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Full Steam announcements and update articles for this title.
We’re excited to reveal Assassin's Mace, the next DLC for ICBM: Escalation.
Assassin's Mace follows the rise of the People's Republic of China from the aftermath of World War II to its emergence as a global superpower. Lead China through decades of conflict, unifying the nation after the Chinese Civil War, leverage asymmetrical tactics, clever countermeasures and massive reserves of manpower to disarm and overwhelm technologically superior opponents, and transform from an underdog peasant nation into a global superpower.
The DLC is now entering beta, and we’re inviting you to sign up and help us test before release. Your feedback will be essential in shaping the final version.Sign up for the beta and learn more on the official product page.Assassin's Mace - Beta
Last but not least, we've released a selection of ICBM-themed Steam Community items. You can now collect trading cards, badges, profile backgrounds and emoticons.
Hi everyone, a new update for ICBM: Escalation is out now. It focuses on AI behavior, QoL improvements, fixes and more.
1.1.3:
Fixed the extreme performance drop caused by helicopters hanging on top of the army base
Fixed the AI factions issuing the same Unban Geneva requests concurrently
Fixed the problem with the AI factions suddenly releasing helicopters they don't really have from Army Bases
Fixed naval monitoring station not auto-engaging against submarines with their naval helicopters
Added a timeout before the AI players can unban tech/weapon
Depth Charges and ASROC now check the fire trajectory the same way as torpedoes, to avoid firing through land masses
Fixed the midcourse ABMs ranges not showing on radar map
Additionally, we are opening the beta sign-ups to test never-before-seen content. Be among the first to join and help test and refine what's coming.
Last but not least, thank you for the enthusiasm you have shown following the release of the AI Rework. We are carefully reviewing your feedback to help plan the next steps and continue improving and refining the experience. Currently, the additional features and improvements planned are:
Active use of special operations teams and terrorist units
Expansion into space warfare
A bio-weapons rework
Improved use of combat engineers and forward operating bases
Better unit situational awareness in edge cases
Improved handling of heavily “turtled” players
More diverse AI strategies
The team fully reworked the game’s AI. This is a fundamental overhaul, heavily driven by community feedback and incorporating many player-suggested tactics and improvements.
The new AI is more strategic, adaptive, and less predictable in its behavior. Depending on the selected difficulty, it creates constant pressure and makes the world feel truly “alive”, with territories frequently changing hands through ongoing regional conflicts.
It now handles diplomacy, conventional warfare, and nuclear escalation in a far more balanced and coherent way. Conflicts can evolve naturally over time - from early conventional engagements, through limited nuclear use, and ultimately into high-stakes, full-scale nuclear endgame scenarios.
In addition to these gameplay improvements, the update also delivers significant performance optimizations, resulting in a smoother and more consistent overall experience.
If you want to know more regarding the AI Rework process, please check previous Diaries:
Additionally, we are releasing the S.N.A.R.E. campaign for free. A series of five missions set across the decades (1960, 1980, 2000, 2020 and 2040), focused on heavy nuclear warfare. To celebrate, the entire ICBM series is available at a discount for a limited time. Don't miss the chance to enter this nuclear world or complete your collection.
Fixed an occasional game freeze
Fixed a potential crash
Fixed the problem with incorrect city handling when loading MP games with destroyed territories
Fixed the problem with the AI not using all available nuclear bombs
Fixed the problem with incorrect rate-of-fire for AA gunsites and similar units
Fixed incorrect missile property caching that had the effect of MIRV missiles not splitting into individual warheads
Added the possibility to independently configure Production and Science speed multipliers for the game regardless of the game type + Added S.N.A.R.E. campaign
Changed the Torpedo characteristics
Specialized Airbases now host different set of aircraft
Added more logging when checking for Internet/Steam availability
Hello everyone, here’s the next iteration of the Beta AI. This update focuses primarily on fine-tuning existing systems rather than introducing entirely new mechanics.
One of the biggest challenges for the new AI - still not fully solved - is determining when to escalate a conventional conflict into full-scale nuclear war.
In the early technological eras, this decision is relatively straightforward. Factions rely mostly on conventional forces, nuclear production is limited, and delivery systems are inefficient. As a result, nuclear weapons tend to be used in a tactical role, such as eliminating hardened targets.
As the game progresses and tactical nuclear weapons become more advanced - particularly nuclear MRBMs - the situation becomes more complex. Factions begin to build up their arsenals, and conflicts can quickly escalate into regional nuclear exchanges that are fast and highly destructive, but still somewhat contained.
However, once launchpad ICBMs, missile silos, SSBNs and anti-missile defenses enter the picture, the line between a localized conflict and an existential threat becomes much harder to define.
During an ongoing conventional war, key questions arise:
When is the right moment to commit strategic nuclear forces?
Strike too early, and you may not have enough assets for an effective first strike.
Wait too long, and the enemy may outbuild you or inflict critical losses on your conventional forces.
Launching missiles often reveals the location of your assets, potentially allowing opponents to disarm you before finishing off your remaining forces and launching an invasion.
This Beta is an attempt to find the right balance in these decisions. Your feedback on how “right” it feels will be extremely valuable.
Another area of focus in this build is the Campaign.
It should now play more reliably, but if you encounter any issues or inconsistencies, your reports will be very helpful in polishing the experience.
There are also a number of smaller fixes and improvements included. Overall, the game should feel smoother and more stable compared to previous versions.
Hopefully, this will be the final beta build, with the next update planned as the full release.
That said, AI development is an ongoing process and there is always room for further improvement. Even after release, additional features and refinements are planned, including:
Active use of special operations teams and terrorist units
Expansion into space warfare
A bio-weapons rework
Improved use of combat engineers and forward operating bases
Better unit situational awareness in edge cases
Improved handling of heavily “turtled” players
More diverse AI strategies
As always, thank you for your continued support, it’s been invaluable throughout the beta process!
1.1.2 beta 6
Fixed the issue with a faction falling into an endless "build army division" loop
Fixed the issue with interceptor aircraft crashing on patrol
Fixed a crash related with handling logistics
Fixed the problem with SSBNs over-saturating the low-priority targets
Fixed the problem with too restrictive blocked zones preventing air attacks
Leaders portrait images and faction icons can now have any name and not necessarily be indexed unless the index is supposed to be used in the map file
Enemy mobile units can now dynamically change position to minimize the chance of being destroyed
AI is now more passive on lower difficulty levels
Added the air-first nuclear strategy
The AI is now much slower to escalate to the full-scaled nuclear war (if not set to Aggressive mode and not provoked)
The open beta is now approaching the point where the majority of the planned features have been implemented and are ready for testing.
Beta 5 introduces several important improvements to the AI.
