Hiding in Plain Sight
The area cloak field had the same blue sphere as a shield. Concealment now has a look of its own.
Read dispatchThe area cloak field had the same blue sphere as a shield. Concealment now has a look of its own.
Read dispatchThruster flames, shields and shockwaves have all moved off a 2008 particle system and onto instanced GL4. Here is what that means and why it matters.
Read dispatchSplinterFaction's shields have been rebuilt from the ground up. They ripple when hit, glow where they touch the world, strain as they run down, and collapse when they break.
Read dispatchArea-mex is fast, but it decides your builder's route for you — sometimes straight through danger. SplinterFaction gives you three quick ways to queue EM Converters that keep you in control of the path.
Read dispatchOne people, one tragedy, and two answers to it that can't live side by side. Where SplinterFaction's story stands today, and the singleplayer campaign being built on top of it.
Read dispatchSplinterFaction is won by decisions about your army and your economy, not by how fast you can click. Here's the lineage behind that idea, and the controls that make every order count.
Read dispatchIn a 1v1 the Commander is the game. In a team game it's more interesting than that: you keep every tech level you had and can never gain another. Here's why that isn't fatal, and what we designed so it wouldn't be.
Read dispatchThe Static GUI is a full custom widget suite with one visual language across every panel. Ctrl+F11 makes all of it draggable, and where you put things persists between sessions. Ten minutes on your first evening, worth real games.
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