What changed
Most recent first. Everything here is live on the build you can play now.
v5.9
A calmer screen, clearer controls
- A calmer war screen. Less is on screen at once: the top buttons sit behind one menu button, the camera buttons behind another, and buildings you cannot build yet wait behind "Show all". Settings, Interface, "Show full HUD" brings everything back.
- Gold and troops, explained. The gold and troops dial now shows at each end what you earn every second, and the attack dial shows how many troops it sends.
- A clearer bottom bar. Every button has a plain name, and a short line says what it does when you point at it or hold it.
- Hints at the right moment. Small one-time hints appear when something becomes possible, like your first factory or a weaker neighbour.
- Pictures that match the map. The build bar shows every building, ship and missile the way it looks on the map.
- A new minimap. The minimap is drawn like the map itself: land, sea, every nation in its colour, and the area your camera sees. Drag on it to move the camera.
- A tidier nations list. One line for each nation: its colour, name, land and troops.
- Phones on their side. The bottom bar is one row, and building and the dials open from a button.
- A steadier picture. Things on the map shake much less when you zoom, turn or tilt the camera.
- Fits more screens. The war room and the menu sit better in medium windows and on phones.
v5.8
Safer accounts, fairer alliances
- Sign out means signed out. Signing out now ends your session everywhere, not only in this browser.
- Close your own account. Players who signed in with Discord can now delete their account from the profile page too. The team can restore it for 30 days if you ask.
- Alliances by agreement. An alliance begins only after the other side offered it or said yes, and the order ring no longer announces an offer before it is sent.
- Purchases that hold. The store tells you when a purchase got no answer, and a purchase that was paid is kept even if the connection dropped on the way.
- Wins counted fairly. A win is counted once a war, and only for a nation that fought it.
- Clearer notices. The privacy and cookie notices now say plainly what the site keeps. More of the game is in Hebrew.
- Security and stability. Security was improved significantly, and your progress is better protected.
- Refresh to play. This is a new game version: refresh the page to join rooms with the updated game.
v5.7
A steadier camera
- No more small jumps. Turning or tilting the camera slowly now moves smoothly, instead of in tiny steps.
- A softer turn. Turning the camera with the right mouse button now eases along with your hand.
v5.6
A smoother camera, a cleaner map
- Smooth when tilting low. Tilting the camera down or holding a low angle no longer stutters.
- Names on the map. The map shows the names of the biggest nations, your allies and anyone at war with you. The rest appear as you zoom in.
- Refresh to play. This is a new game version: refresh the page to join rooms with the updated game.
v5.5
Big wars, smoother again
- Smooth camera. Moving the camera in a big war no longer stutters.
- Fewer hitches with 50 bots. Wars with 50 bots pause far less often.
- Steadier on slower computers. The frame rate holds steadier on slower machines.
- A cleaner far view. Other nations' building icons and levels show only when you zoom in. Yours always show.
- Ships that fight. Ships told to engage near their shipyard now fight instead of turning back, and ships at a yard no longer keep changing their route in the middle of a fight.
- Refresh to play. This is a new game version: refresh the page to join rooms with the updated game.
v5.4
Smoother big wars
- Fewer hitches. Zooming in a big war no longer stops to redraw every building, so the game stutters far less.
- Less work every frame. The game makes much less garbage, which means fewer small pauses.
- We can see how wars run. Your browser now sends anonymous totals of frames and stalls, with no name or account, so we can fix what really happens in big rooms.
v5.3
A livelier world
- A new first screen. A real war moves behind the site and the menu, with one big Play now.
- A simpler menu. Play now, create, join, and that is about it.
- Your first war, right away. A new player goes straight into a small war against easy bots, with tips.
- Hills and cliffs. The land stands taller, with rises of two and three blocks.
- The sea moves. Slow swells drift across the water.
- Hits you can see. A soldier who is hit flashes, and men waiting shift their weight.
- Sharper when you zoom. Buildings keep one picture as you zoom, and soldiers look as they do in the store.
- Your skin in solo wars. The soldiers you wear now march in wars on your own too.
v5.2
Halloween is here
- Spooky soldiers. Every army marches as pumpkin heads or zombies, bots too. A soldier skin you own is still yours.
- Pumpkin blasts. Missiles and bombs go off as a grinning pumpkin of fire, with ghosts and bats flying out of it.
- A spooky start. Thunder, a bell and a ghost as the war opens, and bats across the screen.
- A Halloween HUD. The default HUD is dressed for the night, and so is the site.
- Halloween sale. Spooky items 25% off and everything else 10% off in the store, until 14 November.
- Back by itself. On 15 November everything goes back to normal.
v5.1
Seeds for every war, a cheaper store, and bundles
- Seeds for every war. Finish a war, win or lose, and you get seeds: about one for every minute you played, and ten more for a win.
- A much cheaper store. Everything costs far fewer seeds than before.
- Bundles. Five sets that belong together: Skeleton army, Pirate crew, Halloween night, Robots from space and Viking raid, for about half the price.
- A bigger daily chest. Five times the seeds, and it sits near the top of the store.
- Have a code? Enter it at the very top of the store.
- Tell us what you think. After a war you can rate it from one to five stars and write a line if you like. It is anonymous.
- Report a bug or a player. From the site, or in the game with F8.
v5.0
Eighteen maps of the real world, and playing together in Discord
- Maps from every corner of the world. A new group, World regions, holds eighteen maps of real places: Asia, East Asia, South Asia, Southeast Asia, the Middle East, Europe, the Mediterranean, Africa, North Africa, South America, North America, Central America, the Americas, Australia, Oceania, the British Isles, Japan and Korea, and Scandinavia with the Baltic.
- Smaller maps, closer wars. Each region is smaller than the world map and drawn in more detail, so a war is fought over a recognisable coast, strait, gulf or chain of islands.
- Play together in Discord. Everyone in the same voice call who opens SeedWars lands in the same war room, with no code to type.
- Friends see what you are playing. Your friends and server members can see whether you are in a war, in the war room or browsing. Discord asks you to allow this once.
- Invite friends from the war room. An Invite friends button opens Discord's own invite window, right where the war is being set up.
