TSTEEL//DROPDEVELOPMENT LOG
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RELEASESOLOCAMPAIGN

Release 0.20.0: twelve missions, one surviving crew

The solo campaign becomes a twelve-mission tactical run with patrols, sabotage, escort, interception, extraction and a multi-stage final commander.

Every mission changes the decision

The expanded campaign is no longer a sequence of identical elimination arenas. Enemies patrol their assigned sectors until sight or gunfire gives them a real contact, while each operation introduces a different tactical problem and a map built around it.

  • Twelve missions across three chapters
  • Sabotage followed by extraction
  • Headquarters defense and convoy interception
  • Radar towers that extend enemy detection
  • Power-core escort and a multi-phase final commander

A run that remembers what happened

Victory now leads to a field-upgrade draft. Choose one of three permanent improvements and carry it, your remaining lives and your ammunition advantage into the next mission. Losing a tank damages one collected improvement; losing every life ends the build.

  • Three distinct upgrade choices after every completed mission
  • Persistent armor, mobility, reload, penetration, ammunition and survivability
  • Rare extra lives
  • One damaged upgrade per lost life
  • Server-authoritative progression expanded to mission twelve

Terrain is part of the operation

Canals block movement but not fire, mud slows the tracks, brush reduces detection and extraction zones force a final decision after the primary objective. The campaign map and battle HUD now communicate these objectives without covering the arena.