Experimental Mode — a separate, evolving ruleset that keeps Classic intact.
Fog of war with aging intelligence, shared allied vision, and full visibility for spectators.
Observation and laser satellites, orbital launchers, Space SAMs, and a drawable orbital laser superweapon.
Direct-control tanks, long-range artillery, mobile SAMs, aircraft carriers, and carrier fighters.
Vehicle health, fighter flares, burning wrecks, ballistic artillery, and distinct strike effects.
In-game suggestions and a dedicated post-match prompt to rate Experimental Mode.
Mobile units now have clearer selection, Shift multi-select, distinct move/attack cursors, and move-to-range pathfinding.
AI commanders better detect, defend against, and prioritize mobile combat units.
Carriers field two harder-hitting fighters; allied ports slowly repair warships and carriers and rebuild carrier air wings.
Fog is darker, circular, multiplayer-synced, and on by default in Experimental; Classic can opt in and remains off by default.
Orbital laser targeting now uses an intuitive click-drag corridor with a clear maximum area, stronger effects, and perfectly aligned damage.
Long-range artillery now covers twice the damage area, while armored units caught deep in hostile battlefields suffer attrition.
The shop, lobby, unit indicators, icons, feedback, and all 15 supported localizations received a full pass.
Experimental multiplayer spawn placement, fog state, player identity, and late-join synchronization.
Allied vision now appears immediately when an alliance forms and disappears when it breaks.
Mouse cursor teleporting while issuing unit orders.
Orbital laser strikes failing to draw, fire, or damage the area shown by the beam.
Battlefield unit icons appearing faded, low-resolution, or incorrectly square.
Lobby debug controls from the public release.