The game is built in the open by one developer. This page is the honest version — what shipped, and why it mattered.
Cities you add stay added
8 August 2026
A city you add now outlives the server it was added on. Its map was already backed up, but the record of the city itself lived only on the machine that built it — so an update to the game quietly took your hometown off the globe with it. Both halves are now kept together, and a new server picks up every city that was ever added.
The right Cambridge. Maps were filed under the name you typed, so two different places sharing a name could be handed each other's streets — you'd have defended a real city, just not yours. A map is now filed under the patch of the world it covers, which is the only thing that can't be a coincidence.
A restored city rebuilds in about a second from the backup instead of twenty from OpenStreetMap, and doesn't ask their servers for something we already have.
The Armory restocks
5 August 2026
Boosts are consumable now. XP buys a charge instead of a permanent unlock, and one charge is spent when you take that boost into a match — so the Armory is somewhere you come back to, not a checklist you finish once.
Prices cut to match. 20-30 XP instead of 60-100, so roughly one match funds roughly one use. Anyone who had already unlocked a boost got 3 charges of it, which is what the old price was worth at the new one.
You can stock up to 10 charges of each boost, and the shop shows what's left. The charge is spent when the match actually starts, so a lobby that never fills costs you nothing.
Guests get their boosts in PvP. When the game runs without accounts configured, everything is unlocked — but PvP used to quietly drop every boost anyway, so an equipped bonus simply didn't happen.
Six players, one city
4 August 2026
2v2 and 3v3 team battles. Pick a team size right on the city panel, create a party, and one invite link seats everyone — your side fills first, then the enemy team.
Every player runs their own economy. Defenders each have their own credits and towers, and a kill pays the tower's owner; attackers each command their own supply and spawn fronts. Lives are shared — the city stands or falls together.
A shot-caller opens the match. One defender places the HQ for the team, revealed to everyone; then the attackers position their fronts in the open, same as always.
Seats belong to players. A refresh or dropped connection returns you to your own chair — your towers, wallet and cooldowns — and once a match has started nobody else can take it.
The party lobby shows both rosters filling in live, so you can see who's still missing before the match locks in.
Your loadout is chosen before the match, in one place. Boosts used to be picked twice — once in the lobby and again in a card that interrupted the start of the game. That second step is gone: pick your boosts on the city panel and the match begins with them already equipped.
Streets that fight back
31 July 2026
Losing a life is finally visible. An attacker reaching your HQ used to look exactly like one being killed. Breaches now throw a shockwave, a floating −1, and a buzz on mobile.
Disconnects are handled. If your opponent drops, you're told, and offered a rematch with sides swapped — instead of staring at a board that quietly stopped being a game. A refresh reconnects you.
Challenge a friend really is private now. It used to create a public match with a random side, so a stranger could take the invited seat and you could end up attacking your own hometown.
Your city is named on the end screen, with a share card drawn over the map you actually played.
Solo XP is shown when it's earned, and says so plainly when the daily cap is reached.
Ads no longer interrupt a first-timer: none for the first two games, a three-minute floor, and never during a wave.
The landing page is reachable, shared links unfurl with a real title and image, and error dialogs are in-game cards rather than browser alerts.
Maps on demand
7 July 2026
Any city can be added from the lobby — streets are fetched and built into a playable map in about 20 seconds, then cached for everyone.
The city catalog grew to 286 entries; map data now loads lazily so the server holds only what's in play.
The atlas redesign
6 July 2026
A complete visual overhaul: the spinnable globe lobby, the command-terminal HUD, and the type and colour system the game still uses.
Placeholder ad slots, legal pages, and a daily cap on solo XP.
Progression
2–3 July 2026
XP, the boost shop, and pre-match loadouts, with the economy enforced by the server so boosts can't be forged.
Optional accounts — anonymous by default, with email or Google if you want progress on more than one device.
Orbital Strike, with a blast-radius ring so you can see what you're about to hit.
Offline support and a compressed shell, so a return visit starts fast.
A globe to choose from
10–12 June 2026
The lobby became a spinnable globe rather than a flat list.
PvP match start became a sequential, fully-revealed sequence: HQ pick, then spawn picks, then a countdown.
City search moved in-process, and the mobile layout learned about safe areas and notches.
Found a bug or want a city added? See About for how to get in touch.