Ranked ladder: climb 100 named ranks across 10 leagues by winning ranked Versus and Capture the Flag
Every rank has its own emblem badge, accent colour and display typeface
Barracks: manage your roster, spend command points across your units, and choose which ones you deploy
Your deployed squad now stands on a 3D pedestal stage in the Barracks, walking on and off as you recruit or bench them
Ranked matchmaking pairs you against opponents of a similar rank
Each league you climb unlocks +1 squad slot and +1 Focus cap
Demotion-proof checkpoint ranks at the top of every league, so a bad streak can't drop you below your belt
Ranked PvP is normalized so only your skill and planning decide the match, not grinding stats
Blade swings now leave a white-hot katana slash streak on every hit, not only on kills
Your ranked rank, points and progress are shown on the main menu with a live emblem card
The ranked ladder card no longer overlaps the What's New panel
Long rank names now scale to fit their card instead of getting clipped
Online multiplayer — press Multiplayer to drop into a live lobby
A walkable lobby where you command your soldier by drawing its path, just like a battle
Four matchmaking doors — walk your soldier into one to queue for that mode
Versus 1v1 — plan your army against a real opponent's, then watch the 7 seconds play out
Capture the Flag 1v1 against a real opponent
Horde Co-op — two commanders share one army against 15 escalating waves
Gauntlet Co-op — draft together and survive an escalating gauntlet, survivors carry on
In-match talk — what you type comes out of one of your own soldiers' mouths (press Y to talk)
Multiplayer is brand new — please report any mismatch between players' screens
Pyro — a new flamethrower trooper you can recruit mid-run. Its flames set enemies ablaze, and it's the only class that walks through the Volcanic biome's heat unharmed.
Wildfire — on jungle maps the grass, trees and vines now catch fire and spread it, torching anything caught in the flames.
Weather — maps can now blow windy or roll into a rainstorm, and it changes the fight.
Thunderstorms hurl lightning that can strike a unit dead, just like the snowfields' thundersnow.
Inspect enemy units mid-battle — hover and click any enemy during the fight to read its stats, not just while planning.
Side-by-side unit comparison — open a friendly and an enemy panel together and every stat shows a green or red arrow for who wins it.
Your own units' voicelines now show in their info panel, the same chat log the enemies already had.
Units trade short back-and-forth lines with a new generated-dialogue system.
Snow maps now field more Teleporters, and Volcanic maps field more Jetpacks.
Windy maps slow Jetpacks to half speed — it's hard to fly into a gale.
Rainstorms short out your turrets and smother a Pyro's flames.
Zombies now rally behind a nearby Brute, clumping into the horde's spearhead.
Suicide Bombers detonate the instant they touch one of your units, not only when killed.
Click empty ground to dismiss an open info panel — no need to hunt for the X.
The in-game Index now documents the new units, weather and hazards.
Speech bubbles no longer jitter above units — they track as smoothly as the health bars now.
Friendly voicelines are no longer styled with the enemy's red theme.
Explore mode: a real base is rebuilt as the battlefield — defend a starter squad against raider waves that close in from every edge, and loot the base to grow your army (the more you grab, the harder the raids).
Per-unit leveling: your units now earn XP from kills and level up, banking skill points you spend into Power, Vitality, Precision and Focus.
Unit inspector: click a portrait to open a unit's level, XP, live stats, gear and skills; enemies get a read-only inspector so you can size up what you're fighting.
Auto-Spec: toggle a unit to auto-spend its own skill points for hands-off progression.
Five new upgrade lanes in the between-round draft — Bleed (damage-scaling wounds), Frost (slows the horde), Storm (chain lightning), Ordnance (homing airburst missiles) and Reaper (kills heal and explode), each with a base, mid and capstone perk.
Elite affixes on Brutes: milestone Brutes now arrive Blazing (shots ignite), Glacial (shots slow, ice nova on death) or Overloading (lightning nova on death), each colour-tinted.
Enemy combat barks: red units now shout in-character lines reacting to the moment — a kill, a flank, a downed ally, low health — flavoured by their class.