First, the AI is now more deliberate in how it builds and deploys its defenses - both anti-air and anti-missile systems. It attempts to produce and position these assets more strategically, while also supporting them through appropriate research and auxiliary units such as over-the-horizon radars and satellites.
This becomes especially important in the late game, when players begin to deploy nuclear arsenals and more advanced delivery systems.
The second major addition in Beta 5 is a new alternative AI strategy. While the original strategy focused primarily on land-based ICBMs, the new one emphasizes naval forces and SSBNs. This significantly changes how different factions behave, making their research priorities and military builds less predictable.
There have also been a number of smaller improvements and fixes. Aside from stability updates, one of the most important changes is a complete rework of the paradrop system.
In previous versions, paradrops behaved differently for AI and human players. The AI could drop units directly into another faction’s occupation zone, while human players were prevented from doing so. This could also lead to frustrating situations where drops would silently fail if the occupying units were hidden from the player.
This system has now been unified and works the same way for both AI and human players.
When a unit is ordered to drop inside an occupied zone, the drop is no longer denied outright. Instead, the game calculates the closest valid drop point - one that does not interfere with existing occupation timers. For example, if an enemy unit is occupying a city, your unit will not be allowed to drop closer to that city than the farthest existing occupier, preventing players from resetting occupation timers through paradrops.
The goal of this change is to remove confusion and frustration when air transports do not drop units exactly where ordered.
Another update affects how multi-faction occupation works.
When multiple factions are attempting to occupy the same region, the number of cities under control is now the primary factor. A faction that controls all cities in a region will always secure that region, even if another faction has more army units present.
Thanks to the saved games and reports many of you submitted, I was able to track down and fix several difficult-to-reproduce issues that caused crashes and freezes in both single-player and multiplayer.
Your saved games demonstrating problems are incredibly valuable - thank you for continuing to share them.
While Beta 5 is closer to the final version than ever, there are still some remaining limitations:
There are currently only two distinct AI strategies.
The AI is still not very effective at anti-satellite warfare.
The Campaign has not yet been fully revised to match the new AI behavior.
The next update will focus on expanding the variety of AI strategies and reviewing the campaign missions to ensure that AI behavior matches the intended gameplay experience.
Another priority will be more extensive testing of the diplomacy system, particularly alliance behavior.
There is also a larger question regarding overall game difficulty. The AI improvements have noticeably increased the challenge level, especially on lower difficulty settings. This raises the question:
Is Normal difficulty actually normal?
Is Easy mode easy enough?
It may make sense to adjust AI aggressiveness on lower difficulty levels to provide a more relaxed experience - fewer two-front wars and less pressure to immediately build a strong conventional army just to survive. I’d really like to hear your thoughts on this.
Once again, thank you for your continued support!
1.1.2 beta 5
Fixed some boarding/unboarding issues for the AI
Warplans don't cancel follow orders anymore when cancelled
Fixed the problem with warplans resetting Range Limit when cancelling edit
Fixed the problem with warplans not saving Range Limit
Fixed a crash related to the async AI plan management
Fixed a crash related to the async AI handling during region transfer
Fixed the game freezing when AI starts deploying units
Fixed the problem with the saves MP games not able to reconnect
Fixed the problem with incorrect unit costs when distributing points
Fixed the crash when renaming units with long names in non-English localization
AI is now placing AA and ABM defences more strategically
Added one alternative AI strategy
It is now allowed to drop your units inside the "occupation radius" of other units, however the drop position is auto-adjusted to not cancel the existing occupation timer
Hi everyone,
We’re releasing a new Beta, and this update focuses mainly on bug fixes and expanding the nuclear component of the game.
The general idea behind the Conquest game mode is that conflicts should evolve over time. Wars begin as smaller regional struggles focused on land grabbing, but gradually escalate as factions deploy increasingly powerful weapons. Early on, conflicts rely on conventional forces. As tensions rise, chemical weapons may begin to appear, followed by tactical nuclear weapons, and eventually strategic nuclear strikes.
During the early conventional phase, conflicts can last for quite some time, with factions gradually reinforcing the frontlines and maneuvering for advantage. However, the late stages are meant to become far more brutal. At that point, a rapid exchange of nuclear strikes can quickly decide the outcome, potentially leaving one side devastated and unable to resist the invasion of its irradiated territory.
Up until Beta 4, this “nuclear escalation” aspect was largely missing because the AI did not properly understand when and how to build nuclear assets and defenses.
This update addresses that problem.
The AI can now switch between conventional and nuclear-focused production depending on the overall strategic situation and rising global tensions. As a result, if you push too aggressively during the later stages of the game - especially once advanced technologies become available - you should expect the possibility of a nuclear response.
This also means the balance of power can shift very quickly. Nuclear weapons tend to eliminate long-preserved assets in a very short time, dramatically reshaping the battlefield.
Another significant set of changes affects diplomacy, particularly interactions with allies.
Allied factions should now feel more like true allies. They evaluate diplomatic proposals using different criteria and are less likely to betray you compared to previous versions.
Several broader diplomacy issues have also been addressed. For example, factions are now less likely to quickly sign peace treaties immediately after exchanging a few strikes, which previously led to unrealistic situations.
Thanks to the save files, bug reports, and feedback many of you provided, a large number of internal issues have been resolved.
As a result, Beta 4 should be noticeably more stable and solid than Beta 3.
As this is the first Beta that introduces the nuclear build mechanics, some systems are still under development and not yet in their final form. Please keep the following known issues in mind:
When global pollution reaches around 10%, the AI may occasionally enter a “hate everyone” mode and begin declaring war on multiple factions indiscriminately.
The AI still does not fully calculate the strategic impact of nuclear weapons. In some situations, it may threaten nuclear-capable factions or make territorial demands without having a sufficient nuclear arsenal of its own.
Nuclear reconnaissance and defense systems are still being developed and may currently lag behind offensive nuclear capabilities.
The AI may sometimes be indiscriminate in selecting targets for nuclear strikes, resulting in less strategic targeting than intended.
These systems are still being actively worked on and will continue to improve in future updates.
The next update will focus on refining AI strategies and introducing greater variety in AI behavior.
At the moment, all AI factions effectively use the same strategic approach. This will change. Different factions will adopt different strategic preferences - for example:
Some factions may prioritize missile silos
Others may focus more heavily on submarines
Others may rely more on air power
This should make the game feel more dynamic and reduce the predictability of AI behavior.
Another important task is integrating late-game technologies into AI strategies. Currently, the AI does not properly account for systems such as laser defense complexes or DEW satellites. Addressing this is one of the final steps before the AI rework is complete.
Once again, thank you for your continued support. I hope you enjoy the changes in this update.
