C✦ CARNAGE COMMANDER

DEVELOPMENT LOG

FRESH AMMO.

Release notes from the workshop. All dates below are publication dates.

The commander has something to say.

41 aggressive, AI-generated combat quips react to weapons, pickups, danger, enemy roles and endless milestones. Separate voice volume, subtitles and a preview in Settings. Compressed audio loads on demand; normal quips are spaced 25–35 seconds apart and duck beneath enemy warnings. Gameplay and ranking version remain 0.10.

Three arenas. Three enemy factions.

Sunfall shield guardians and healing priests, Cistern leapers and bog spitters, Furnace volatile hover units and armored chargers. Bosses now have distinct mechanics; Endless rotates six themed waves. Rankings use version 0.10 because the encounters have changed; previous scores remain stored separately.

Louder weapons. A proper armor pickup.

Added distinct shotgun and automatic firing sounds with priority during busy fights, an original blue armor vest model, and a researched similar-games guide. Weapon sounds are now included in the Settings sound test.

Every shot has an impact.

Added a real Hellfire missile, smoke trails, animated fireballs, sparks, scorch marks, weapon-specific muzzle flashes, shell casings, distinct enemy projectiles and pickup/spawn effects. Bounded reusable effects and lower-quality limits support crowded survival waves. New asset authors and licences are listed in Credits.

The siege never ends.

Last Bastion is a larger 100 × 100 survival arena with endless escalating waves, a boss every fifth wave, personal bests and a dedicated waves-first leaderboard. Submit after defeat or end your run from Pause.

Ten waves. No easy way out.

Added selectable Hardcore versions of all three arenas: 350–390 monsters, stronger enemies, faster attacks, ten waves, separate completion marks and separate leaderboards. Roughly ten-minute runs are the initial tuning target. Standard difficulty and existing Standard scores remain available.

More monsters. More ways through.

Added Frog flankers, Cactoro burst spitters and charging Yetis. Expanded ruined chambers, dry cistern bridges and industrial cover. Rebuilt Sunfall palms and distant scenery, and added obstacle-aware enemy routes. Current leaderboards use arena version 0.5; older submissions are preserved separately.

A home for the carnage.

Public homepage and /play/ separation, operation pages, field guide, FAQ, screenshot gallery, credits and support. Added community leaderboards, a daily featured operation, completion submission and Google Analytics.

Now you can hear them coming.

Material-specific footsteps, jump/landing sounds, enemy and player reactions, distinct pickups, wave alerts and arena ambience. Added optional monster squeaks, defeat wah-wah, sound preview and distance/stereo balancing.

Two more places to make a mess.

Cistern of Echoes and Iron Furnace joined Sunfall Courtyard. Added water and heat hazards, campaign progression, saved completion marks, and credited Poly Haven surface textures.

First contact at Sunfall.

Initial desktop pilot: three waves, three weapons, animated enemies, a boss, pickups, radar, settings and the north extraction gate.

WHAT COMES NEXT?

The current focus is combat balance, reliable performance and improvements based on player reports. Multiplayer, gamepad support and touch controls are not currently available; no release date is promised for them.

Tell us what needs attention ↗