
Steam news
Full Steam announcements and update articles for this title.
Powerplay was release exactly 4 days ago, and at the time of writing, 1649 players purchased it!
Buying the game in early access means that you trust our ability to bring this game to its full potential. I want to personally thank you and assure you that this will be among the best 17$ you ever spent.
Everyone on the team needed a win after 3 years of grind (specially me lol), so thank you for giving us the opportunity to make the dream happen.
Another piece of good news, beyond the unit sales: Our discord and forums are now creeping with activity. There are many players coming out of nowhere and actively participating in the game development. I am very grateful for this!
This is among the most requested features. Simply open the Map Settings menu, from within the Game Editor, and select Skirmish as a Game Mode.
Follow the (simple) instructions, where you basically need to have at least 2 Base Expansion vehicles in the map, to mark the starting location of players. You will then be able to play and manage this map like any other custom map. You will be able to locate your map in the main menu from the regular Game Editor panel but also within the Custom section in the Skirmish panel:
For now, I am focusing 100% on the feedback rather than advancing the roadmap. This will gradually shift to a 50 / 50 regime over the next few weeks.
support ultra-wide resolutions @Stealth Hazard
fix tooltips and selection box in ultra-wide
support infinite resource option in skimish
fix soft lock in mission 2: engineers are now available
ensure enemy walls are invincible in mission 1 until the assault objective is given
fix conveyors getting into cliffs in mission 4 (thanks Mr. X) @x
limit conveyor length to 50 cells
Can play any custom map in skirmish mode
Can select team alliances in skirmish
Mission 2 polish, added cargo trucks and BEVs to allow steel production
APC transport has 6 spots now
fix crash in the game editor when building enemy walls
We will keep the demo up for the foreseeable future. If you have friends that are into RTS, and you want to further support the development, please tell them to try the free demo and to buy the game if they like it.
As I said on the discord, I want to capture a video of the game, where I spawn a unit for each player that purchased the game, and have them rush a base. So 1649 units so far. It will be quite the spectacle, and you are welcome to the discord if you want to see it.
-Amine
Powerplay is finally coming to Early Access! Welcome aboard, commanders. This marks the beginning of the game's journey, and we're committed to expanding the game with new content, features, and improvements shaped by your feedback. Here's what you can expect from us going forward:
Note: this roadmap contains the high level objectives. Many routine improvements will be added, in particular when it comes to QOL, balancing, general feedback, and localization to other languages.
If you enjoy a solid single-player RTS experience, skirmish battles against the AI, and creating your own maps, you'll find plenty to enjoy in Early Access.
That said, the game currently features one playable faction. This is an intentional decision: our priority is to balance the core gameplay before introducing additional factions. We believe it's important to get the first faction right, and your feedback will play a huge role in making that happen.
If you decide to join us in Early Access, we'd love to hear your thoughts. Every suggestion, bug report, and balance discussion helps shape the future of Powerplay
I would like to thank everyone who helped bring Powerplay to Early Access. I'm thinking of the team, and of the many generous commanders who have continuously played the game and shared their feedback. Your support has helped steer the game in the right direction.
It's hard for me to fully grasp how much the game has changed over the past few months, let alone over the past three years. I'm looking forward to continuing to work on this game for years to come. See you soon, Commanders!
can place multiple walls using click and drag
aircraft can land on moving carrier
campaign mission 2
new characters
can expand BEV using location click instead of inplace
increase camera rotation threshold to avoid accidental rotations
mission 2 & 3 improvements based on Alex and player feedbacks
can queue move and attack move commands using shift-click
smarter expansion hub deployment (BEV doesn't block)
fix radio swap animation stuck between characters
QOL inventory pulse when insufficient resource
campaign mission 4: convoy chase
fix terrain clear brush
can send units along a path from script
campaign mission 5
radar detection fixes
shift-click queues 5 units or 5 buildings
ctrl-click selects units of the same type
mission 6 wip
reduce nuke effect flash frequency and limit earthquake duration (sorry @Scotsman )
prevent production status sounds on enemy buildings
walls and gates emerge anims
improve unit navigation through gates
prevent the error message from reinitializing when spammed
multi-wall tool takes player color into account
support player alliances
support making an allied player controlled by the human player from script
fix objective title disappearing
polish lighting (shadows in east)
bomber accuracy improved (can't turn during bomb runs)
The units are more distinct from afar and their weapons are in more harmony with their outfit
Do not tell the General
I am happy to declare that Powerplay is coming to Early Access on July 29, with a 10 mission campaign, 7 skirmish maps, and a map editor. I want to thank the team for doing a great job and also all the players who took the time to try the demo. Your feedback has been precious and will continue to guide us towards the next updates to the game.