- The sea ring says what is missing. Warships, submarines and carriers are greyed out when your port is too small or your fleet is full, and a short line says exactly why, for example Needs a level 5 port.
- Back into your war. Returning to a war after a dropped connection or a refresh is more reliable: you walk back into your seat, or you are told clearly that the war has ended.
v4.9
A clearer view of the war
- More room for the map. The compact HUD puts building names, prices and shortcuts together, with a slimmer command bar and matching icons. General orders keep their explanations.
- Know why an order is unavailable. Build and ship buttons explain missing gold, required buildings, cooldowns and limits. Invalid building ground tells you what needs to change.
- Flags beside names. Your selected country flag is visible on desktop too. PLAYERS and the standings show country flags beside names.
- LOOK on touch. Choosing LOOK from the ring on a phone or tablet reliably opens the country panel.
- Clear borders and guidance. Territory edges are clearer as ground changes hands. Tutorial highlights, touch instructions, tips and settings now follow the HUD, and the field manual is available in Settings.
v4.8
Ground cut off can be saved, and the camera your way
- Supply by sea. Ground cut off from your capital is supplied again if it holds one of your ports and your home ground holds one too. A blockade on either port cuts it.
- Your general saves a pocket. Wherever your general stands, the ground around him is supplied. Move his headquarters into a cut-off pocket and it earns again.
- Invert the camera. Two new settings turn the right-drag the other way: left and right, and up and down.
- No questions at the start. The game no longer asks you to pick a screen layout before your first war. You start on the usual one and can change it in Settings.
v4.7
The wars starting soon, right at the top
- Starting soon. The front page shows the quick wars forming right now, under the Play buttons: the map, how full it is, and its clock. One tap joins before it starts.
- Create a war. A Create a war button sits beside Play now, for a war room of your own.
v4.6
One tap to war, and a calmer map from far away
- Play now in one tap. The site’s Play now opens a quick war straight away, instead of stopping at the game’s menu first.
- A calmer map from far away. Zoomed out, march targets sit inside their tile, buildings keep their colours instead of turning into dark blobs, and only what concerns you is marked: your fights, the blockades you are in, the levels of your own buildings.
- Fewer lines across the sea. The dotted lines from blockading ships are drawn only for a blockade you are part of, so a busy ocean stays readable.
v4.5
Smoother on the move, and a richer start
- A richer start. Every nation now opens the war with 180 gold and 420 troops instead of 140 and 320, in Play now and in a new war room, bots included. Ranked starts as before.
- A smooth camera. On the pixel map the view now glides by your screen’s own pixels when you pan slowly, instead of standing still and then jumping.
- Smoother big wars. Fewer small stutters in big wars, most of all on phones.
- Soldiers to scale. Zoomed out, squads and the general’s badge shrink with the map instead of standing over half a province.
- See through a name. Point at a nation’s big name and count and it turns half clear, so you can see and click the ground under it. It no longer fades while you place something.
- Calmer gunfire. Rifles and tracers fire in steady volleys instead of flickering on every frame.
- More of the game in your language. War notices, short messages, the help page’s chips, the legal page and the store note now read in every language the game speaks.
- Better links. A link you share shows a proper preview, war invites included.
- A front page made for your phone. On a phone the site opens on the game itself: one big Play now, a bar that fits the screen, the language and your account in the menu, and one notice at a time. Inside Instagram’s browser, signing in first points you to your phone’s own browser, and guests play right there.
v4.4
A clearer war, and every weapon by level 5
- Warships from any port. A level 1 port launches warships. Submarines open at level 3 and carriers at level 5, so a level 5 port builds every ship.
- The atomic bomb at level 5. It fires from a level 5 silo; the cluster missile from level 3. Nothing in the game waits past level 5 any more.
- Fewer men on the border. An advance shows a handful of soldiers along the front, not a ring of them round the whole country. Taking open land is a few men walking out.
- Fewer flags and marks. Taking ground close up plants a few flags, not a forest of them, and battalions sent to the same spot share one mark.
- Soldiers from far away. Zoomed out, a battalion is a small squad of soldiers on a disc of its colour, not an arrow: one, two or three men by its size, walking when it marches.
- See where you build. While you place a building, battalions, the general or a strike, your nation’s big name and count fade to a ghost, so the ground under them is clear.
- One count per crowd. Battalions standing together wear one number, their total, instead of a pile of numbers on top of each other.
- A clearer order. Ground you mark for your men is one bright area with a clear edge, not a grid of thin squares.
- Drag your general. Grab the general or his headquarters and drop him where you want him. A click still opens his orders, and Shift+G picks him up at once.
- Cards that keep their place. A rival’s card stacks each number over its word, so big numbers never run together, and a building’s card steps aside from the other panels instead of covering them.
- A slimmer alarm on a phone. On a phone the attack banner is one row with DEFEND; the rest are counted.
- Smoother frames. Less work every frame: oil fields, the interface and the fronts cost less to draw.
- French fixed. The game no longer freezes a few seconds after loading in French.
v4.3
SeedWars, made for your phone
- One bar, one row. On a phone on its side the bottom bar is a single slim row: troops, gold, battalion size, DEPLOY, AUTO, EXPAND and the attack share. The map gets the rest of the screen.
- Gold and troops behind ⋯. The gold-to-troops split is set once and left alone, so it waits behind the ⋯ button. Tap to open, tap to close.
- Notices out of the way. Short notices sit up top in the middle. News of the war is one line each in the corner, two at most.
- Tips that stay small. The tip card is shorter and never covers the Actions button.
- Cleaner corners. Music and sound live in Settings, so the corner keeps only what you press in a war.
- A smaller building card. The card about a building is smaller and stays clear of the Actions button. Upgrades happen right from the ring.
- Invite first. In the war room the code, Copy and Friends sit in one row at the top.
- The map in view. Smaller map pictures, so picking a world is a glance instead of a scroll.
- Start from anywhere. Begin war and Leave stay at the bottom of the screen while you scroll the room.
- One column. The war room reads top to bottom: the invite, who is here, the war, then your name and the room lock.
- The menu fits. On a phone on its side the menu logo is smaller and all three buttons fit on the screen.