1.1.2 beta 4
Fixed the problem with Naval Stations not being possible to order replenishing its helicopters
Fixed the problem with units sometimes entering two AI plans the same time
Fixed a crash related to simultaneous handling logistics of different AI factions
Fixed a crash related to releasing of graphical objects in secondary thread
Fixed a crash related to voting during AI execution
Fixed a crash related to region ownership change during AI execution
Fixed a crash related to storing a killed target in AI plans
Fixed the AI being "stuck" while building certain units that require complex build order
Fixed some variants of the AI "overbuilding" different kinds of units
Fixed the AI incorrectly estimated the threat from the factions it has peace treaty with
Fixed the AI not attacking enemy units in some cases
Fixed the AI being too willing to agree on ceasefire even when it could steamroll the enemy
Fixed some diplomacy issues when dealing with allies
Fixed diplomacy screen buttons overflowing faction info
Carriers are no more left alone by AI
No more drawing points on the cities when the selected unit with nuclear weapon cannot attack cities
AI now tends to groups its navy
Added initial Nuclear strategy for the AI
No countdown timer for Conquest mode by default
Beta 3 is finally ready. This update primarily focuses on optimization and general improvements based on your feedback.
Originally, the plan was to emphasize the “nuclear” aspect of the game more heavily. However, smoothing out the game “stuttering” caused by the significantly increased CPU demands of the updated AI required far more effort than anticipated. While working on the planned optimization steps - and thanks to the save files many of you sent - I discovered additional opportunities to further improve performance, especially in the late game. As a result, I decided to prioritize performance improvements for this update.
I genuinely hope you’ll feel the difference.
That said, because the changes to the underlying execution engine are substantial, there is unfortunately a higher risk of occasional crashes. If you encounter one, please follow these steps:
Go to Documents → My Games → ICBM-Escalation
Locate the file Fatal.txt and any crash dump files (something like crashinfo_ver. 1.1.2 beta 3_2026.02.16__13.20.51.dmp)
Compress them into an archive (.zip, .rar - any format works)
Post the archive along with a description of the issue on the game’s Discord server or email it to vufnarovsky at gmail
If you are able to reliably reproduce a crash, that would be enormously helpful.
Another major focus of Beta 3 was AI aggressiveness - while also improving its ability to understand the overall strategic situation.
In this version, the AI is once again “more fun”, behaving closer to Beta 1 in how it pushes advantages. When an invasion succeeds, it now continues the offensive instead of stopping after capturing a single region.
Beta 2 introduced an issue that made the AI overly cautious when initiating invasions. It treated all non-friendly assets as hostile - not just the factions it intended to attack. This caused the AI to delay invasions until it was strong enough to handle not just one opponent, but all potential enemies combined. This clearly limited its effectiveness. That behavior has now been corrected.
The AI in Beta 3 is more flexible in choosing what to build. As example, it may now construct a full airbase instead of a tactical one if aircraft range would otherwise be insufficient to support an invasion. It also evaluates the “efficiency” of different units for specific roles, for example, sometimes preferring MRBM TELs over SRBMs, Cruiser over Destroyer, and vice versa, depending on the situation.
For the first time, the AI tracks the history of various events and incorporates that data into diplomatic decisions.
One practical improvement is that it should be less repetitive and less likely to spam the same diplomatic requests. More importantly, it now performs a linear regression analysis of military strength trends among factions. This allows it to assess whether it is gaining or losing momentum in a conflict.
Additionally, the AI now distinguishes between a faction’s conventional forces and its nuclear capabilities. It attempts to estimate the probability of full-scale nuclear war and adjusts its evaluation of overall faction power accordingly - depending on whether it expects the conflict to remain conventional or escalate.
With much of the foundational work now in place, Beta 4 will focus heavily on the nuclear dimension of the game.
My hope is that Beta 3 strikes the right balance between “too aggressive” and “too cautious,” setting the stage for Beta 4 to deepen the AI’s focus on mid-to-late-game missile defense and nuclear deterrence.
Here below you can find the latest changelog:
1.1.2 beta 3
Fixed the problem with too many Ballistic Missile Sites/SRBMs built-in,
Fixed the problem with the AI being too cautions with invasions,
Fixed the problem with the AI agreeing on ceasefire too quickly even when winning,
Fixed the game "stuttering" when the AI builds logistics routes,
Fixed the game "stuttering" when the AI analyses the overall map and adjusts its strategy,
Fixed the game "stuttering" when the AI was deleting its dynamic plans,
Fixed a problem with the AI being able to start war during peace time,
Generally increased the game performance,
"Priority research complete" journal event is now triggered only when the research queue becomes empt,
The AI is now less prone to "spam" player with the same requests,
Changes the way AI evaluates the faction's strength,
The AI now tracks the war progress and takes decisions based on the overall success instead of the momentary force distribution
Big thank you to everyone who participated in Beta 1, and especially to those who sent in saved games to illustrate different issues. Saved games are extremely important for us - they’re often the only way to truly see and understand what’s going on. Screenshots or videos usually give very little insight into the actual cause of a problem, which makes them much less helpful.
Reminder: the best way to send a saved game
Zoom in so the “problem” is centered on your screen. This makes it much easier for us to spot later.
Press Esc → Save, and create a new save with a sensible name. Please don’t overwrite an existing save.
Go to Documents → My Games → ICBM-Escalation → SAVES.
Find the save folder with the highest number in its name (e.g. SAVE12, SAVE43, etc.).
Compress this folder into an archive (zip, rar - anything works).
Post the archive along with a description of the problem on the game’s Discord server - or email it to vufnarovsky at gmail.
Thanks in advance!
Beta 1 was focused on testing the AI’s conventional invasion/defense mechanics and how it handles military build-up. For this purpose, AI aggressiveness was set to the maximum, which resulted in very dynamic - and often chaotic - gameplay.
In Beta 2, AI aggressiveness is set to a normal level. You can now expect longer periods of armed neutrality from AI factions - don’t expect massive invasions or rapid land grabs immediately after the peace timer expires.
That said, the AI does not underestimate threats. If you attempt an invasion, it will respond accordingly. This also doesn’t mean the AI will remain peaceful forever. Investing all your points into technology from the very start to create an early tech gap can still backfire (and this is actually something worth testing).
In Beta 1, the AI was also prone to attacking its allies and was overly eager to attack factions it didn’t even share land borders with. Beta 2 significantly tones this behavior down.
Note: if you want to bring the AI aggressiveness to the same level as in Beta 1, check the “Aggressive AI” setting when starting a new game.