The early access roadmap will be posted next week!
We had the amazing opportunity to showcase the demo at the Montreal Comicon. Huge thanks to La Guilde and Loto Quebec! Hundreds of players tried the game and it will be my pleasure to take into account as much feedback as possible, before and beyond the release.
support MacOS
Fix nasty vehicle sound permanently playing
Scrolling in the research panel doesn't affect zoom anymore
move speed control outside the minimap to avoid confusion with zoom (thanks @Vernam7 )
fix nasty pathfinding bug where units can teleport across cliff edges
prevent units from rotating over cliff edges
skirmish panel can control player color, player count, and set difficulty per AI
radio message can be closed
shipyard is functional
new naval unit: The Patrol Boat
new naval unit: The Frigate
new naval unit: The Destroyer
new naval unit: The Submarine
multiple bomber fixes
bomber and jetfighter reload system
sound FX integration part 2
airplanes tilt when taking off or landing, C&C style
fix rally points on water surface
clear sounds between scenes
cargo trucks can move resources from remote fields
fix bomber not detecting nearby hostile buildings
BEV is now produced at base buildings
Cargo trucks are now produced at base buildings
Map editor can initialize a map with ocean tiles
Improved Radio UX: can skip dialogs and close the radio
Campaign panel with worldmap
Campaign mission 1
Updated learn to play mission
new unit: Strike drone
new unit: Joint strike ship
new unit: Aircraft carrier
support ultra-wide resolutions
bombers drop bomb volleys instead of single bombs
can attack and move aircraft from airfield or carrier
multiple bug and crash fixes
add 4P skirmish maps and update oasis 2P
joint strike ship fires salvos instead of single rockets
support 3D characters in the radio UI
general hawthorne 3D character
avoid vehicle and footstep sounds on invisible units
fix steam workshop crash
The next few weeks will be dedicated to ensuring Powerplay is a great RTS experience, with as many cool features and as few bugs as possible. After the release, you can can on us to regularly support and update the game, as we have been doing over the past 3 years. We hope you will buy and appreciate our game. See you on July 29 commanders!
It has been more than 2 months and 75 updates since the release of the demo! We added a ton of features, most importantly the Skirmish mode, and the finalization of many core game mechanics, specially the expansion mechanic. Thank you for all for the continuous feedback!
Now that the core game is stable, it is possible to play against the CPU in various maps and settings. This opens a lot of possibilities, but also a whole new can of worms that we will take on with your help. Please help us polish it by sending us your feedback!
We finished the game design and are almost finished on the 3D design of the sea units. They will be in the game in the upcoming weeks, and are the final piece to unlock complete multi-domain warfare in Powerplay
One of the most requested features is the ability to speed up the game. We added 10 speed levels, and we will soon have tactical pause which has also been requested by some.
new global queue for everything (building, units, research, and nukes)
support up to 8 player colors
sound FX integration
fog of war takes terrain elevation into account
new nuclear silo building
airplanes can change their airfield while in flight
fix crash when engineers try to repair airplanes
fix move commands being ignored after a stop shortcut is used
new building: the radar tower
make airfields smaller
polish europe biome
bring back specular lighting on materials
new nuclear explosion FX
can switch teams in the editor using num keys
ensure repeat commands don't lead to repeat command sounds
new unit: The armored personnel carrier (APC)
Expansion hubs can permanently transform into Construction centers
Expansion hubs can pack up to a BEV vehicle and move
new unit model: the assault helicopter
radar rotates when scanning
ensure "unit lost" and "building lost" sounds are not played too often
Fix crash when changing biomes in the editor
fix bugs and crashes
bring back camera rotation using QE in edit mode
major improvements to terrain elevation editing
trees no longer block elevation editing
transformation from expansion hub to bev is now free
better unit transport ux
support perspective camera
can rotate camera using right-click drag
attack move only available if units that can attack are selected
new technology tree: armor and weapons
show remaining time on all cooldowns
shift + multi-select rectangle is additive
polish research panel
add frozen lake texture to the ice biome
show healthbar on highlighted elements
much clearer error when placing a production building and no corresponding extraction building is nearby
Major engine refactor: Faster map loading and rendering
Major minimap optimization and polish
Support 2 new map sizes: Big and Immense
Major biomes polish and rendering quality improvements
Major pathfinding performance optim: use direct graph access instead of obstacle scanning
Major terrain editing QOL
expansion hub can upgrade to construction center
finalize expansion mechanic
can change game speed
new minimap UI
vehicles stop more graciously when given a stop command
smart BEV deployment, it can find the nearest buildable spot
tanks and artillery can't attack units that are too close anymore
Skirmish mode
Improved terrain shader (Triplanar mapping)
Improved snow biome
Fix enemy research affecting player research
Fix research cooldowns not completing when the UI is closed
We are currently finalizing the campaign missions and the first few ones will be in the game soon.
