The next update has been in the works for a while, and we appreciate you sticking with us through this long wait. At this point we have solidified the design, stopped adding new features and are polishing content, making bug fixes and preparing for localization. We'd like to start sharing more details about the update now that we're fairly certain about its content.
We are also beginning a rolling playtest that will continue all the way to the eventual release and will be gradually expanded to include more and more players. We'd like thank everyone who participated in the previous playtests, and we continue to welcome more signups or feedback! Remember to join our Discord and sign up for the playtest here!
Sneak peek: Combat missions
As we're getting closer to release, we'd like to start sharing more details about the content of the next update. Let's start with something small: one of the new missions.

In a Bunker Breach encounter, you will explore underground structures and face some twists to the usual combat mechanics.
- Deep underground, your mobile base can not detect the enemy positions, so you will not see the location of every hostile unit at the start of the fight.
- The enemy is not expecting you and will only move once they see you. Danger might be lurking behind every corner: you might choose to slowly move through the rooms and methodically engage enemy squads one by one, or risk running into the open and alerting the entire garrison at once.
- Not every loadout that excels in an open field might be optimal for these missions. Lobbing missiles over a wall is a quick recipe for getting hit by falling concrete: one must not forget about the ceiling!

As a package deal, here are just a few of other changes made to combat:
- Polished movement UI makes complex encounters easier to read. The predicted enemy movements no longer clump into ambiguous spaghetti, stops are now properly indicated on enemy paths and units can now be seen through walls.
- All mission details are now generated in advance and can be inspected right on the world map. This means that you can directly compare enemy squads, mission modifiers, difficulty and other details before moving out - no need to jump into every briefing just to see what each mission entails.
- A new reward system ensures that each mission on the world map gets varied and contextually appropriate loot. There's no need to guess whether you'll get a blueprint or a pile of scrap when you finish your next fight.

This barely scratches the surface of the upcoming update. We're looking forward to sharing more details about the changes we made to the overworld, pilots and other parts of the game in the near future!
Thank you for your continued support! Hold strong, and see you soon!
— The Phantom Team