Thanks to your feedback, a number of issues were found and fixed, including:
Resupply ships and FOBs not repairing units
AI deploying its navy in foreign waters
Incorrect evaluation of support unit influence
Occupation of already surrendered states
AI producing too many naval and AA units
AI building and deploying support units with insufficient range
AI massacring cities even when population was already at zero
Research center effects being shared with allies
Many other minor issues
Overall, Beta 2 should offer a noticeably different playstyle, with more sensible diplomacy and a more deliberate build-up before conflicts truly unfold.
Looking ahead to Beta 3, the focus will shift to the nuclear side of the game - both warfare and diplomacy. Performance will also be a major priority, especially reducing late-game “stuttering” caused by AI logistics calculations, as well as improving performance in general when large numbers of units are present on the map.
Thank you once again for your support!
Changelog:
The AI army divisions don't try to board the Self-Destructing airbases anymore
Changed the double-occupation pattern. Now the faction that controls the most population gets the region
Restricted the number of naval units used by the AI
Not showing relations with the surrendered factions anymore
Now checking for compatibility the saved points distributions
Fixed resupply ships and FOBs not repairing units
Fixed the incorrect reading of target AI technologies
Fixed the AI transports not reacting to the destination change
Fixed the problem with AI deploying its navy outside of its waters
Fixed the problem with the enemy power evaluation for invasion possibility
Added the "backup" solution for support categories when the default AI group does not have the range to cover the potential invasion target
When invading enemy region that has ground border with our faction and the army requires transporting, default to deploy to our bordering region instead
The faction can now occupy the cities of a surrendered faction even if was not in state of war
The AI now considered its allies differently from the rest of the factions when deciding to invade / go to war
The AI now always prefer dealing with the factions it has direct land borders with
Research center and Intelligence center don't buff the allies anymore
Fixed the problem with cities not saving their "in range" status, thus showing incorrect stats on load
Units that are disbanding to return to your stockpile due to ceasefire now report themselves as "Disbanding" instead of "Self-destructing"
Reduced the aggressiveness of the AI factions in the beginning of the match
The support type categories are now dynamically defined instead of being hardcoded
Adds a new radar type to landing ships and air transports, which only sees army divisions and bases - goal is to reduce player confusion and frustration when a unit fails to deploy due to enemy zone of control
City art update
SSBNs no longer treat EMPs as a default weapon
The AI Rework is getting closer to release and is finally ready for an extensive multi-week testing phase.
If you’d like to help us test and refine the AI ahead of the final release, please follow these steps: Here are the standard steps to join a beta branch on Steam:
Open Steam and go to your Library.
Find ICBM: Escalation and right-click it.
Select Properties from the context menu.
In the Properties window, open the Game Versions & Betas tab.
Under “Selected Game Version”, you will see a list of available versions.
Select the Open Beta AI rework.
Close the Properties window.
Steam will automatically download the selected version. To leave the beta, repeat the steps and select “Default Public Version”. (PLEASE NOTE: If you can't see the AI Rework branch, close and re-start Steam)
When we reviewed the AI in ICBM: Escalation, it became clear that the issue wasn’t balance or tuning, but intent. The AI was optimized for short-term gains and score efficiency, which led to erratic decisions, rapid escalation, and wars that ended far too quickly in nuclear exchanges.
The reworked AI is built around long-term strategy. It now plans ahead, values territorial control, and considers logistics and sustainability when making decisions. Rather than constantly trading blows, it focuses on holding regions, expanding deliberately, and protecting its position over time.
Escalation has been fundamentally reworked. Nuclear weapons are no longer treated as an early or default option. The AI now evaluates the overall state of the conflict, pollution, readiness, and whether conventional forces can still achieve its goals. This should result in longer conventional phases and more meaningful escalation when nuclear weapons are finally used.
On the battlefield, the AI is more situationally aware. It recognizes strong defenses, air denial, and naval control, and adjusts its actions instead of blindly committing forces. It will look for ways to weaken positions first or delay action when conditions are unfavorable.
Expansion and invasions are now more deliberate. The AI can identify weak or valuable regions, assemble appropriate forces, and decide when to push forward or disengage. Attacks should feel more coherent and purposeful rather than reactive.
Diplomacy also plays a larger role. The AI will seek de-escalation when a conflict no longer serves its interests and commit more decisively when it sees a viable path to victory.
Overall, this rework is about pacing and credibility. We want wars to develop over time, with clearer strategic intent and fewer abrupt endings, resulting in an AI that better reflects the depth of ICBM: Escalation. In case you missed the previous diaries, you can read them here: Dev Diary #1, Dev Diary #2, Dev Diary #3, Dev Diary #4.
With the new AI ready for open beta testing, I’d like to talk about one more major change.
When I started play-testing the new AI, I quickly ran into an interesting problem: it never stopped. The original AI was designed around total nuclear war, where peaceful resolution was never really an option, you simply destroyed your opponent into radioactive ashes.
The new AI, at least its “conventional” part, is built to dominate and conquer rather than annihilate. That means setting smaller goals, adapting to changing situations, and looking for diplomatic solutions when things don’t go according to plan.
The updated AI can now offer peace treaties and ceasefires, request or grant regions, and generally approach diplomacy in a much more calculated way than before. It uses the same information that helps it detect weak points in defense or invasion opportunities to evaluate its own position — and then reacts through diplomacy accordingly.
Another important change is how wars begin. With the updated AI and diplomacy system, diplomacy now gets a chance to work first. Instead of an immediate war when an army crosses into another faction’s territory, a diplomatic request to withdraw forces is issued. War will only start if the request is declined or ignored, or if hostile intentions are too obvious — for example, when army divisions move in to occupy a city.
Occupation mechanics have also changed slightly. A city is no longer occupied if no war has been declared. Enemy units inside your territory are not always fully visible, but they leave “ghosts” that are updated regularly. Once they begin occupying a city, they become permanently visible.
These changes also required an update to diplomacy itself — the new “Declare War” button has been added. This is especially important for multiplayer, since simply entering another faction’s territory no longer automatically triggers a war.
So, what’s already implemented, what should you expect, and what’s still missing?
Because these changes to the game engine are too extensive for a regular update — even a major one — we’ve decided to run an Open Beta. Anyone who owns the game can participate by selecting the Beta build in the Steam game settings.
Since the new AI is still in beta, we’re introducing changes gradually to keep each build focused on specific features. This beta build includes all new AI mechanics related to conventional warfare, invasions, and diplomacy.
However, the variety of nuclear war strategies has been temporarily removed. In this build, all AI players follow the same nuclear strategy to avoid unnecessary randomness during testing. Additional strategies will be reintroduced gradually in future beta updates.
The current focus is on early and mid-technology eras. The AI does not yet use advanced end-game technologies, so we recommend avoiding late-era starts for now. Support for late-game tech will be added in upcoming beta builds.