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
It has been more than a month and 40 updates since the release of the demo! Thank you for all the feedback, the game is shaping up nicely. We added a ton of new features, specially a technology tree that spans industrial and military research, and gives more depth to the game. Of course, we did a ton of QOL and bug fixes.
add unit circle indicators to improve readability
disable machine gun bullets to diminish visual noise
allow setting terrain elevation levels more directly
stopped vehicles are considered as obstacles
improve helicopters pathfinding
truck logibay fixes
fix several crashes
support oil fields on elevated terrain
pre-process building and unit textures to make them more coherent
prevent planes from returning attacks when they have a recall order
new main menu scene
fix the loading screen in QHD
new UI layout, ready to welcome groups and research panel
fix unmovable vehicles after spawning
fix clearing of oil patches on elevated terrain
only show unit circles on selected units
Support control groups
New building: Missile silo
several bug fixes
New global research system accessible through the research center
UI polish
new technology tree: armor and weapons
show remaining time on all cooldowns
shift + multi-select rectangle is additive
polish research panel
add frozen lake texture to the ice biome
show healthbar on highlighted elements
much clearer error when placing a production building and no corresponding extraction building is nearby
We are currently working on the Skirmish mode, and it should be in the demo this month. This should improve the replayability of the game by 42069%
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
Already 1 month and 18 updates since the release of the demo! Big thanks to all the players who are taking the time to play the game. Your feedback is helping us a lot. This week has been mostly about improvements to the pathfinding system, adding a base expansion vehicle, anti-air towers, and of course fixing a ton of bugs.
integrate a new community map: Operation Arctic Shadow by @Scotsman !
fix trees sticking out of the fog of war
improve airfield UX: can recall and select all linked units
enemies follow a fleeing player for a longer distance
improve steam workshop UX
add link to steam forums on the feedback panel
pathfinding refactor part 1 - potentially destabilizing, bare with us!
new unit and building tooltips
make the airfield buildable anywhere
turrets can attack low altitude air units
fix buildings spawning with less hitpoints than intended
fix infantry unloaded from transport without their guns
fix fighters going to the map corner if their target dies while taking off
fix crash when using "select all" on an empty airfield
New unit: The base expansion vehicle
New building: The base expansion hub
only allow building in the radius of construction hubs
fix unit teleport when exiting buildings
fix unit teleport when unloading from transport helos
fix logibay bugs when multiple trucks compete for the same spot
update minimap when biome changes in edit mode
fix ghost buildings being recreated every frame
fix mapscript update before unit loading
pathfinding polish
unit motion and attack line indicators
fix expansion hub artifacts
fix inserters on chains of only 1 conveyor
support colors in tooltips, for weapon and armor indicators
transport helicopter rotor animation
pathfinding refactor continued
fix duplicate VO when issuing commands
show motion lines for moving airplanes
major pathfinding refactoring. Units should move better, not get stuck in trees, and never ignore commands
Fix steam workshop sharing
enemies are always fog revealed when they attack
make gate and wall placement coherent with building placement
New mission: Hold the line
Gates can auto-open for allies
Enemies auto-attack gates that block their path
Continue button in the victory screen leads to the next mission
Fix units freezing when being attacked by multiple turrets at once
make construction radiuses bigger and disallow building outside the base
planes leave a crater after crashing down
fix airplanes move command being interrupted by nearby attacks
ability to tag multiple units in the editor
ensure plane jet fx is affected by the fog of war
ability to duplicate custom maps
new building: The missile turret (Anti-air)
gates only open if units are actually crossing
allow building defensive structures outside the base perimeter
better motion target selection, in waiting for the formation feature
fix units not attacking back when a stop command is issued
fix transport helo blades disappearing when taking damage
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
We've had a very productive 3rd week since the release of the demo. We started seeing people playing the game on youtube, which is simultaneously scary and exciting. This week has been mostly about air units, adding a community maps section, and fixing tons of bugs.