Two new curses: Transcendence trades health for a recharging shield, Stone Flux grants far more health at the cost of speed and range.
Island biome: a new jungle-island arena with a real coastline and animated sea, added to the map rotation.
Two new global leaderboards: Most Damage in a single battle and Highest Rout Combo.
Every achievement now has its own badge icon.
Living skies and dressing: a drifting day/night sun, clouds, bird flocks, fireflies, scattered foliage and wind now bring the battlefields to life.
The board now grows to fit its map, so Explore bases can be far larger than a normal arena — camera, panning and pathfinding all rescale to match.
Refreshed prop art for bomber ordnance and metal/suit surfaces.
Portrait click now opens the unit inspector; Shift-click still quick-cycles stance.
Hanging jungle vines and tree-canopy leaves now show their foliage in published builds — they previously appeared as flat grey untextured panels outside the editor.
Every battlefield now rolls a biome theme from its map seed — Verdant, Desert, Snow and Volcanic each get their own sky, sun, fog and terrain colours
Weather effects per biome — drifting snowflakes in the cold maps and rolling tumbleweeds across the desert
Living scenery — grass fields, snow fields, trees with a leafy canopy and hanging vines
Ambient biome touches — glinting ice, flickering lava and pillar fires
In-game wiki entries for units and items
Reworked terrain and prism materials with new custom shaders so each biome reads at a glance
Trees, ice and foliage now use dissolve and wind effects for a softer, more alive look
HUD and health-bar polish
Combat tuning pass
Full keyboard navigation in every menu — arrow keys move the selection, Space or Enter confirms
Rotate turrets and barricades while placing them with Q and E
Collected items and upgrades now wrap into tidy side-by-side columns instead of running off the screen, with color-coded tooltips
Main-menu loading is cleaner — the live battle backdrop stays visible while the game loads
Stealth units now cloak their whole silhouette, clothing and held weapon included
The menu's background skirmish no longer plays gunfire and impacts over the menu music
The frosted-glass overlay that covered the menu buttons while loading
Engineer: a support trooper that automatically builds turrets, mines, and barricades
Stealth: vanishes while standing still, then dashes in and knifes enemies from behind for an instant kill
New enemy — Stealer: a fast, tiny raider that races to battlefield items and steals them for the red army
New enemy — Breacher: a lumbering bruiser that smashes through your built barricades
New enemy — Teleporter: opens portals that blink a pack of enemies forward, right over your walls
New enemy — Jetpack: a flyer that soars over cover and barricades and lands on top of the map
Shimmering cloak effect for the Stealth unit
Massive battles stay watchable: under crushing unit counts the fight eases into smooth slow-motion instead of stuttering
Reworked health bars and unit visuals
Big fights use less memory by freeing up GPU resources from off-screen enemies
Round-start lag spike when large armies all picked their paths at the same instant
A celebration banner on the menu: We've made it to Up And Coming - thank you!