- The site on your phone. The front page puts Play now on the first screen, with a cleaner top bar and a one-line What’s new card.
v4.2
SeedWars speaks your language
- Six languages. SeedWars now plays in English, Français, Русский, 日本語, עברית and العربية. The site, the store and the war itself.
- It knows your language. The first time you visit, SeedWars opens in your computer’s language. Pick another one any time: it sticks.
- A flag at the top. The language button wears your flag. Press it and pick from the list.
- Right to left, done right. Arabic reads right to left, the same way Hebrew does.
- A bar that holds still. Switching language changes the words in the top bar and nothing else. Every button stays exactly where it was.
- Rooms that wait close. A war room nobody starts closes by itself after ten quiet minutes, so the room list shows wars that are really about to begin.
- Idle means asleep. Ten minutes without touching the game in a war and the machine takes your nation until you are back. The war goes on for everyone else.
- Translations keep growing. A few lines still show in English in some languages. More every update.
v4.1
Sign in with Google, friends from the battlefield, and a safer SeedWars
- Sign in with Google. A new way in: pick your Gmail account, choose a nickname, and you have a full SeedWars account. No Discord needed.
- A full profile for Google players. Coins, seeds, rank, friends, skins, the store and the daily chest all work on a Google account exactly as they do on a Discord one.
- Connect Google to your Discord account. Signed in with Discord? Connect Google from your profile and use either one to reach the same account.
- Connect Discord to your Google account. Started with Google? Connect Discord from your profile. Your GAME TESTER role counts through it.
- One account, on the site and in Discord. A Discord account connected to a Google one opens that same account in the Discord Activity too, with the same coins and rank.
- Disconnect whenever you like. Connected accounts on your profile shows what is linked, and either link can be removed.
- A safer sign-in. Sign-in was rebuilt from the ground up. Everyone signs in again once, and a notice explains why. Accounts, coins, rank and friends are kept.
- Add friends from the battlefield. Click a player name in the war room, in the powers list or on a rival dossier during a war, and press Add friend.
- Accept on the spot. The other player gets a notice in the war room or during the war, and can accept right from your card.
- A friends fix. Pressing Add friend twice could make a friendship the other player never accepted. A request now always waits for a real yes.
- The right number at every zoom. The troop count under a nation name could freeze on an old number when zoomed out. It now stays true at every zoom level.
- Allies stand out. Every ally now has a bright, thicker frame around its land, in its own colour, so a yellow ally no longer disappears into yellow ground.
- Your own border, highlighted. The bright frame around your own land is now on by default. Turn it off in Settings if you prefer.
- 75 players a room. Rooms now hold up to 75 players, and the site and the game say so everywhere.
- Warships from a level 1 port. You no longer need to upgrade a port before building a warship.
- A hundred in one war. The server no longer stalls with a hundred players in a war, and the war stays one war for everyone.
- Delete your account. Google accounts can delete themselves from the profile page. For 30 days the team can bring the account back exactly as it was; purchase records are always kept.
- Security, significantly improved. We made major improvements to how your account and the game are protected.
v4.0
Signals, pixel marks and a cleaner board
- Signals to your allies. Right-click the map and pick Signal: Attack here, Help, Danger, On my way, ask for troops or gold, or call an attack together with a ten-second count. Only your allies see them, each with its own sound. The Help page shows how.
- Marks in pixel art. Fights, blockaded ports, incoming warheads, disasters, rig takeovers and cut-off ground all get clear pixel marks on the map.
- Where your men are going. A mark on the ground where you sent them, and the route drawn as arrows along the ground.
- A cleaner board. Range circles show only while you build, point at or click a building. Borders now step straight down at cliffs.
v3.9
Skeletons, rubber ducks and a comet
- Soldier skins. Dress your whole army: zombies, pumpkin heads, robots, knights, skeletons or werewolves. Every man on the map wears it, and your nation's colour stays on the coat so everyone still knows whose they are.
- Ship skins. Pirate ships, Viking longships, ghost ships, or a fleet of rubber ducks. Every hull you build wears it, warships and carriers included.
- Two more of everything. Hearts and Comet trails, Confetti and Kaboom blasts, a Biplane and a Flying saucer, and two new Generals: the Chef and the Pharaoh.
- Big wars run smoother. With a hundred nations on the map the soldiers are drawn several times faster than before.
- Streams you can see. The live page shows a picture of each stream before you press play.
- Your bot, your call. Bought a bot with your name? A switch in the store or your profile keeps it out of wars when you want.
- A dot on News. A small green dot on News means there is an update you have not read yet.
v3.8
Streamer chaos, and launch-day fixes
- Streamer chaos powers. A streamer who hosts the war and gets knocked out no longer just sits there: they get a panel of chaos buttons. A meteor, a hurricane or a flood somewhere random, a meteor shower, +50K gold for everyone, the whole war 1.5 times faster, double armies, an earthquake, aliens. Never aimed at anyone, always announced to everyone. Blame the streamer.
- The ring's Navy page offers the port. No port yet? The Navy wedge shows up near the sea anyway, with the port to build first.
- Open rooms, one each. A player's old war no longer sits on the list next to his new room, a war already running says Watch instead of Join, and its picture is sharp instead of a dark smudge.
- The music doesn't stop. No more silent holes between tracks, and when you fall and stay to watch, the music stays with you.
- No ring while watching. A spectator has nothing to order, so right-click, a long press and the Actions button leave the ring shut.
- Big war rooms. A room of 7 or of 100 lists every commander and scrolls properly, and "3 bots join the war" no longer sits on top of anyone.
- A cleaner border in the pixel world. Borders join up over the height steps and keep one even width, with no second band inside.
- A bought bot says whose it is. It reads "fuze's bot", so nobody has to guess who brought it.
- Hebrew in the HUD reads cleanly. The feed and the rest of the war's Hebrew are set in Heebo, so a final nun no longer looks like a vav.
- What's new, once. When a version like this one lands, a small card on the home page says so. Close it and it stays closed until the next one.
v3.7
The pixel-art war
- The whole world is pixel art. Ground, sea, borders and range circles sit on one pixel grid, with sharp names over it, and it is cheaper to draw, so it runs smoother on weak machines and phones. Settings > Effects > "Pixel-art world" brings the old ground back.