Add community games section. First featured map by Michael from Saltire Realms! @Scotsman
Take camera orientation into account in 3D spatial sounds
Much better cargo truck animations (when entering and exiting logibays)
Add hit FX on targets hit by tanks
Make steam workshop screenshots higher resolution
Many crash fixes
level terrain under newly placed buildings and conveyors
artillery rockets explode when in contact with the ground
Add logibay UI, to be able to see and select the trucks inside
fix cargo trucks sinking when entering a logibay
fix cargo truck crashes and avoid receiving incompatible cargo
when a workshop item is just created, open a browser to see it
airfield can spawn helicopters (assault and transport)
airfield can spawn jet fighters (wip)
airfield explosion fx
fix multi-selection of airfields
fix vehicle smoke clipping over water
when a queued unit is canceled, reset the progress if there are units of a different type remaining in the queue
make map pointers and their corresponding offscreen indicators visually consistent
fully functional jet fighters with runway taxiing, flight, attack, and return to airfield behaviors
allow populating airfields in edit mode
when a jet fighter dies in combat, its spot in the airfield becomes available
units do a much more precise range check when attacking buildings
prevent jet fighters from attacking while in lift off
add propulsion FX to jet fighters
fix combat music reset during combat
fix airfield not being able to spawn planes in play mode
new bomber unit
fix inserter abnormalities on elevated ground
fix rally points on elevated buildings
fix salvage of elevated buildings
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
we've had a very productive 2nd week since the release of the demo. Thank you so much for trying it and providing us with yummy feedback!
Mobile artillery improvement: more range and shoot upwards like a real artillery
MLRS improvement: more range and shoots rocket salvos
Make pathfinding consistent across all unit types. Max priority to moving units. Vehicles get out of the way in the same way as infantry
Do no auto-attack walls and gates
Prevent connections between incompatible buildings
Ensure attacks cannot be spammed using right-click (thanks @Vicaton!)
When a building is partially visible in the fog of war, ensure it can be right-click attacked
Fix infinite gates in the inventory
QOL: support building multi-selection (shift-click and double-click)
QOL: support queuing units in multiple buildings
QOL: support seeing and setting rally points on multiple buildings
Polish and differentiate artillery, MLRS, and rocket trooper attacks
Support fetching gamemaps from asset bundles (we now have the super power to update any map remotely and instantly)
Fully functional logistics bay and cargo trucks!
Fix multi-selection of enemy buildings
smoother terrain editing around the edges
Release notes panel
Add recoil FX to defense turrets
Polish tank shot FX
Bring back missing VO when infantry dies
new unit: Troop transport helicopter
enable steam workshop for demo
polish cargo truck motion
add recoil to turrets
ensure salvaged buildings are deselected
fix for units spawning in the air when exiting elevated buildings
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
Already 1 week since we released the demo! We are extremely happy about the reception and all the feedback we received. Thank you so much for trying it. We will keep updating the demo regularly until release.
Version 0.1.21
Research lab is available and functional
Moved editor actions to the identity panel
Can pan the camera with WASD
Major crafting, research, and resource deposit balancing
The game pace should feel faster overall. enjoy!
Version 0.1.22
Ability to cancel building construction
Building status indicators (starved, saturated, and blocked)
Economy and unit balancing
Prevent conveyors from being connected to unit buildings
Removed camera WASD panning that was added in the previous version. RTS players will know 😅
Version 0.1.23
Remove friendly fire
Inserters prioritize unsaturated factories
Units prioritize attacking other units instead of buildings, when a nearby teammate is in trouble
Fix crash when cancelling the electronics fab
Fix infantry gun sparks
Balancing
Version 0.1.24
Fix tanks having 1000hp
UI: Queued buildings and units have dark icons to differentiate from ready buildings
Fix camera panning for non 1080p resolutions
Version 0.1.25
enemies hold ground instead of stupidly following the player into their base
remove yellow effect on units and resources that are behind buildings (might bring back in a less distrubing way)
cancelling units and buildings doesn't reset the timer of queued items
artillery cannon goes back to idle mode when the artillery is approaching
Version 0.1.26
walls and buildings are deprioritized during attacks
Version 0.1.27
Engineers can repair buildings and vehicles!