In Campaign scenarios and DLCs, the AI may behave unpredictably. While many events are scripted, not all of them are. For example, in the first campaign mission (Korean War), the Chinese AI may decide to invade Japan instead of Korea, or Russia may go to war with China. These cases will be addressed later.
For the best beta-testing experience, we recommend starting a Conquest game in the first tech era, without mods, and playing normally while observing how the AI responds. If you notice strange behavior, feel free to make a save and share it with us so we can analyze it.
Suggestions and ideas are always welcome on the Open Beta Discord channel.
Thank you for helping us make the game better!
As discussed in the previous diary, the original AI did not actively prioritize territorial expansion. As a result, it was often perceived as passive. For human players, opportunities to invade undefended or weakly defended regions are usually obvious, and experienced players tend to “steamroll” opponents rapidly capturing territory with little to no resistance.
For the AI, however, this is a far more complex problem. It must first determine what actually qualifies as a weakly defended region and decide where to strike. From there, it needs to plan the logistics: assembling invasion forces, positioning supporting units, and executing the attack. During the invasion, it must respond to resistance and recognize when to withdraw if the operation fails. Over-the-ocean invasions add another layer of difficulty, especially when capturing isolated territories without access to airdrops, forcing the AI to rely on slow and vulnerable sea transport.
There are also several particularly challenging edge cases. A common example is naval interdiction: even a small group of cruisers positioned near a coastal city can obliterate large numbers of AI-controlled army divisions attempting to control it. Another notorious scenario is the “chem spam” tactic frequently used by experienced multiplayer players, large numbers of chemical-weapon-equipped SRBM or MRBM launchers destroying advancing divisions from long range and outside of direct retaliation.
While the updated AI is still far from perfect, it has made significant progress in this area:
The AI can identify weakly defended regions and deploy appropriate invasion and support forces.
The AI can handle isolated territories (such as islands) and plan overseas invasions using both airdrops and naval transport.
The AI dynamically distributes invading units to respond to resistance.
The AI recognizes when its invasion forces are under attack from out-of-reach units and attempts to counter these threats using support units.
The AI now uses its navy to actively support invasions.
The AI knows when to retreat if an invasion fails.
The AI can now steamroll.
Example video: AI performing a land grab (God mode used to observe the AI behaviour)
Example video: AI dealing with the player resistance
Example video: AI helps its invasion forces with the navy and SRBM launchers (the explosions next to my carrier is the AI attempts to hit it from the distance)
Example video: Big-scale naval invasion by the updated AI:
And to answer the most frequently asked question: we’re planning to enter Beta at the end of January, with the goal of releasing the AI update 2–3 weeks after that. We'll give you more details about how to join the beta soon.
United States of Annihilation is officially out now for $6.99. Step into a bold alternate history where the United States pursues global dominance from 1949 to 2042, navigating international crises, covert operations, and nuclear escalation across 11 new missions. This DLC also features all-new U.S. unit cosmetics, giving American forces a visual identity tailored to this unique timeline.
Launching alongside the DLC is the massive Update 1.1.1, bringing major improvements, refinements, fixes, and enhancements across the entire game. CHANGELOG 1.1.1
Fixed a crash when loading points distribution file from uncompatible mod
Now not dropping the lasting effect if the damage is 0 and only target's missiles are affected
Now auto-formatting the mission description text to fit into the description window
Fixed the Execute For not saving correctly
Fixed the problem with unit unique names being lost on the owner conversion
workaround for performance issue when more than 20 army bases try to build a transportation network
War Planner now works better with EMP, Cyber and Bio weapon
Changed the occupation logic when multiple factions occupy one target, now it counts the total power of the occupying units withing occupation radius
Fixed Endless October Mission 7 - enemy units should not spawn too close to the cities anymore
Fixed the problem with the new game screen taking too long time to appear
Fixed a rare bug with parsing long lines in event files leading to potential problems in scenarios
Fixed a bug with switching off the "Group Units On Zoom" setting leaving the ghost icons
Fixed a crash related to audio drivers reported wrongly by Windows
Fixed a problem with incorrect parsing of "reset" and "delete" statements for unit properties
Fixed the problem with naval units "jumping" and desync when having the pathfinding issues
Fixed the problem with Experience resetting to 0 after every MP game and rating climbing
Fixed a crash when changing parameters in MP lobby when some players have unreadable characters in their names
Fixed the problem with enemy units not possible to capture on your territory
Fixed a rare problem with aircraft without host airbase being stuck mid-air
Fixed a problem with Equalize GDP setting affecting faction GDPs after loading MP game
Fixed a bug that can prevent game from starting when Annihilation DLC installed but no Endless October installed
Fixed a bug with AI allies becoming hostile when you capture enemy territory where both you and your ally have divisions and your ally had plans to capture this region
Fixed the problem in Blitz mode with OTH radars not detecting some missiles
AI can now select the best combination of the hosted aircraft and weapon loadout to destroy the defended targets
Orders issued by war planner do not stop the game anymore with "order complete" event
War planner does not anymore issue attack orders on radar ghost that cannot be attacked
Fixed a crash when already destroyed missile tries to draw its trace
Event system-related messages are now permanent to avoid being lost while syncing the games
Fixed the attack order in events system, to account for the range of non-movable units
Fixed a pathfinding problem on the standard water map that was leading to performance issues due to the units not being able to find path
Fixed a problem with prioritization of aircraft building
Fixed the problem with the AI not considering some units for attack because of the wrong weapon config selected
Fixed a rare problem with loading saved game
Fixed a crash related to the drawing buffer overflow when there is too many simultaneous nuclear explosions (1000+)
Fixed a crash when drawing explosion without images and not DrawWave time
Fixed incorrect readiness calculation when several attack orders are queued
Fixed dynamic score handling for Achievements
Fixed occupation events for Achievements
Fixed a crash when loading MP save
Fixed Orders Completed event not throwing under some circumstances
Fixed incorrect rounding of the mixed integer and float expression in events engine
Fixed the alliances created at zero time never converting to permanent alliance
Army Bases are not shown in Advanced War Planner Invasion window anymore
Fixed the fighters sometimes going suicide
Fixed the excessive movements of army divisions in combat
Fixed spec-ops teams not auto-attacking enemy assets
Fixed some production time glitches
Fixed the crash when tuning regions of 1980 map in Russian localization
Fixed a crash when loading a mod with corrupted pack file
Added United States of Annihilation DLC
Added Night Map
added the possibility to completely destroy a region
added the setting that controls the parameters of region destruction conditions
added BlockedAttack faction behaviour
added NoSurrender manual faction behaviour
EMPs now affect intelligence, research and cyber warfare centers
Increased Cyber Warfare AoE to make attacks on 'ghosts' effective
Increased the size of Luanda, Angola
Added the possibility to define faction-specific tech by faction prefix
Besieged units cannot execute orders anymore unless they have a special property
Besieged units and cities are now marked more clearly
Added the configuration file for the default match settings in different game modes
Conquest game mode now defaults to Conquest scoring
The AI does not try nuclear "retaliation" based on score with Conquest scoring
The AI does not start all-out war by pollution in Conquest scoring
Events system now correctly handles ON EACH events with multiple conditions like "event then event"
Explosions can now have flashes of different color and duration, also the flash survives the deletion of its explosion
Added notification about steam sync in offline mode
Pre-places units in scenarios now get updates with the techs selected before the mission
Added USE statement to techlevels and production efficiency
Buffed SAMs and ASROCs on destroyers
Increased baseline ASROC precision
Removed AA weapons from ALCM-N loadouts to prevent plane losses on high value missions
AWACS units now select different points on patrolling
Smoother fading out of the tech and unit detail windows
Increased the space for tech description
Added the AI considering the no-flight zones
Now the units listed in a War Plan can move to the targets if they are out of reach
Significantly increased the speed of War Planner handling very big number of units that target cities (like 1000+ silos)
Fixed STAT function in the events system now understands the strings as regions and factions
Added the Cyber Warfare Center
Geneva Convention decisions now require consensus - configurable
Added AllowEventsInMultiplayer config setting
Added "casualties" event
Added weapon activation delay, sensors activation delay and launch hosted delay unit properties
Satellites are no more placed randomly as there is now a sensors activation delay
Conquest mode now has 5 times slower pollution speed by default
Some AI changes
Greatly increased the volume of fire for SSGNs, allowing them to destroy targets more easily
Added several techs that upgrade the performance of spec-ops teams
To celebrate the 25th Anniversary of Slitherine, we've also released a special Night Map as free content for all players. This new visual option completely changes the atmosphere of the game world and is available right now.