- Everything on the board matches. Buildings (with thicker lines up close), ships, planes, missiles, every effect from smoke to blasts and storms, trees and villagers are all in the same style.
- A PIXEL HUD. Pick it in the HUD list: pixel frames, a pixel font, pixel icons and a pixel action ring.
- General skins in the store. Cowboy, Pirate captain, Viking, Samurai, Clown, Wizard, Skeleton king and Dark Knight. Everyone in the war sees yours.
- The cluster missile. A pricey warhead that opens over the target and drops 12 small bombs over a wide area. Air defence can only stop it before it opens. It needs a level 3 silo.
- The store's pictures are pixel art. Every item on the shelves is drawn the way it looks in the war.
- The war reads more clearly. Enemies attacking you wear a red outline. Each kind of building has its own pixel icon, always over its own building. Neighbouring nations get clearly different colours, and a ship far away looks like it does up close.
- Fixes. Borders no longer break into zigzags and boxes on steps. Missiles and ships open only once the silo or port is finished. The sidebar stays where you put it. Notices take your HUD's look. The 2.5D HUD's minimap is flat. Phones whose browser shows the desktop site get the phone layout at the right size, clear of the iPhone's island.
v3.6.11
Battalions take ground as a front
- No more lattice. A group of battalions used to tunnel: each went for the nearest piece of the ground you marked, or walked its own line to a far tile, and the enemy's country was left a maze of one-tile corridors with their ground threaded between, for minutes. Now the pieces that touch your own ground are taken first, so a sweep fills from its edge like a front; battalions sent together to one far place march in a column along one road; and a one-tile sliver left between two of your columns is taken with the tile beside it.
- The ground a warhead would take. With a missile armed, the blast's own radius is drawn faintly on the ground under the cursor, in the warhead's colour, with a dashed ring where the blast is whole. The same radius the strike uses.
v3.6.10
Lines that hold, a dock that holds still
- The border climbs the cliffs. Where your ground met taller ground on the camera's side, the line was drawn at the foot of the step, under the neighbour's top, and the border looked broken at every cliff. It climbs to the rim there now, at every zoom.
- The dock keeps one width. The troops cell grew with the rate and the men out, and the bar jumped with every push. Every number reserves the room its widest value needs, so the dock stands still.
- One width for the attack tags. A one-digit tag was narrower than a three-digit one. They are all one width.
- Others' ground opacity. A dial in Settings beside the one for your own ground: how strongly everybody else's ground wears their colour.
- Scraps between two nations go. A pocket touched by two nations was nobody's to take and stood there for ever. It goes to the one that surrounds it most.
- Buildings stop growing at level four. A factory of level ten grew eleven chimneys twelve tiles tall, a silo a missile nine tiles high. The shape stops at the fourth level; the chip says how high it really went.
v3.6.9
A push that reads as a wave
- Tile by tile, evenly. Every third tile or so, the shot behind a push used to take up to five tiles at once, and a backlog of progress was spent in one step, sixty tiles in a frame; it read as dropped frames. Progress is spent evenly now: a step takes a tile or two and the rest waits for the next, the same pace over the thirty steps of every second.
- The tile itself flashes. A taken tile shows its own face in the taker's colour, fading over a third of a second, at every zoom: a moving edge of fresh colour, one tile at a time, instead of a ring.
- The Default cards show the plain look. The Default ground, trail, plane and blast cards in the store and the wardrobe carry a live preview of the plain thing instead of an empty box.
v3.6.8
A push you can trust, and two banners made simple
- A sealed garrison wastes away. A battalion cut off in a pocket inside your ground held the pocket for the rest of the war. Unfed and unrelieved, it loses a seventh of its men a second now, and the pocket goes when it is gone.
- The tint of a push is where it fights. It marked whatever sat in the push's queue, which lit ground far from the fighting and ground the push could no longer pay for; it marks the twelve tiles it takes next, and nothing while it is stalled.
- Nothing deployed is thin ground. A rival with men in its pool and none standing anywhere is a quarter cheaper to walk through.
- UNDER ATTACK is a slip you pull from the top edge. One slip per attacker is tucked into the top of the screen, right of the icon bar: shut, it says who and how many men. Rest on it or tap it and it comes out with the report: the ground they are on and what of yours is near it, the tiles they have taken, how long they have been at it, and two answers: DEFEND, which only sends men, and LOOK, which only moves the camera. Nothing covers the board.
- CALL OFF alone. The advance banner keeps CALL OFF; FALL BACK is gone from it (the key still works).
- Less rounded, fewer boxes in boxes. The site's corners come down, the pills are buttons, the Discord call is a strip like the line above it, and the settings' section titles are a rule under small capitals instead of a tinted box.
v3.6.7
No scraps left behind a push
- Back to the plain look. The store's shelves and the profile's wardrobe carry a Default card at the head of every kind you own something of; wearing it takes the bought ground, trail, plane or blast off.
- Sealed pockets go. An enemy scrap sealed inside your ground had four ways to stand for the rest of the war: any battalion on it held it (your own men advancing past it did), a square of nobody's land beside it counted as a way out, an ally's crumbs never went, and a pocket of two or three peeled a tile a second. Now a pocket is the loser's ground together with the unowned ground it touches; only the loser's own battalions garrison it; six tiles or fewer go whole in one pass, bigger ones peel at half their edge a pass; an ally's scrap, tiny and unbuilt and unheld, goes too. A province cut off from home still rolls up from its edge as before.
v3.6.6
Behind the shore, and a quieter far view
- A hull behind a shore stays behind it. Land in front of a hull is now tested as the block it is on the screen, sides included, at both ends of the hull; a hull just behind a tall shore was painted over it from low angles. Docking and landing hulls stand half a tile off the beach like every other ship.
- Far out, only what concerns you. At the widest zooms a battalion wears its count only when it is yours, or an enemy on your ground, in a fight, or marching at you; and only your own upgrades write their LEVEL on the ground. Close in, everything as before. Less to read, and less to draw.
- The alliance card. It sits under whatever really stands in the top-right corner, so under the radar ring it no longer covers the readouts.