Several bug fixes
Version 0.1.28
Units react when nearby buildings are attacked
Engineers prioritize repair when nearby units are attacked, instead of rushing to attack
Many improvements to the unit attack and approach behaviors
Infantry units can turn and attack immediately which enables hit and run behavior
Engineer as a starting draft, gives something to play with while the initial buildings are being made
Fix crash in tooltip
Version 0.1.29
Fix engineers inabilty to repair multiple elements sequentially
Engineers never initiate attacks, so they remain available to repair friendly units
Refactor troopers and rocket troopers to use the new behavior system
Prevent slavaging the HQ using right-click-hold shortcut
Make the mission clearer (add build mine objective before the efab objective)
Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
We finally have a demo! We can't wait to hear your feedback on it. The core game has changed a lot over the past few months, but it has finally stabilized into a state that we are comfortable sharing.
Instead of fixing endless issues related to the resource production, we designed a new system that addresses all the core issues. I think this is one of the most impactful decisions I made on the game. There are 3 concepts to consider when building industrial capacity:
Starvation: when factories don't receive enough resources to operate
Saturation: when factories can't receive anymore resources
Blockage: when resource extractors can't extract anymore because their output is blocked
And there are 3 main actors in the industrial chain
Resource extractors, which have a production rate and an output buffer capacity
Conveyors, which transport resources. They have a load size, load frequency, and speed
Factories, which process resources. They have a production rate, an efficiency ratio, and an input buffer capacity
When these actors are put together and operate with their assigned properties, they form a beautiful dance that keeps the player continuously engaged in industrial architecting. And this heavily incentivizes making new research to improve the industry. Speaking of which....
We finally have a research mechanic, tailored to improve the industrial capacity. But also to do military research and improve the units. Alex our game designer has done a great job on coming up with these.
We are ramping up Art production and we have a lot more coming soon!
The building proximity system, the automatic conveyor placement when a processing building is placed, the salvage features, are among the many improvements and fixes that we recently added
I am extremely grateful to the team for stepping up in order to get the demo out by end of February as promised. Shout out to our Artists Abdellatif, Gnio, and Nawfal, who produced a dozen game ready assets in practically a week. And shout out to Alex for taking down many hardcore game design challenges, which are a reality in the RTS genre, let alone an RTS with industrial automation mechanics.
We can't wait to hear your feedback. Please keep coming back to the demo and don't give up on the game as there will be regular updates until the release, which will happen in 2026. We will announce the release date as soon as possible. Goodbye commanders!
Our core game redesign continues, this time with updates to the resource system, tech tree, crafting mechanic, building queue system, and damage system. If Factorio was on the extreme left and a classic RTS like C&C was extreme right, Powerplay has now become center-right.
We streamlined the resource system to make the game progression feel more natural. Our problem was having too many raw resource type, which made the player struggle what to extract first. So we removed water, coal, and wood. We now have only 4 raw resources type, each with a specific level of abundance. It is very easy to understand which resource to look for first, and to notice the rarity of certain resources.
All building and unit costs are now expressed in terms of combinations of processed resources. There are no more complex combinations and surprises. More importantly, there is now a natural incentive to build the base to be able to process the raw resources, which give a lot more meaning to base building.
We introduced many new buildings that are needed for processing raw resource. Each building is specialized in one resource type, and there is a dependency system among the buildings which make the build order way more obvious than before. There are still different potential orders depending on the player preference, but the first few build decisions are way easier to make.
The construction hub enables building the base. To speed up construction, multiple hubs can be built, which enables buildings to be constructed in parallel. This is heavily inspired by the Tempest Rising building system.
We have a new building that is dedicated to spawning and managing air units.
We implemented a classic damage system, with hit points / armor type / armor amount on the receiving end, and attack type / base damage / armor penetration on the shooting end. It will need some tweaking but we can already tell the fighting feels better and can be tweaked to a more optimal state.
When loaded with uranium, trucks have the ability to perform a suicide attack, just like the Libyan demolition truck in Red Alert 2.