A second main-menu theme that plays when you return to the menu after a match
Large battles run smoother — combat audio no longer piles up into hundreds of overlapping sounds
Massed gunfire now reads as one punchy volley instead of a wall of noise
The main-menu subtitle now bounces letter-by-letter in a rainbow wave
Hold Shift and scroll the wheel to change battle speed mid-fight — now works in the live game
The What's New panel icons now show up in the live game (they only appeared in development before)
Battle-speed scrolling works again — hold Shift and scroll the wheel mid-fight to change speed
Turrets placed side by side now build in parallel — a unit that finishes one no longer hogs the adjacent turret and blocks a free builder
Pause the battle — opening the menu now freezes the fight with a big PAUSED banner while you decide whether to quit
Place structures with hotkeys — A for Turret, S for Mine, D for Barricade
C cycles your whole army's stance, F toggles auto mode
Scavenger upgrade — your units roam farther to grab battlefield items
Redesigned top bar — the PLAN/FIGHT banner is centred and every button is the same size and evenly spaced Kill feed now stacks repeated deaths into one line (e.g. zombie x3) instead of spamming a row each
The Kite stance reads consistently everywhere — the stance button used to say "Retreat" while the cards said "Kite"
Clearer deploy costs (shown in points) and a roomier controls hint that lists every hotkey
You can now reliably build more than one turret — a builder getting briefly bumped no longer abandons the structure for good or wastes your deploy budget
Your units obey their drawn orders instead of being pulled away to build, unless no one else is free
Bomber blasts now show one clean explosion — fixed missing, duplicated and misplaced explosion effects
Hold Shift and the arrow keys to orbit the camera (plain arrows still pan)
Auto mode no longer auto-starts the army draft you open from the menu — set up your squad first; the in-game auto-loop still runs itself
Slimmed and tidied the controls hint shown during planning
HUD-styled health bars with the unit's class name shown right on the bar
Crowded enemies of the same type stack into one bar tagged with a count
Arrow keys pan the camera
Hold or press Space to confirm — blow through planning, result and upgrade screens
Quit to the main menu mid-match without leaving the game (top left corner)
Brute elites get a bigger, gold-labelled health bar so they stand out
Advance-stance units now detour to grab nearby items, even around cover
Health bars match the menu's angled HUD style and stay readable at any zoom
Fixed a freeze and crash when starting a round on a map with paths walled off
Fixed a soft-lock where banishing every upgrade left you stuck on the screen
Big explosion-heavy waves run much smoother (blasts merge and are capped)
Battlefield items now cast shadows; medic heals no longer show a debug wireframe
Doom-style enemy sprite impostors keep huge battles smooth — once a fight gets crowded, the most-hidden enemies swap to lightweight camera-facing sprites so the frame rate holds up
New reviewer thank-you item: grodbert's Hug — a warm peach pickup that grants your whole squad +10% damage reduction per pickup (stacks up to 60%, never invulnerable)
Menu announcements bar — a home on the main menu for news and notices
Build version watermark in the lower-left corner so you always know which build you're on
Enemy impostors are colour- and lighting-matched to the 3D citizens, with per-unit animation timing so packs no longer march in lockstep
Menu shows a frosted-glass loading gate over the mode buttons while sprites bake on first load — and a failed bake can never lock you out of the menu
Long editor play/stop sessions no longer exhaust texture allocations — baked sprite textures are reused and released cleanly
Audio clip length now loads reliably instead of reading as zero
Build-your-army screen now shows a live 3D portrait of each unit, with eyes that follow your cursor
A run-modifiers panel in battle: see your active synergies, curses and upgrades at a glance
New Banana battlefield item — an army-wide attack-speed boost (a thank-you for ypdubai)
Units now automatically walk over and collect nearby battlefield items
Toggle Stance button under the portraits: set one standing order for your whole army at once, applied to new units too
New global Achievements leaderboard
Hover tooltips for the Brute, Surge and Endless wave indicators
Auto mode now picks an upgrade for you after each wave, and auto-replays after a defeat
Planning no longer freezes the game during big, mortar-heavy fights
The Wave, Brute and Surge indicators are combined into one, so the PLAN/FIGHT text no longer overlaps the unit counts
The playfund bar shifts through rainbow colours as it fills and blooms green at 50/50
Cancel a placed turret, mine or barricade by right-clicking it during planning
The defeat screen now tells you what made the wave deadly — Brute reinforcements or a catch-up surge
Blades rebalanced: a little slower, with less momentum damage
The damage feed no longer climbs over the top bar
Units getting stuck on corners and against walls — including when shoved from behind — now reliably free themselves
