Build 0.5.7 Changelog

Build 0.5.7: Alliance Defense, Economy Overhaul, and Realm Replays

13 New 12 Changed 7 Balance 24 Fixed 2 Notice

Alliances & defense

5 changes
Send squads to reinforce an ally's colony, outpost, or held relic and defend it together. #
Launching a squad at your own or an ally's outpost now reinforces it instead of rejecting the order. #
Squad moves to allied colonies and outposts no longer fail as malformed commands. #
You can now defend a relic you hold by sending a squad to it. #
Lockdown works on an alliance-mate's outpost again: plant an agent there and lock it down to pin the squads sitting on it. The outpost must be settled — the same control-tick rule as locking down your own — and allied colonies still can't be targeted. #

Economy & balance

6 changes
Base resource production is roughly four times higher and mine yields are retuned to match, so building an economy feels faster across the whole game. #
Resource node counts now scale with map size and spread evenly by region, so bigger maps have more to fight over. #
Resource outposts now pay the income they advertise. #
Battles now use a shared casualty pool, spreading losses across the whole force instead of gutting one squad. #
Outpost role upgrades now unlock through their matching structure. Build the structure first, then upgrade the outpost. #
The worker boost for breaking starter protection early now runs for a shorter, capped duration. #

Squads & combat

10 changes
Units that finish training on the exact tick an attack arrives now join the defense of their colony or training base instead of sitting out the fight. #
Squad commands are redesigned with a cleaner recruit card, unit tiles, and a smoother select-then-move flow. #
My Army now lists every unit you own, and squad stat chips reflect unit levels. #
Nuke impacts now notify both the launcher and the target with unit losses, including lone survivors left at 1 HP. #
The aim ETA badge shows the hostile minimum travel time when targeting a non-allied site. #
Fixed a crash when battle survivors carried partial damage. #
Squads whose destination is captured before they arrive no longer get stranded as Deployed. #
Garrisons no longer get stuck in a broken state when their site changes hands mid-tick. #
Recalling squads that launched together now opens a picker, so you can turn back just one squad and let the rest fly on. #
Squad orders now open with the top squad already selected, so a quick send is one target-pick away. Shift+click a squad row to grab everything from the top of that base down to it in one go — Select all and single picks still work like before. #

Mobile & map

16 changes
The phone layout now has a bottom dock with your five main actions plus a More menu for everything else. #
Touch feels better across the game: tap to open the resource breakdown, clearer press states, and fewer hover-only interactions. #
Windows on iOS now open to full usable height with one obvious close button. #
The Launch button in squad orders stays reachable no matter how many squads you have, and Orders is pinned to the top of the sheet. #
The map now rescues struggling GPUs with adaptive resolution and quality controls, and keeps running even without hardware acceleration. #
Squad ships on the map are 25% bigger and easier to spot. #
Outposts being razed show a red countdown badge so you know exactly when they go down. #
Gates got a hero sprite and an animated portal. #
New-player protection rings are visible at every zoom level. #
The map refreshes outposts and relations when you return to the tab. #
On phones, squad windows no longer pile on top of each other. Opening the launcher, Squad Details, or the roster closes the others. #
On touch screens, taps now prefer your own squads and outposts when they overlap someone else's. Tap again to select the other piece. #
Traveling squad groups now fan out beneath the leader like a hand of cards, with big waves stacking deeper underneath, so a multi-squad launch reads as one thick fanned formation on the map at any zoom. #
Zoomed out, traveling squads show as directional arrows. The center tells you whose squad it is: white for yours, green for your alliance, cyan for friendly, yellow for neutral, and dark red for an enemy. The border tells you what it is doing: red for an attack, blue for a move or return. #
Relocate your colony straight from the map: your own basic outposts now offer a Relocate action on the action ring and in the target panel once you hold enough control ticks. A confirmation shows the destination, the resource cost, and reminds you the move is instant, only units stationed in your colony come along, and control ticks reset to 0. #
Map artwork loads about ten times faster, especially on phones: colony, outpost, and squad sprites shrank from roughly 20 MB to 2 MB at the same resolution, and your device now keeps them cached instead of re-downloading them every few hours. #

Realms, replays & bots

13 changes
Finished realms now have public replays. Watch the whole war unfold tick by tick, even if you never played there. #
Replays are now fully animated: squads fly their attack runs, nukes arc to their targets, relics and wreckages appear the tick they spawned, battles flash at the point of impact, and covert activity shows up as anonymous spy blips. #
Invited friends can now open a private realm's page and place their starting colony without getting stuck on loading. #
Realm player caps now count humans only. Bots don't take up seats. #
New eras launch at the right tick speed instead of falling back to one tick per hour. #
Havoc realms tick reliably again. #
Server bots recall their squads instead of fighting each other, and battle reports only generate when units are actually present. #
The 'player' bot persona now favors massed cheap armored infantry with late weapon tech. #
Server bots play sharper: they no longer waste turns on orders the game would reject — they check what they can afford, where their squads can actually reach, and which outposts can launch attacks before acting. #
Bots broadened their tech tree: they now build storage to bank income instead of overflowing it, colony radar to see attacks coming, and covert scan tech to scout targets before committing to a strike. #
Bots learn from losing: a bot whose attack gets wiped now backs off that target for longer with every defeat instead of re-throwing doomed squads forever. Well-defended players stop drowning in battle reports. #
In the lab: a PVE realm mode where survivors band together against the bot horde. Watch for the first PVE realm announcement. #
Also in the lab: bots are learning coordinated alliance warfare — massing forces, striking together, and covering home defense before they march. Coming to a realm near you. #

Founders & quality of life

8 changes
Founders can now choose the name shown in the Hall of Founders — your username or a custom name — right after purchase. #
Founder Pack purchases now come with a personal thank-you email. #
Multi-capability jams now send one notification instead of three. #
Selecting a training base for recruitment now lands the squad on that outpost. #
The My Colony overview scrolls so the income breakdown is always reachable. #
Unit build requirements now name the structure you need, not just the unit tier. #
Fixed client freezes when recalling squads and when opening alliance or visible-squad panels. #
There's now a Support link in the site footer. #

Reinforce a teammate, watch a finished realm's replay, and tell me if something feels off — a lot of this build came straight from your reports.

RealmConquest is a free-to-play, turn-based browser strategy MMO in the lineage of the classic persistent strategy games. It is an independent project, not affiliated with, endorsed by, or sponsored by any third-party game or its publisher. Trademarks are the property of their respective owners.

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