We added the light recon vehicle, the mobile artillery, and the MLRS. Each vehicle has a specific purpose and adds a new dimension to military decision making.
We improved the conveyor system. It auto-calculates paths between the building in a much more stable and optimal way. And it costs a fixed amount of steel. In addition, when a conveyor is attacked, the whole connection is lost in a chain reaction. We are sorry dear Factorio fans, but we could not make individual conveyor placement feel fun, and we our limited means we had to "streamline" the conveyors a bit.
I am really sorry for the delay in publishing the demo, it was supposed to be by the end of November, but here we are.. I just want to ensure it is fun to play, so I am now shooting for end of February. Thanks to everyone who are expressing their support and excitement about Powerplay, it really help us keep going. See you soon commanders.
We added a ton of things to the game since the last update, and we can confirm that the core redesign that went on in early October has provided the right foundation for a solid Factorio RTS experience.
Introduced a building dependency system. This makes the early game more straightforward, as you need to build some core buildings first, and then decide what to build depending on your play style and priorities.
We added a "Connect" targeted ability to some buildings, that allows you to automatically create and configure the conveyor / inserter infrastructure between two buildings. As long as you have the necessary conveyors and inserters in the inventory. This dramatically reduces the cognitive load required to build your industrial chain.
Production buildings can now directly output into the global inventory, instead of forcing you to manually collect the output. This further reduces the cognitive load required for base building, without removing the incentive for automation.
We updated all the units to a more stylized look. Workers will now be referred to as "Engineers". Their importance will grow in the game beyond resource extraction: they will be able to repair buildings and mechanical units. More on this soon. We also finalized the unit draft and will be implementing them swiftly over the next couple of weeks.
We have a new terrain shader that supports u to 8 texture channels. This enables a slightly more realistic look and a wider range of environmental elements. We can have a mix of natural elements (sand, rock, snow etc.) and human made elements (pavement, concrete, etc.)
We support elevation plateau with ramps. This enables us to design maps and missions with more strategic depth. We support up to 4 levels of elevation, with ramps between each level
We’ve completely revamped the core design of Powerplay to make it more fun, streamlined, and less frustrating to play. The biggest source of frustration we identified was early base building, which used to be unnecessarily complicated
Natural resources are no longer local: they now feed into a global inventory.
Many players felt overwhelmed early on by having to manage complex resource flows before even building a stable base. This change fixes that. You can now manually craft buildings and intermediate resources from a global crafting panel.
This lets you focus on harvesting and building without worrying about logistics at first. As you progress, automation becomes the natural next step. Reducing the manual workload by introducing infrastructure that automates extraction, resource flow, and unit production.
In short:
Base building and logistics now feel more like Factorio, while the military side remains closer to Command & Conquer.
Workers can now deposit harvested resources directly into the global inventory, making them instantly available for crafting. This makes the early game smoother and faster, allowing you to set up your core base quickly. As your base grows, you’ll still want to automate harvesting through dedicated structures to scale efficiently.
Liquid resources such as Water and Oil can no longer be gathered by workers. To access them, you’ll need to build a Pump, adding a strategic layer to how you plan your infrastructure.
Automation now follows the Factorio model: essential for scaling up your production but not mandatory early on. You can start simple and gradually evolve your base into a complex automated network.
Inserters are a brand-new tool that let you control and fine-tune resource flow between buildings. The heart of your automation system
The Depot has been redesigned. It’s no longer a central hub for resources, but rather a resource sink: Any resource reaching the Depot is added to the global inventory and becomes available for crafting.
The weapon and soldier system has been reworked. You can now spawn fully armed infantry directly, instead of creating workers and equipping them separately. This greatly simplifies army management and keeps the focus on tactics rather than micromanagement.
The Quarters building acts as your new barracks. It can produce workers, AK-47 soldiers, and RPG soldiers, giving you all the essential units to start building your army.
We’ve added a brand-new mode: Unit Clash. Here, you can draft and pit units against each other in quick battles. Perfect for testing and balancing unit strengths and weaknesses.
The Playtest version is now public and regularly updated! You’ll find the Playtest button on the game’s Steam store page. We’d love to hear your feedback. You can submit it directly through this form (also accessible in-game): 👉 https://tally.so/r/mV2qKg
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Powerplay, 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 Powerplay 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.
FAQ
Browse related Steam game intelligence pages and categories.