- A key for EXPAND. O, for the open ground it takes; shown on the button, and rebindable in the settings like every key.
v3.6.5
The store's consent, plain and remembered
- No refunds, said plainly. The line you tick before buying coins is a card now: a heading that says no refunds, the explanation under it, a bigger tick box and an amber edge.
- Ticked once. The browser keeps the date you accepted; the card turns green, says when, and offers a way to change your mind. You are not asked again on that browser.
- Buttons on the site. The green buttons no longer glow on hover; they lift with a plain shadow.
v3.6.4
The whole interface wears the build
- Every piece in the build's colours. The ring of orders, the rail's tooltip, the mode banner, the truce clock, the notices, the commander's ask, the camera hint and the tutorial card take the colours and corners of whichever layout you chose; they used to stay classic dark blue in a wooden or a green interface. The green 2.5D ring is no longer tilted, which stretched its words.
- The ring closes on anything else. A press of either button on the board, the wheel, or a key with an order closes the ring; the right-click that closed it does not open another where it landed.
- DEFEND keeps your camera. The DEFEND button on the attack banner only sends the men; the attacker's name on the row is what takes you to the fight.
- The rail's tooltip, where there is room. Beside a column, above a rail along the bottom, below one along the top, and always inside the window; it used to sit to the right of the tile even when that was off the screen.
- Sizes, swept. Every layout was checked in both languages at two window sizes for anything outside the window, tooltips off the screen, cut words and unreadable letters: the Column's GOLD-TROOPS label was cut and its last tiles fell below a short window (it scrolls now), the token names of the command table and the powers on the radar ring were too small to read, and on the radar ring the BUILT and ADVANCING readouts stood out of line with the others (a hidden width reserved after the word pushed it left).
v3.6.3
The card by the pointer, the ship at the berth
- The building card. The card a building shows while the pointer rests on it now sits by the pointer. Under the layouts that put the build rail along the bottom of the screen, or on the right, it used to land at the far side of the screen, because it kept clear of the rail as if the rail were a column on the left. And what is under the pointer is looked up again whenever the board moves under a still mouse. A card pinned by right-click, and a selected ship's, still stay with the thing they describe.
- A berth at the yard. A ship sent to a fleet yard takes a berth off the side of the deck it is on, follows the yard's drift from there without a fresh route every few seconds, and works the deck all the same. The water a yard sits on is closed to routes, so nobody's hull is sailed across it.
- The far-out frame. The count over a battalion is drawn once and kept, instead of being lettered afresh every frame for every battalion on the screen; on the world map late in a war, with two hundred of them in view, that was most of what the frame cost.
v3.6.2
A battle you can read
- No pockets. A tile left with every land neighbour the taker's, the loser's or nobody's (no building on it, not the capital, not a named place), goes with the tile that enclosed it, so a push or an expansion no longer leaves single tiles behind. And the front leans much harder on filling its dents before pushing tips, so it moves as a line.
- The flash of a taken tile. A small ring in the taker's colour, yours or taken off you; the disc in the loser's colour and the planted standard, which piled up along a front by the dozen, are kept for the close zooms.
- The front. A soft tint where you push, warning red where they push into you, no squares.
- Hulls off the shore. A ship aims half a tile off the beach and keeps that room on the way, a hull with a shore between it and the camera is drawn faint behind it, and the drawn route is the legs the hull sails with rounded corners, so it no longer bulges over an island.
- A rival's card and the alliance wedge. The card is a strip of fixed cells; the ring says BREAK when it would break a pact, with the two rings cut by a red bar.
v3.6.1
The ring in colour, a carrier you can read, ships that keep to the water
- The ring's pictures. The wedge's own paint was reaching into the pictures on it, so the general's flag and the rocket were dark outlines; they keep their colours now, a touch larger, with a shadow under them.
- The carrier from afar. A flat deck with a pointed bow, a pale runway along it and the island at its side, instead of an arrowhead with a line across it.
- Ships keep to the water. A route was thinned to every third tile and sailed straight between them, which cut the corners of islands. A leg is dropped only while the straight line stays on water, with a hull's width of room either side.
- The building's card. It stays beside the building it describes when the camera moves or zooms.
- A rival's card. LOOK on the ring, or a click on the powers, opens a strip of fixed cells now: it no longer changes width with the numbers in it.
- Breaking a pact. The ring's alliance wedge says BREAK when that is what it does, with the two rings cut by a red bar.
v3.6
The general commands the fleet, ships that arrive, and a round of small things
- Orders for the fleet. Click your general: beside his three orders for the ground there are three for the sea. HUNT sends idle warships after enemy warships; PATROL puts one beside each of your oil fields and fleet yards; BLOCKADE parks them off enemy ports, which then send no trade and earn nothing. Press the lit one to set the fleet free.
- A ship sent to a rig gets there. A ship sent to an oil field or a fleet yard aims at the thing itself, follows a yard that drifts, and holds station alongside until you say otherwise, so the field is taken.
- The powers stay open. Under the console, the table, the flags and the radar the powers cannot be folded away.
- Settings. The segmented rows are words now (density, notices, notice style, battalion), and the battalion row says what it decides; ARRANGE and the notice seats are dimmed under a build that places things itself; the HUD build label is whole.
- The lobby. A war started alone is not on the list. A war under way whose picture has not arrived shows a quiet block, and the picture comes sooner.
- Streamers. The streamer card comes up once more for everyone with the role, with a word about the help page and the tutorial.
v3.5.6
The same settings under every build, notices out of the way, the flags always real
- Settings. The settings card is the same size and shape under every build: its four columns are equal and no row can widen one.
- Notices. A notice or an alliance card clears only what stands in its own column; the radar's map at the other corner no longer pushes them up over the numbers.
- The Ring. The powers list is open, as the classic has it.
- The Card and the bar. Names clear of the key badge; in the compact bar the numbers start from the same line.
- Flags. The drawn flags of old are never shown: a quiet block for the instant before the real flag lands, then the real flag.
- The site. Each page loads its own pictures first and fetches the other pages afterwards; the profile's flag grid loads as you reach it.
v3.5.5
Every build starts from its own places
- Panels put back. A panel dragged or scaled by its grip in the classic (the small map, the powers, the rail) no longer follows you into another build: each build places its panels itself, and picking a build forgets the drags.
