TSTEEL//DROPDEVELOPMENT LOG
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Release 0.17.6: two battlefields, one last survivor

Last Survivor now rotates between Forge District and Broken Highway, with larger battlefields, safer deployments and a tactical map that stays useful on every screen.

The hunt no longer begins on the same street

Every Last Survivor match now selects one of two server-authoritative battlefields. Forge District compresses the fight into industrial lanes and layered cover. Broken Highway opens longer sightlines around a shattered diagonal route. Every commander in the room receives the same map, boundaries and destructible geometry.

  • Two distinct 3200 × 1900 battlefields
  • Forge District and Broken Highway rotate between matches
  • One authoritative map selection for every player and replacement bot
  • Map identity is shown during deployment

Room to deploy before the first shot

The twelve combatants now enter from validated positions instead of a tight square grid. Each deployment keeps meaningful distance from the nearest rival, clears heavy-tank collision space and offers nearby cover plus more than one route out. Older unfinished rooms are migrated atomically so nobody loads into mismatched walls or boundaries.

  • Twenty-four validated spawn candidates per map
  • At least 600 world units between selected rivals
  • Heavy-tank clearance and multiple exits
  • Safe migration for matches created before R55

Cleaner battlefield information

Street props still create cover and can be destroyed, but their durability is no longer permanent interface noise. A health bar appears only after damage and trees never carry one. The tactical map now remains visible and touch-safe on phones in both portrait and landscape play.