Manage a crew in a procedurally generated urban environment, accumulating money and resources while defending against escalating threats. This early access title emphasizes squad building and territorial control, though players note performance issues that may improve as development continues.
About this game
Manage your own squad! Build up your crew, money, influence, and resources to resist the growing threats in a procedurally generated city.
Players, last 62 days
Peak 1 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended3 hrs
Well i think it has good potential Dev said this is early access version so i hope there will be more because now there a problems with lags and raids.
Changelog:Removed Toilets Added in last update.Removed Showers Added in last update.Tanks and APCs now no longer just take up your disk space. They are actually player controllable and also driven by Army and Robot factions.Major engine overhaul. Each chunk now can safely support up to 900 NPCs (including 100+ vehicles)More pew pew.12 Grenades for the price of one. All grenades/deployables now come in stacks instead of sparse 1-stacks as before. Grenades (and C4s) are still purposely sparse and rare, but they are not single use anymore. (lol)Improved buildings destruction.Improved car driving. Improved car physics and impacts/obstacle clearing balance.Balanced enemies and heat response difficulty and challenge levels for endgame.Tanks and APCs firing and reloading. Both player squad and enemies can control them.Stealing dealership cars no longer steals whole dealership map assets. (lol)Improved CPU optimization. Improved Save/Load optimization and safety. Despite weekly major feature rewrites and updates, as usual, saves are very reliable version to version bi-directionally.Improved camera control and action response effects.Cleared up combat UI.Removed and temporarily disabled few obsolete elements in safehouse. This should lower confusion for new players and decrease unnecessary learning curve for features that are not even fully implemented yet.More than 2500+ git commits (changes/additions/fixes) since last major update that I am NOT going to document, thank you. 0.10 is in the oven for a while now, obviously. Stay tuned for the cool stuff!!! This is just a warmup. CHEERS! - Bolko :D
Update 0.8-rc5 is now live!What does it add? Uh. I forgot. Too much. 💀Changelog:Added Toilets.Added Showers.Added Toilets exploding. Explosions damage all environment and bystanding NPCs (or player)Added various destructible/damageable furniture and structures (all buildings are destructible)Added tanks. They do not spawn. For balance reasons they are not really utilized yet neither by enemies nor by players. Soon.Added NPC driving cars and vehicles.Added New City art.Improved CPU Optimized city loading/saving.Improved roads system. Driving NPCs follow roads unless they are chasing hostiles.Added a Garage for owned vehicles.Added car dealerships and drive-in Auto Shops.Added vehicle repairs, paint, tuning, selling, and selection.Added sports cars, police cruisers, armored trucks, and APCs.Added carjacking, truck jobs, and vehicle hijacks.Added Grow Houses with farming and product processing.Improved Street Sales by using products made in Grow Houses.Added City Army patrols, posts, reports, and backup.Added useful city locations and saved City Locations.Added Molotovs and flamethrowers.Added enemy grenades, fire attacks, and shields.Added food and energy drinks to the city hotbar.Added cash and weapon drops from enemies.Added rare crew training perks.Improved the City Map and added a smaller minimap.Improved melee combat and hit feedback.Improved vehicle damage, wall smashing, and explosions.Improved city navigation, doors, and camera movement.Improved music and sound.Fixed many different gameplay, interface, and stability issues.0.9 is in oven for a good while now... it is going to add content as always, but it is also MAJOR backend rewrite, introducing very intricate CPU performance optimizations, which allows me to push format of whole gameplay (e.g deeper city simulation and very advanced action element) I already have great progress on it: game is now capable running 900 simulated NPCs on a 300x300 tile chunk each (virtually infinite city-wide, as each chunk is ...
0.7 URBAN WARFARE is the largest content update so far! :DOne of many things added is... characters now are able to blink! Oh and... character customization... that's kinda good too. Maybe not as good as blinking: The other less important additions:Cars. It can take you places. But oh... it can also... DYNAMICALLY SMASH THROUGH BUILDINGS. Depending on vehicle type, you may run through a wall before the car explodes. Recommended strategy: use this when raiding enemy safehouse.C4 Explosives and Grenades are added and they are more purpose built. These items are deliberately hard to find. And sometimes, enemies have them. Try to get it before they pull the pin!Away missions are no longer.. away. Which means - all locations in game now have physical representation. Safehouse raids, burger shops, job sites - they are now all represented by dynamic population of city NPCs and functional buildings. Many buildings have gained a dynamic (changeable) identity - such as... burger joints! NPCs now live their own lives! They go to work, get home, lounge around, and do NPC stuff. Like a true NPC would.You can now buy and eat Fried Chicken, or a Good Burger. Or Soda. These items give you buffs. But thats not enough. So for gacha fans, every item type has predefined rarity (common, rare, legendary) which means some items are not easily findable. And they have limited stock. So if you ever find a legendary Tasty Burger - do not miss the opportunity to buy it! 0.7.1, 0.8 and way more to come very soon. Stay tuned :DCheers- Bolko!
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