Builders no longer get stuck forever trying to reach a build site behind a wall; they give up and fight instead
Recruited units no longer linger in the modifiers list after they die
Various tooltip colours and item visuals
Battlefield items now show as their proper icons again instead of plain round shapes
Reviews now show which thank-you item a bug reporter earned, right on their review (icon + name)
Hover a review's reward badge to read what that item does
Review badges now sit on their own line under the reviewer's name
Thank-you items for players who reported bugs — collect them on the battlefield for a permanent army buff: Surge's Spark (speed), WillX3D's Wrench (HP), Lag_Spike's Toolkit (damage), ubre's Mark (damage + range)
Battlefield items now appear as little voxel models of their actual emoji
Items now rest on top of raised terrain instead of sinking into it
Rewrote item descriptions with proper flavour
You can now cancel a turret or other equipment from any earlier round (right-click it while placing) — it frees the unit that was assigned to build it and refunds the cost
Units sent to build now walk around walls instead of jamming on terrain, and give up if a spot can't be reached
You can no longer place equipment somewhere your units can't actually get to
Horde waves no longer drag on forever when an enemy gets stuck on terrain — unreachable stragglers are cleared so the wave can end
Fixed a layout glitch on the menu's reviews panel
Multiplayer is still coming soon
Battlefield items: collectibles now spawn on the map during battles
Reviewer's Cookie: leave a review and a cookie appears on every map — collect it for a permanent boost to your whole army's max HP
Items inventory in the top-right that lists what you've collected, with a hover tooltip explaining each item
Auto mode: a toggle beside the speed control that auto-advances for you — DONE, the draft's BATTLE, and PLAY AGAIN each run a countdown and continue automatically (it switches off if you lose)
Fortifications upgrade: raises your deploy budget so you can field more turrets, mines and barricades
Steam avatars now show next to player names in the reviews and on the leaderboards
Multiplayer button on the main menu (coming soon)
Player reviews are now pulled live and stay up to date, each shown with the reviewer's Steam avatar
The playfund bar fills up with an animation when you open the menu and shows the live player count
Menu polish: battle unit counts are centered and the mode reads "Versus AI"
Tidied the spacing on the curse offer text and the leaderboard rank line
Restyled the curse ACCEPT button to match the angled menu buttons
Multiplayer isn't playable yet
Global leaderboards now live right on the main menu — page through Horde score, best wave, Gauntlet streak, vs-AI wins, CTF wins and total enemies routed.
A "What's New" panel on the menu shows the latest patch notes, with page-through history of past updates.
Every achievement now scrolls across the menu in a moving showcase — hover one to see its badge, point value, prestige tier and unlock state.
A live damage feed streams up the left of the screen as your army lands hits — bigger, hotter numbers for harder hits, with gold pops for crits.
Hold Shift and scroll to change battle speed on the fly, alongside the speed button.
The menu tagline now rotates each time you return, with a few colourful surprises.
Battle speed is now yours to keep — it persists across rounds, waves and fights instead of snapping back to 1x.
Lasso selection now matches exactly what you box on screen at any camera angle; drag over your own units to deselect them, with live rings previewing who's added or removed.
Placing a turret or structure now drops you back to normal control instead of leaving you stuck in placement mode.
Hard difficulty is now marked with a red accent so your setting reads at a glance.
A styling pass across the menus: themed leaderboard, changelog, draft and upgrade panels, reworked plus and minus buttons, and upgrade card labels that fit on one line.
Units no longer get stuck on walls and corners — both your army and the enemy reliably route around cover and out of one-door rooms instead of jamming in place.
The camera no longer locks into panning after you place a structure.
The Brute Wave warning tooltip no longer spills its text outside the box.
19 unlockable achievements spanning Horde, Gauntlet, vs-AI and CTF, each with its own badge.
Brute Wave warning now has a hover tooltip showing exactly how the elite Brutes are buffed.
Enemy threat zones and turret coverage now merge into clean blobs instead of a web of overlapping rings.
The end-of-match leaderboard now sits beside the run summary instead of running off the bottom of the screen.
The battlefield now opens on a low, angled view instead of a flat top-down one.
Smoother performance in big fights and during planning.
Units now reliably set off when given a path, instead of getting stuck at the spawn or refusing to move.
Units route around walls and corners instead of jamming into them.
Advance and Retreat stances now path around cover instead of walking straight into walls.
Fixed late-game Horde hitching when moving units or ending a round, worst with lots of enemies or heavy barricading.