Two new bundles are now available:
World at Stake Bundle
ICBM: Escalation Complete
And there’s more on the horizon: the team continues working on the major AI Rework, a long-term upgrade aimed at significantly improving strategic behavior and challenge. Expect new updates and details in January.
One of the biggest changes in the new AI is how it handles the distribution of its assets.
As I’ve mentioned before, the original AI was designed primarily for all-out nuclear war. It focused heavily on the positioning of strategic assets, while “conventional” elements (such as army bases, divisions, and SRBM launchers) were treated as secondary.
While the old AI could technically plan an invasion or allocate forces to defend its territory when invaded, it suffered from several serious limitations.
One-Front Thinking The old AI could only manage one invasion or defense operation at a time. It wasn’t built to handle a two-front war. Its choice of invasion targets was mostly opportunistic — it often picked a more valuable but well-defended region, ignoring nearby undefended ones.
Reactive Defense The AI largely ignored enemy force buildup along its borders. Instead of anticipating threats, it preferred to act only after an invasion began. Its defensive behavior was also static — it would simply move divisions to defend cities in the attacked region and keep them there.
Broken Logistics This was perhaps the biggest issue. While the player could efficiently redeploy troops using airdrops or landing ships, the AI relied on each unit’s individual pathfinding to reach the target. Units were semi-synchronized to arrive roughly at the same time, which meant:
Forces were often scattered and far from the threat.
They didn’t use airdrops, moving slowly across land instead.
They waited for the slowest units to synchronize movement, delaying the entire response.
As a result, the AI frequently failed to react in time to invasions.
To solve these problems, I completely rebuilt the invasion and defense management system from scratch.
Now, strategic and conventional forces are handled by two separate AIs:
Nuclear-war AI – focused on strategic deterrence and WMD operations.
Conventional-invasion AI – responsible for all standard warfare and logistics.
Until the nukes start flying, nearly everything is controlled by the conventional-invasion AI.
The new system handles a wide range of tasks, including:
Analyzing enemy buildup and distributing forces according to threat level.
Adjusting build queues to react to emerging threats and opportunities.
Managing logistics, including multi-leg airdrop routes.
Mobilizing defenses across multiple regions simultaneously.
Planning invasions, identifying weak or strategic targets for attack.
Scenario: I play as Middle East – North Africa. The AI controls Sub-Saharan Africa. Initially, my units are concentrated in Sudan, so the AI positions its armies nearby to respond quickly to a potential invasion.
When I “teleport” my units to the west coast, threatening unprotected regions:
0:25 – The AI starts relocating its armies, heading to nearby airbases for airdrops.
0:53 – Watch the multi-leg airdrop: units travel from one airbase to another since the destination is beyond the range of the initial base.
1:08 – Some units perform multiple legs to reach the front efficiently.
1:43 – The AI redistributes defenders across threatened and neighboring regions for rapid response.
2:09 – Even the navy moves into position as a precaution.
Notice how quickly it reorganizes its entire force distribution!
Scenario: I invade South Sudan. Using “god mode,” we can watch the AI in action.
0:09 – The AI detects my initial incursion and reinforces Wau with two armies from Juba.
0:16 – It realizes my forces are stronger than expected and retreats from Wau, focusing its defense on Juba. Nearby regions begin mobilizing for airdrop deployment.
0:35 – Reinforcements gather near the border, waiting for critical mass before launching a counterattack. Meanwhile, airstrikes and SRBMs soften my troops.
0:40 – Some divisions reinforce nearby cities when possible.
0:49 – The AI decides it has enough strength and launches a coordinated counterattack.
1:20 – With the tide turned, it withdraws some armies to rebalance power elsewhere.
1:22 – The invasion is completely repelled, without losses. The AI then redistributes forces for future readiness.
The speed of this mobilization is a direct result of the new logistics system.
In the next dev diary, we’ll look at how the AI plans and executes its own invasions, not just reacting to the player, but taking the initiative.
Hi everyone,
We’ve got a small but meaningful update to share, we’ve just introduced a custom price for Poland.
We know how important fair regional pricing is for our community, so starting today, ICBM: Escalation will be available at a new price of 89.98zl on Steam.
Our goal is to make sure players in Poland can enjoy the game at a price that feels right for the local market.
We really appreciate all the support from our Polish players, your enthusiasm, feedback, and passion mean the world to us.
If you already own the game, nothing changes for you, but if you’ve been waiting for the right moment to jump in, this might be the perfect time.
Thank you again for being part of our community, and see you in the game.
Let’s dig deeper into the new AI features and examine how the AI handles regions protected by SAMs and ABMs.
Remember: the original AI was tuned for all-out nuclear war, where aircraft were treated as expendable — you’d usually fly a one-way mission, drop a 10-megaton bomb, and that was it. In a conventional-war setting, however, the air force is a support arm: aircraft are expected to perform many sorties, delivering AGMs and GBUs against enemy formations. That raises the question: what happens when those units are operating under a SAM umbrella?
