (factories + harbor), Tech (rushes nuclear), or Balanced. Build priorities and attack frequency shift accordingly — every match plays differently.
v0.12.0 — Major Balancing Patch
Balance
Soft-cap economy
Houses and factories now use tiered scaling (full → half → quarter strength) instead of unlimited stacking. Eight factories no longer print money.
Balance
Road income reworked
Connections now pay $0.15–$0.60/s based on network length. Long, meaningful routes are rewarded; spamming 2-cell roads between adjacent buildings is no longer dominant.
Balance
Harbors rebalanced
Harbor cost 400→700, build 18s→25s, dispatch every 35s. Trade reward scales with route distance ($25–$60). Strong, no longer broken.
Balance
Snowball prevention & comeback
Empires past 400/800 cells take soft income/growth penalties (×0.9 / ×0.75). Factions far behind the leader (<60% of largest) gain a +25% comeback bonus.
Balance
Strikes more meaningful
Conventional missile $350→$400, nuclear strike $800→$1200. Radius, fallout and craters unchanged — late-game decisions matter more.
Easy, Normal, Hard and Brutal now actually change bot behaviour: build cadence, expansion speed, aggression, tech curve and player-targeting bias all scale per tier.
New
Bots use every building
Opponents now construct harbors on coastal sand for trade-ship income, build fire stations near forest clusters and active fires, and erect bunkers only on contested frontiers.
New
Connectivity-aware planning
Bots detect when their buildings are inactive and prioritise roads — or bridges across water — to reconnect them to their Capitol network.
New
Bunker self-repair
Damaged bot bunkers are repaired automatically when reserves allow, keeping defensive lines from collapsing after a single strike.
Improved
Smarter strikes & focus fire
Missile and nuke targeting now weighs Capitols, nuke chains, shields and silos higher, accounts for enemy bunker coverage, and on Hard/Brutal coordinates focus-fire across multiple bots.
Improved
Reactive defense
Bots remember who attacked them and bias counter-attacks toward the aggressor for the next 30 seconds.
Improved
Terrain-aware placement
Houses prefer fertile forest/land, factories avoid swamp, bunkers and silos favour mountains, harbors require coastal sand, and hazardous tiles (fallout, lava, fire) are skipped.
Balance
Pirates layer on top of difficulty
Pirate factions inherit the active difficulty profile and stack additional aggression, attack-priority and harbor focus on top.
v0.10.0 — Capitols & Player Feedback
New
Capitol building
Each faction now starts with an indestructible 3×3 Capitol at its spawn — visible at any zoom and protected from capture.
New
In-game feedback
New Feedback button next to the in-match log lets players submit bugs, ideas, and suggestions, stored securely in the backend.
New
Administrator console
Added a private /administrator page for reviewing, filtering, and triaging player feedback (admin role required).
v0.9.0 — Player Guide & Patch Notes
New
Changelog page
Added an in-game Changelog accessible from the main menu, listing every major update grouped by release date.
New
Instructions page
Comprehensive 12-section player guide covering basics, terrain, economy, buildings, defense, missiles, the nuclear chain, and world events. Reachable from the main menu.
v0.8.0 — Harbors & Maritime Trade
New
Harbor radial menu
Clicking an owned harbor now opens an interactive menu showing active trade ships, income per trip, and the auto-dispatch countdown.
New
Manual trade ship dispatch
Pay $25 to instantly send a trade ship from any owned harbor. Manual dispatches reset the auto-timer to prevent ship clustering.
Improved
Live harbor telemetry
Engine API now exposes per-harbor stats (ownership, ship count, next dispatch) for richer UI feedback.
v0.7.0 — Elevation & Craters
New
Heightmap terrain
Maps now generate with real elevation data. Higher ground influences combat, line-of-sight, and visual shading.
New
Impact craters
Missiles and nuclear strikes deform terrain on impact, leaving permanent craters that can flood when adjacent to water.
Balance
Gameplay-aware terrain
Terrain elevation affects unit movement and building placement, adding strategic depth to map control.
v0.6.0 — Defense Systems
New
Bunkers
Build hardened defensive structures that absorb attacks and protect surrounding territory.
New
Fire department
Deploy fire stations that automatically extinguish fires from missile impacts and prevent spread.
v0.5.0 — Strategic Weaponry
New
Missile silos
Construct silos to launch conventional missiles at distant targets across the map.
New
Nuclear chain
Multi-stage nuclear program: research, enrichment, warhead assembly, and silo launch — with devastating radius.
v0.4.0 — World Events & Atmosphere
New
Random world events
Earthquakes, storms, and other dynamic events keep every match unpredictable.
Improved
Kingdom name generator
Procedurally generated kingdom names with thousands of variations for richer flavor.
v0.3.0 — Economy & Roads
New
Building economy
Houses, factories, and markets each contribute different income streams to your kingdom.
New
Road & bridge connections
Roads connect buildings and boost income. Bridges enable land routes across water tiles.
v0.2.0 — Cloud Saves & Auth
New
Account system
Sign up with email or Google to unlock cloud saves across devices.
New
Save slots
1 free cloud save slot, with 2 additional slots available for Pro accounts.
v0.1.0 — Initial Release
New
Core gameplay loop
Procedurally generated maps, faction expansion, bot opponents, and configurable difficulty.