I'm developing Armaphract, a urban tank strategy game.
| STEAM: https://t.co/zcBTrLVUhQ | dev builds are on itch
Shorts
A bunch of changes - Some APS modules will also target all slower projectiles like grenades - Firing ordnance now shows est max range and est accuracy cones - fog of war edges softened - reverse waypoints mean you can queue backing up then moving forward
28,504 views
point defense for your squad with a little CRAM vehicle
82,199 views
“The autosyrettes of the M5T trauma kit contains class-7 amphetamines to sustain combat capability in critically wounded vehicle crewmen. It is the medical officer’s responsibility to ensure the kit is properly secured in the presence of enlisted crew.”
38,186 views
Improving the armory interface! Also adding stats on the right for more information when customizing a unit
96,758 views
Working on weapon crew and QOL upgrades: • Units will now target the biggest threat they can handle • HMGs and similar can swivel independently (not tied to main gun) • Crews auto-select the most effective ammo for the target (e.g. canister for infantry)
44,669 views
improved module/armor display for vehicles, to better visualize directional damage
81,253 views
Reworking the armory into a modular system, for customizing vehicle loadouts
126,441 views
Night combat
85,899 views
You can now spin around your vehicles in the armory!
62,021 views
Adding infantry units, they unload from IFVs and can use buildings to ambush tanks #gamedev
79,187 views
When all you have is fire, every problem starts to look combustible
38,290 views
multi faction combat! it's really chaotic
47,013 views
APS hard-kill countermeasures to intercept and defeat ATGMs and rockets mid flight #gamedev