The new AI factors that in. When the AI loses aircraft to anti-air defenses it logs the area as hazardous — and, if possible, identifies the specific enemy anti-air asset. The AI then suspends further attacks that would intersect those danger zones until the threat is mitigated. To resolve the threat it tries several approaches:
Prioritize the threat. Anti-air units that block access to high-value targets are given much higher priority and are targeted by other means (artillery, ground forces, or CAS).
Change loadouts. Aircraft are reconfigured with longer-range weapons so strikes can be conducted from outside the danger zone.
Special operations. In selected cases, a Spec-Ops unit can be tasked to neutralize enemy SAMs.
Strategic options. In severe situations the AI may employ strategic assets to clear the area.
The same logic applies to high-value nuclear missiles threatened by enemy ABM systems. After several interceptions the AI marks the zone as a “no-go” and moves to neutralize ABM assets first. Responses include using MIRVed warheads where available, targeting the ABM batteries directly, or tasking other strategic platforms (for example, strategic bombers armed with ALCMs/ALBMs) to clear the ABM defenses. While those countermeasures are executed, strategic forces divert to alternate targets.
These changes make the AI far more cautious and context-aware in both conventional and strategic engagements — aircraft and strategic assets are no longer treated as one-use expendables, and the AI actively balances risk and reward when planning strikes. In this video below, you can see the AI launching an attack on my army divisions. At this point, it doesn’t yet know that I’ve just deployed some additional SAM sites.
We’re in “god mode” right now, so we can see everything. All the AI units, their movements, and even their orders. You’ll notice several bombers are preparing to strike my armies.
But then, something interesting happens. As one of the AI bombers approaches, it gets intercepted by a SAM. The moment that happens, the AI reacts, all the other bombers immediately cancel their attack orders and head back to their airbases.
A bit later, once one of my SAM sites is destroyed, the AI’s tactical aircraft get the green light again and move in to resume the attack. But as they advance, one of them gets shot down, and the AI reassesses the situation — deciding to hold off until the SAM threat is fully eliminated.
Finally, after the remaining SAMs are destroyed, the AI feels confident enough to continue the attack on my armies.
While in this second video here below, the AI attacks Moscow not aware that it is defended by ABMs. When the attack fails, it selects St.Petersburg instead.
In the next diary, we’ll discuss one of the most crucial aspects of any war: logistics. Stay tuned!
Hi everyone!
In today’s diary, we’d like to share a closer look at Conquest Mode. What it was originally meant to be, what challenges we’ve seen with the current implementation, and the big changes we’re working on to bring it closer to that vision.
Conquest Mode was always designed to be the longest form of play. Slower research, slower build times, and a strong emphasis on territory control rather than outright destruction. The idea was to create a more measured, “light grand strategy” experience, where players advance through all the tech epochs in a controlled escalation.
But as it stands today, the AI doesn’t really shine in this mode.
Right now, the AI’s primary goal is simply to win by points. That means:
When it feels ready, it will attack almost anyone—just to maximize score.
Even when it’s not ready, it will still launch attacks once pollution reaches a certain threshold, because that’s how it can squeeze in a few more points before the game ends.
There’s also a gap between two kinds of conflict:
All-out war, triggered once pollution is high.
Retaliatory strikes, often happening when the player acts aggressively.
The problem is that these retaliatory strikes tend to spiral. A player retaliates, then the AI retaliates back, pollution rises, and soon other AI factions jump in to avoid falling behind—leading to premature all-out war and an early end to the match.
A typical sequence looks like this:
The player invades or tests an attack.
The AI retaliates.
The player strikes back with more force.
The AI escalates in return.
This back-and-forth drives up pollution.
Other AI players decide to intervene before it’s “too late.”
Pollution spikes → the game ends too soon.
On top of that, the current AI is more tuned for nuclear war and total destruction, not long-term territory control.
To better realize the Conquest vision, we’re making several major adjustments:
Pollution baseline lowered: The default pollution level is reduced by 5×, giving the match more breathing room before an early end.
Smarter nuclear conditions: AI factions now have prerequisites before deploying nukes, making escalation less automatic.
Territory-focused AI: Greater emphasis on conquest and occupation, with attention to logistics, unit positioning, and combined arms tactics.
Diplomacy as a tool: AI will use negotiations to end unnecessary conflicts instead of defaulting to endless escalation.
Scoring rebalanced: Territory control becomes the default victory condition, shifting focus away from point-maximizing wars.
We believe these changes will bring Conquest Mode much closer to its intended role—a slower, more strategic, territory-driven experience that emphasizes planning and escalation control over premature global wars.
In the next diaries, we’ll be diving deeper into the specific AI changes and how we’re making it smarter, more adaptive, and better aligned with the unique goals of Conquest Mode. Stay tuned!
Hi everyone!
If you’ve been following the news on ICBM: Escalation, you’ve probably heard that there’s a second DLC in the works! The new DLC, aptly named ‘The United States of Annihilation’ focuses on the United States. Now, anyone who’s familiar with the original single-player campaign is probably feeling a bit of deja vu. After all, the first 6 words in the campaign synopsis are literally ‘Take control of the United States’ so why is there a second American campaign? Well, the short answer is, because we wanted to make a campaign that plays differently than the others, and this one is gonna feel a LOT different.
Here’s a screenshot so you don’t have to check. Six words.
The ‘United States of Annihilation’ DLC focuses on the core tenets of what makes the ICBM series what it is: Nuclear weapons, a complete lack of respect for the consequences of using them, and an abhorrent amount of destruction. You see, in MacArthur’s Revenge and Endless October, the player had to strike a balance between completing demanding military objectives and avoiding diplomatic redlines or spiraling out of control into a total nuclear war. This DLC is different. While the last campaigns had you playing as the hard-pressed general making difficult decisions, avoiding collateral damage and keeping the world from crossing over the brink, this campaign is not like that.
So what’s the difference? Without explicitly putting out any spoilers (but knowing you can probably fill in the blanks with your imagination), in the ‘United States of Annihilation’ campaign, there’s no nuclear counter-balance to the US. It’s not always the solution, and like before, sometimes it will even cause your mission to fail, but if you fire a dozen ICBMs at your enemy, you don’t have to worry about any coming back. The world is your oyster, and you can fry it at 50 million degrees. So what’s the catch? If you’re allowed to nuke absolutely everything with no consequences, then the mission will be easy, right? Well, that’s precisely the thing. The missions are demanding enough that you really have no choice.