- Command table. More air between the tokens and every name whole; the names-beside-icons list of the classic no longer reaches into the tokens and pushes the icons off centre.
- Small things. The Ring's powers line without the resize hatch at its end, the Card's count badge clear of the name, the Flags' numbers first with their labels after them.
- The settings bar. The bar of settings buttons at the top and the camera bar look the same in every build, and the names-beside-icons list stays with the classic (in ONE BAR and THE DECK it stretched every tile across the row).
v3.5.4
New music
- Five new tracks. Four for the war, picked at random when a war opens and never the same twice running: War Room Pulse, Tactical Rush, Sonar Drift, Tick Tock Loop. A quieter loop for the menu, from your first press until a war opens.
v3.5.3
The command table and the radar ring, tidied
- Command table. Notes of one width across the plank, the numbers from the left and the dials at the right, more air between the tokens and every name whole under its token.
- Radar ring. No square of blur around the radar under the glass option, the numbers strip wider with each reading as number over label, the advancing line flat like the rest.
- The card button. Shown only while morning can actually take a card: the server checks its terminal at start-up and every six hours, and hides the button when the answer is no.
v3.5.2
Terms, refunds, privacy, cookies and licences, in both languages
- One legal page. The terms of service, the refund policy (digital content, delivered at once, no refunds), the privacy policy, the cookie notice and the licences, in English and Hebrew, linked from every footer.
- Before you pay. A box on the store page says it plainly and the pay buttons wait for the tick; the no-refund words are on the PayPal order and on the card receipt too.
- Cookies. A one-line notice on the site: only what signs you in and takes payment, no tracking. The fonts are served from the site itself now, so no visit reaches a font host.
- The live page. A stream's player loads only when you press it; until then nothing of Twitch or Kick is on the page.
v3.5.1
The interface stands still, the radar ring holds its arcs, the help pictures are whole
- Nothing moves by itself. Every reading in the bar reserves the room its widest value needs, so a digit more never shifts what stands beside it. In every build.
- The radar ring. The tiles keep their arcs when the rail is rebuilt, the arcs widen with the count of tiles, and a build change forgets the classic's dragged positions and seats.
- The command table. Room under every token for its name.
- Help, whole pictures. The pictures of the interface are shown whole: the long ones across the card, the rail with its four groups side by side. The keys in four even columns.
- Card payments in shekels. morning clears in shekels: a dollar price is asked in shekels at the Bank of Israel's rate of the day, and the receipt is checked against that sum.
v3.5
Twelve interfaces, your own keys, the store by card, and a front page that gets to the point
- Twelve HUD builds. Four new: FIELD CONSOLE, an olive-and-brass strip along the bottom; COMMAND TABLE, a wooden plank with pinned notes and carved tokens; SIGNAL FLAGS, nothing boxed at all; RADAR RING, the small map as a radar with the orders on arcs around it. CHANGE in the settings opens a small menu of all twelve.
- Keys you can change. A Keys tab on the settings page: press the key, then press the new one. RESET, UNBIND, and the letters on the tiles and buttons follow.
- How a war starts for you. The attack ratio, the gold-to-troops split and the battalion size at the start, in the settings.
- The opening. The whole board and no interface while the capitals are chosen; then the camera runs in to yours and the interface comes up with it.
- Notices, minimal. The words alone, one size, one line, quiet by default.
- Real flags. All ninety nations fly their actual flags.
- The front page. No slogans: the play buttons, a line of what is running right now with the way down to the lobbies, the lobbies as cards with the map, the modes and the people, and who is live.
- Help, piece by piece. A Game UI section with a sharp photograph of each piece of the interface beside what it is, and a Keys section that shows your keys.
- Pay by card. Beside PayPal: card payments through morning. The coins land once the receipt is in.
- Streamers. The STREAMER mark next to your name opens a card of everything the tier gives; a streamer sees it once by itself on the next visit.
- A loading stall fixed. A page that arrived with its markup and without its code, once in a dozen loads, does not happen any more.
v3.4
The tutorial, the zone and the hurricane, eight shaped maps, and everything in HD
- A tutorial before your first war. A guided practice war in five short chapters, from your first border to a landing across the sea. A new account plays it first; anyone can retry it from the menu. English or Hebrew before it starts.
- THE ZONE and DISASTERS. Room switches: a ring that closes and burns everything outside it, and hurricanes and meteors that form at sea, march in with rain and lightning, and tear buildings apart on the way.
- Eight shaped maps. Los Santos, Middle Sea, Skull, Isles, Atoll, Star, Heart and Two Continents, each drawn in pixels on its card.
- Airframes and blasts. Delta, Raptor, Zeppelin and Dragon for your planes; Nova, Inferno, Void and Prism for your warheads. Try them on in the fitting room.
- Send part of a battalion. A dial beside the selection: a quarter, half, three quarters or all of each battalion marches, the rest stays.
- Gift codes. A box in the store redeems a code for coins; the house writes them with a number of uses and can void one while it is still worth something.
- Ten per cent off every pack. LIMITED, priced on the server, the old price struck through beside the new.
- Your ground, your way. Own-ground opacity from five to a hundred per cent, and a glow round the buildings you built, in the settings.
- Every photograph in HD. The world, the theatre and the help illustrations re-shot at two device pixels; the help pictures load at once.
- A war that loses your tab takes you back. Close the window by mistake and the front screen offers RETURN TO THE WAR while the war still runs.
- The profile, tidied. One button chooses a banner from a sheet of pictures; your rung on the ladder sits beside your name and beside each friend's; the wars log folds under the stats.
- A crowd costs no hitch. Forty nations at the whole-map zoom: the frame that used to take 22 ms takes 13, and the worst frame went from 96 ms to 19.
v3.3
Continents pay, traitors are branded, and you choose where to begin
- Choose your capital. The map holds no ground of yours until you click free land and found it; run out the clock and you take the randomly dealt spot. The room sets 10, 30 or 60 seconds - or skips straight to random.
- The Atomic. A fourth warhead above the heavy: a tenth of the map in one flash, a level-5 silo to fire it, and the only one that leaves ash.
- A continent held whole pays. Fifteen per cent to the economy and to enlistment, per continent, announced when it is won and when it is lost.
