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.