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Developer Update (August 2024)
Weekly

With release day quickly approaching we are refining and polishing various parts of the game and adding new features including:

Refined User Interface - We streamlined various menus, including Powers and Army selection screens to provide critical information about loadout selections and enhance the intuitivness of the menu.

Custom Matchmaking & Lobby - Added functionality to allow for direct matchmaking with a friend and soon custom matches will be available allowing you to personalize your match experience through various available options & presets

The latest Alpha Build also includes:

  • Added Bounty system to allow low level units to earn their ground faster in the late game.

Current meta punishes players who want to change their strategy during mid / late game due do the strength gap between low level & high level units. A bounty system allows low level units to earn much higher rewards when killing high level units. This system is also dynamic - the XP multiplier is calculated based on the level difference between units (level 1 unit killing level 4 unit has the highest multiplier).

  • Improving Unit leveling systems & readjusting the balance.

Previous leveling systems allowed players to leverage the loophole of using groups of units to multiply the assist XP, emphasizing the snowball effect. XP requirements were also adjusted for individual units that were too difficult to level up which resulted in player’s ignoring them. 

  • Reduced maximum level of units.

Maximum level was decreased to 4 for all units to reduce the focus on farming for single unit meta and make the use of multiple units viable.

  • Reduced the number of equipped units from 6 to 5.

We wanted players to put more focus on their playstyle & strategy before the match begins. Being able to equip 6 units didn’t give reason to put much thought into that as players could essentially equip every unit that is currently available in the game. This will change as we introduce more units in the future, nevertheless picking from 6 units did feel a bit too much considering the fast paced nature of the game. 

  • Rebalanced Overall unit stats (Accuracy, Damage Output, HP,…).

We refined stats for all units to make the “rock-paper-scissors” balance more clear and unit counters more understandable while keeping them all relevant.

  • Adjusted Sniper balance; Unit was overpowered relative to all other unit types.

  • Rebalanced Flash Block stats including energy consumption and damage / buff output (Nano Bullets, Electric Storm, Backbone, Keygen, Runtime, Skeleton and more.) Certain flash blocks were overpowered while others were too week, so we rebalanced all of their oputputs, but we will continue making tweaks based on community feedback and our own playtests.

  • Reworked Browser placement for more balanced experience. Jungle is currently too centralized inside the Dropzone - this was changed by bringing Browser spawn zones to the outer parts of the pit. Other zones were also adjusted for more balanced experience.

We want to give a special shout out to our Alpha testers as many of these revisions come directly from feedback received from you and our community!

Our next update will come next Saturday, but directly on the horizon we are looking to deliver these key elements

  • New Units and Flashblock abilities
  • Battle Pass
  • Community Activities, including tournaments and integrations with social partners like Tribally and XBorg

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