- Breaking an alliance brands you. TRAITOR, in public, for three minutes - no bot will sign with you, and your ground pays bounty to whoever takes it.
- The heavy warhead salts the ground. Ash earns nothing and is cheap to cross: terrain, not merely damage, and a reason not to fire it at ground you mean to keep.
- A pocket can surrender. A surrounded bot, sealed long enough, hands over the whole country rather than making you grind out every tile of a war already decided.
- A chart closes the war. Every nation's ground, second by second, on the closing card - so you can see exactly how close you came.
- Alt over the right button marks a spot. Your allies see HERE on their map. Nobody else does.
- A blockade shows, and chokes. A red pulse over the strangled harbour, and the port loses its standing income as well as its convoys.
- A friend has a profile. Click one in yours and their record opens beside the list: flag, standing, and how their wars have gone.
v3.3
The host runs the room, and the ground has a grain
- READY is gone. The host gathered these people and the host starts the war - the button and the waiting are simply removed.
- The settings live in the room. Every value in the war-settings summary is, for the host, the control that changes it: click to step, or type an exact number for bots, gold and troops - on the create form and inside the room, with everyone shown each change as it lands.
- Climbing is dear, descending is cheap. Taking a tile now prices the step itself: each unit of climb adds to the cost, each unit of descent takes some off, and open flat ground got faster across the board.
- A war that loses you takes you back. A dropped connection remembers the room, rejoins your seat, replays everything you missed and wakes your nation - the red banner is an interruption notice now, not an obituary.
- Rooms refuse to start on mixed versions. A red line names who must refresh before the war can begin, instead of a war that quietly splits in two.
- Small honesties. The first press on CREATE answers at once; the menu teaches the war with one rotating tip instead of four mouse hints; the connecting line no longer recites your sign-in token.
v3.2.1
One war, however long you look away
- A room can no longer split in two. The fault behind "we saw different games": losing the last peer switched lockstep off and each client sailed on alone. The war is held instead, and the server - which holds the sockets - is the one that says who actually left.
- A hidden tab keeps fighting. Minimise, read Discord, come back: the war stepped on without the screen and nobody waited on you.
- Ten seconds, then autopilot. A machine that truly stalls hands its nation to the AI, and the first click takes it back.
- Starting troops obey the dial. A name collision fed every room eight hundred men whatever the host set. Five thousand is five thousand.
- Troop ships unload where you sent them. A landing on your own shore comes off the ramp as a battalion standing on the beach, not a deposit into the pool at home.
- The zoom goes to the cursor. On every path, including the fast one, which used to throw the anchor away before reading it.
- EXPAND obeys the click. Opened on a tile, it takes the open ground around that tile. The rail button still takes the whole border.
v3.2
One war on every screen, and an interface that stopped decorating
- Every screen paints the same war. A tab that had already fought once recoloured the next war from its own memory, so two players saw the same nation in two colours. Every war now starts from the printed palette, on every machine.
- A split war says so, loudly. The clients have always compared checksums; a mismatch was a three-second toast. Now it is a banner that stays up, names the other side, and says the one cure: everyone refreshes, new war.
- Troop counts you can read from the air. The number under a nation was ten fixed pixels under a borrowed outline. It starts at twelve, grows as you lean in, and carries a stroke of its own.
- Flat panels, honest corners. One surface for every panel instead of forty-four gradients, and corners in proportion: big panels round, small buttons barely. Hebrew is never letter-spaced again, anywhere.
- All hundred nations speak Hebrew. The ninety-four minor powers finally have Hebrew names, and every toast that names a nation asks the dictionary first.
- Small mercies. EXPAND pressed twice updates one notice instead of stacking two. The ring menu closes under settings. An AA site shows its reach at any zoom while you are placing it.
v3.1
A war room you can read at a glance, and a hold nobody misses
- Every key is on its button. The rail, the camera, deploy, call off: twenty-five shortcuts written where the thing they do is, and the strip that used to list them is gone.
- The rail has colours. Green builds, red arms, blue puts to sea, amber is the arsenal - and a lit edge means you can afford that one right now.
- One bar along the bottom. What you read and the two dials on one row, everything you press on the other, in a hundred and twelve pixels where there were a hundred and ninety-eight.
- A hold nobody can miss. The board dims and a card names the host who held it. It comes back on three seconds and the sound a war opens on.
- Eighty-five per cent to win. Two thirds of the map is a lead nobody comes back from, but it is not a conquest.
- The standings count more than ground. Ground first and by a long way, then the army that takes more of it, the gold that buys the army, and what the gold has been built into.
- Names are names. What a player types is text everywhere it is shown, on the server and in every client.
v3.0
Friends, a mark beside your name, and things that follow your account
- Friends. A code of your own to hand out, a search by Discord name, and a request that lands on the other screen while they are looking at it - nothing to refresh.
- You can see where they are. Online, sitting in a war room, or in a war - with how many are in it and how long it has been running.
- Invite one into your room. One press from the war room and they are asked wherever they are, with the room named.
- A mark beside your name. Everybody here while the playtest was still closed keeps an early supporter's mark, whatever happens to the role afterwards.
- Your banner follows you. Choose it on one machine and it is there on the next, and so are your settings.
- Private, if you would rather. Send requests without taking any.
v2.9
A host can clear the sea, a gunner can see the air defence
- Fleet yards are a switch. Beside oil, so a room that wants a land war can have one.
- TUMBA MODE. One press: warships, troop ships, warheads and the batteries that answer them. Nothing else.
- Aiming shows every battery. The reach of every air-defence site on the map, so you can find the gap before you fire.
- The attack dial starts at 20%. Committing over half your army to the first thing you click was a decision the game was making for you.
- The front page shows the game. A wide band of it between the reasons and the rooms.
- Your name and banner on the front page. Above the logo, with the profile opening over the page instead of taking you off it.
v2.8
Ships say where they are going, and names are written inside their own country
- A ship marks its destination. A small hull sits on the water you chose and stays there until the real one arrives.
- And shows it before you commit. A ghost under the cursor, red where the order would not stand, with a line back to the harbour that would send it.
- The banner names the ship. Every warship used to be told to click a coastline, which is the transport's instruction.
