Version 2.0-2.4 - RTS
Real-time gameplay
- No more turns. The game now runs live, so both players act at the same time and never wait on each other.
- Orders resolve on their own timers instead of at a shared “end of turn.”
- The old “Next Turn” button is gone in real-time mode.
Unit actions have cooldowns
- Every action now has its own cooldown, so a unit can move, then attack or use an ability again once that action is ready.
- You can issue orders for different units as soon as each one is ready, instead of managing everything in one turn.
- The UI shows per-unit cooldown indicators and greys out actions a unit can’t currently use.
Factories & production
- Factories run on their own production timers. You can queue units and cancel them by right-clicking in the factory panel.
- Factory output and node capture now have a unified timer indicator.
Mines & Supply Lines
- Mines produce low per second, and the resource crates move at the same rate
- The resource is added when a resource crate reaches the base
- Once the resource node is depleted and resource crates reach the base, the mine
Capture nodes & map objectives
- A new capture node mechanic gives the map a central objective, with a visible capture progress timer.
Power Station & engineers
- Power stations - Not in current version; it’s a work in progress
- Immediately after construction, they start powering buildings and units to enhance productivity and meet requirements
- Displays power range when selected
- Engineer datapads now display their construct/deconstruct state.
New UI, visuals, and controls
- New top-center HUD, better unit selection/tab cycling, minimap fixes, and tighter camera controls.
- 3D Human scout unit model is in with faction-colored material swaps so each player’s units are visually distinct.
- A Player Log button was added to Game Settings.
Maps & custom games
- New map generation assets and terrain configs.
- A custom map editor is in its first full playable state, and custom maps can be used in matchmaking.
Stability polish
- Supply-line crashes, factory-queue deadlocks, and unit-selection crashes were fixed.
Files
Get Adaptive Command Prototype
Adaptive Command Prototype
Adaptive Command Prototype
| Status | Prototype |
| Authors | Light with Blocks, Pixagonal Games, Bone155 |
| Genre | Strategy |
More posts
- Version 2154 days ago
- Version 2063 days ago
- Version 1966 days ago
- Version 1866 days ago
- Version 1779 days ago
- Single Player Modes87 days ago
- New UI and Map GeneratorMay 05, 2026
- Highlighted Tiles and Terrain EffectsApr 21, 2026
- Prototype Demo 4Apr 10, 2026
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