In the previous 2 campaigns, your first mission was to fight over the Korean peninsula and maybe extend your offensive into China or a little piece of the Pacific if you were feeling bold and wanted top marks. Now, not to downplay the significance of the Korean War, because after all, it was a real event that people made the ultimate sacrifice for, but it was a single-theater conflict in a relatively small region. From a gameplay perspective, it’s fairly manageable and linear.
Sure, there’s a lot of enemies, but you’ve got allies and there’s only one front line. Simple.
Meanwhile, in this campaign, there’s no Korean War. The start year is 1949. In this alternate timeline, the US has funneled even more money, time and resources into its nuclear program, giving it a formidable nuclear arsenal before the turn of the decade. And that’s important, because your first mission is to LITERALLY DISMANTLE THE ENTIRE SOVIET UNION.
Sorry, you want me to do -what?-
Yes, that’s right. Instead of making you fight through 10 missions to turn Moscow into a parking lot, we’re going to get that out of the way right at the starting gun. Of course, you’re not going to beat the world’s only other superpower to death with some tommy guns and M46s. The only way you’re going to conceivably wipe them out in time with acceptable losses is by cracking heads and splitting atoms. You have exclusive rights to the world’s nuclear weapons and the only way you can hope to win is by putting them to good use. There’s no diplomatic redlines. There’s no limitations. There’s just you, a few allies, an utterly overwhelming enemy presence, and enough nuclear firepower to change the world.
Without giving too much of the plot away, the rest of the campaign revolves around the hypothetical American nuclear monopoly. Namely, the clandestine black operations needed to maintain it, the blatant abuse of it to achieve otherwise insurmountable military objectives, and the inevitable consequences that come with doing both of the above. In other words, expect a mix of covert action and raw, unbridled carnage.
So, now that we’ve talked about what to expect in the new campaign, it’s good to briefly touch on some other things quickly as well. This DLC also fills in the gaps in the American cosmetic lineup, so you can finally have American cruisers and interceptors, among other things.
That’s right, the wholesale eradication of millions of innocents, AND there’s also the YF-23!
And, a few other quick notes, just like before, there’s plans for future free updates to the game as well! Just recently, by popular demand, we’ve added a new unit visibility filter, so if you don’t want to see all 4,000 of your radar sites at the same time, you can toggle them off. We’re listening to your feedback, so let us know what you think. There’s also a long list of units and techs that we can potentially add to the game as well. They might not all make the cut, but you can expect some new additions coming up! And, of course, because this dev diary is about a DLC, and because we listen to your feedback, and because I know everybody’s wondering the same thing… Yes, we’re doing a Chinese DLC after this one.
As you can see, PRC for DLC 3, date TBD.
And that wraps up this dev diary! Let us know what you think, and if you’re interested in the DLC, wishlist it on Steam. Your support is what keeps the lights on and the updates coming, so thanks for reading this far and seeing what we’ve got coming up!
We’re excited to reveal United States of Annihilation, the next DLC for ICBM: Escalation. This new campaign explores an alternate history where the United States rises from WWII determined to impose its will on the entire world.
The DLC is now entering beta, and we’re inviting players to sign up and help us test before release. Your feedback will be essential in shaping the final version.
Sign up for the beta and learn more on the official product page. BETA
the developers have fixed the issues that occurred with the previous update, so the changelog for version 1.1.0 is now validated. The latest update is version 1.1.0a, and you can find its changelog below: 1.1.0a
Fixed the excessive aggressiveness of aircraft units when not in war,
Fixed the occational crash with the modded game handling transport queue,
Fixed the problem with MP games failing to perform region transfer,
Fixed the crash when loading MP autosave,
Fixed the Endgame achievement in single player in some cases,
Fixed the incorrect result of the REGION_ORIGINAL_OWNER event function ---------------------------------------------- Hi everyone, a new update for ICBM: Escalation has been released. v. 1.1.0
Fixed the MP saves not loading when more than 255 units are in reserve,
Fixed the problem with loading saves for Mission 6 of DLC,
Fixed the exploit with the possibility to rearm your SSBNs by shift-clicking on config of another SSBN within your territory,
Fixed the overly aggressive behaviour of the aircraft units towards air transports,
Fixed the problem of incorrect selection of units to build by the AI (rnd range overflow),
Fixed the incorrect techmod application for the specific terrain in some cases,
Fixed the crash when ctrl+clicking on the "up state" icon for a unit that already has his path set,
Fixed the problem when destroying the entrenched armies when transferring regions,
Fixed a bug in scenario scripts when creating new units,
Fixed the Continue button not working for SP some time after having a MP match,
Changed the unit drawing order in War Planner,
Added the unit visibility filter
Not destroying the units when transferring regions to allies anymore,
Added Saving/Loading of the war plans
Changed the nuclear attack alert logic. Now it is triggered only by 100K+ warheads
Army bases, FOBs and Naval Stations can now be set as attackers in the war planner
HGVs are now harder to intercept
Increased the production cost for high-yield nuclear ABMs
Increased the minimum firing distance for midcourse ABM sites
Reduced the splash damage radius of nuclear ABMs, making MIRV weapons harder to stop after separating
Increased the range of the fixed laser ABM site
Fixed a problem where AI factions research new technology in Mission 5
Fixed a rare problem with certain AI factions failing to produce new units or weapons
We've just released the second episode of How to Win, a video series for ICBM: Escalation that explores different strategies to help you complete key missions from the single-player campaign. In each episode, we'll walk you through one campaign mission and show you a range of tactical options you can use to secure victory. Whether you prefer overwhelming force, calculated strikes, or unconventional weapons, the series is here to offer new perspectives on how to approach each challenge. Episode 2 takes you into the 5th campaign mission, "Bloodied Bowman", and highlights two viable strategies:
Staggered Deployment - Fly your forces out from a single base one at a time
Amphibious Assault - Deploy forces overseas by ship for a large-scale coordinated attack
You'll see both strategies in action, giving you a clear sense of how each one plays out and what kind of results you can expect. The second episode is available now, we'll be releasing more soon, each one focused on a different mission, with fresh strategies for you to try. Stay tuned, and get ready to command the battlefield your way.
Endless October has officially launched, and we hope you're enjoying your time commanding the Soviet Union through decades of alternate history. As always, your feedback is crucial to helping us refine and improve both the gameplay and the overall experience. Last week, we also released a new patch that addressed numerous bugs and introduced several balancing changes based on early player feedback. If you haven’t yet updated your game, make sure you’re running the latest version for the best experience. We’ve prepared a short form where you can tell us what you liked, what could be improved, and what you'd like to see in the future.
The form is quick to fill out, and your input will directly influence how we approach future content and updates for ICBM: Escalation.
Thank you for playing and for being part of our community.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ICBM: Escalation, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main ICBM: Escalation statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.