- Progress bars moved up. A building going up shows its bar above its badge instead of in the grass below the tile.
- Nation names sit inside the nation. The middle of the largest piece you hold, not the average of everything - which for an island and a mainland is the sea between them.
- One word for an alliance. It was a pact on the ring and an ally in the list. It is an alliance everywhere now.
v2.7
A pact is a road, and the card sits beside what it describes
- Armies may cross an ally. March through a friend and come out at a border you do not share with anybody.
- It is still their country. Not one tile changes hands on the way, and the day the pact ends you are standing in it.
- The manual says what a pact is worth. The harbour money, the dues, the road - with the figures, not the promise.
- The hover card stopped hiding. It sits beside the building it is describing instead of parking in a corner.
v2.6
The ground is drawn by the graphics card, and the map stops stalling
- No more stalls. Panning a world map, every frame is a vsync frame: the worst was 211ms and is now 5.8.
- The ground is geometry, not pictures. It is kept as tiles on the card, so moving the camera costs nothing at all.
- Nothing is cached any more. No stretch of ground can be a fifth of a second behind the war, because none is kept.
- Zoom, spin and tilt are free. The projection happens on the card, so the camera is six numbers and no work.
- It falls back on its own. No WebGL2, or a driver that gives up, and the ground is painted the old way with nothing said.
- A switch beside it. Under the cog, in case a machine somewhere disagrees with the measurements.
v2.5
Four pages, a record of your wars, and a bottom bar that stays put
- Four pages. The front is the button and the open lobbies. Manual, changelog and settings each got their own.
- Settings outside the game. The same fifteen switches, with a drawing of what each one does.
- Help opens with pictures. Six drawings of how the game actually works, before a word of text.
- Your profile keeps score. Wars fought, won, best ground, longest war. Written on your device and sent nowhere.
- One navigation bar. It stops turning round in Hebrew and stops losing your account chip on every load.
- Anyone at your border is announced. A column walking in used to arrive in silence.
- Landings offered where they are possible. Across water the ring offers troops ashore instead of a greyed-out sword.
- Three dials in the lobby. Income, starting gold, starting men - and Blitz says what it is.
- The carrier is worth its price. A sortie every six seconds, and the ground stays soft for forty so infantry can follow it in.
- The ring keeps up. Gold landing while it is open lights up what it can now pay for.
- Two more banners. And the house set drawn at the right size in your profile.
v2.4
Take a country rather than a tile, and a world map that never stops to redraw
- ATTACK takes a country. It peels their whole shared border a layer at a time instead of boring a corridor into the middle.
- DEFEND is one press. On the row naming whoever is taking your ground, from the part of your country nearest to it.
- EXPAND BORDERS. The same peel into open ground, along the whole frontier rather than in a spike.
- Losing is not being thrown out. The war runs on and the board is offered back - and a dead player no longer freezes the room.
- The host can hold the war. P stops everybody on their own next tick, and nothing drifts.
- Standings you can read. A number against every nation, the top five, and your own place.
- A commander falls with his ground. A minute before another takes the field, which is what makes overrunning a headquarters worth it.
- Bots at a third of their old ground. At every grade, measured over eight idle minutes.
- Two things that split a war in half. Orders in the first fifth of a second were dropped on everyone else, silently. Border sets were quietly incomplete.
- Nothing repaints the whole world. Eight hundred frames at the widest zoom of a fifty-nation war, longest 48ms. Pulling out went from 19.8s to 1.5.
- A quieter screen, counted. Twelve lines of log became one, thirty-three floats became fifteen.
v2.3
A host who can switch almost anything off, and an alliance worth having
- Thirteen switches, all enforced. Each vessel, each warhead, air defence, generals, upgrades, alliances, sea trade, oil.
- They read as a form. One line per thing with what it is under it, across the width of the card.
- A pact pays. An ally’s ship pays half again at your quay - which is what makes breaking one cost something.
- Men take ground in bites you can see. A round arcs over every second tile instead of a province quietly disappearing.
- BEGIN WAR says why it is dimmed. And an invite to a locked room fills the code in for you.
- The terrain repaint, measured and left alone. Batching by colour is 29% faster and changes 21% of the pixels. The harness ships; the batching does not.
v2.2
Orders that finish, and a bottom bar that stays out of its own way
- Sweeps that stop half-way. The order asked whether the nearest piece was done rather than whether any was, and abandoned itself.
- A backstop for stalls. A battalion under orders that has not moved in two and a half seconds and is not fighting throws its route away and replans.
- Raising men no longer grabs them. A fresh muster used to land in your hand, so the next drag anywhere was an order to an army you had not chosen.
- The bottom bar stacks. Three things pinned at fixed heights landed on top of one another on a short screen. They are measured now.
- A regiment is a battalion, everywhere. And space stopped announcing that the war does not pause.
v2.1
Standing orders, a keyboard that works in Hebrew, and room in the interface
- Standing orders. Point at a place and the idle battalions nearest it take the ground around it until the force you committed runs out.
- AUTO beside DEPLOY. A battalion every ten seconds, from a different camp each time so no one tent carries it.
- Every shortcut worked again. They read the character a key prints, and on a Hebrew keyboard Q does not print q - so switching language killed the camera.
- The whole game reads in Hebrew. Switched from the header or from settings, mid-war, without dropping you out of the war.
- Places say what they pay. Right-click a village, farm, camp, hospital or wildland for its numbers in this match.
v2.0
Hebrew, a host who can switch things off, and armies that last
v1.9
A banner counter, and panels you can move
v1.8
Generals who give an order
v1.7
Orders that stay on the map
v1.6
Sweeping orders, and no more stranded men
v1.5
Rolling country, and armies that swim
v1.4
Armies you can see, and ground worth taking
v1.3
Fleet yards, banners, and a countdown
v1.2
Fleets you can hold, and a border that reads
v1.1
An economy with a ceiling, and a quieter screen
v1.0
Online play, for real
v0.9
Lobbies, and a new name
v0.8
Settings and performance
v0.7
Generals, carriers, saves
The film
I asked an AI to make the promo
Seventy seconds on how the board works: the pick, the border, the buildings, the warhead, the landing and the ring. The script, the voice, the cut and the jokes are a machine's; the game is ours.