Patch notes
MarsL 1.0.139 · Back to the game
1.0.139 Monster camps, rebalanced for real 2026-11-01
Monster camps
- The extra treasure and trophy boost on fast servers was overshooting: a 10× server made raiding worth about 3× too much relative to production, and the 500×/30× speed server about 5× too much. The formula now keeps camp income, per real hour, in exactly the same proportion to your production as on a normal server - whatever the speed.
- What changes: camp treasure follows production speed ÷ walking speed (1× on a server where both match, such as ×10; bigger where production outruns walking, such as the speed server). The trophy per kill follows the same gap, scaled down by how many more monsters a camp now holds, since a bigger camp already pays out more per raid on its own.
- Camp difficulty (the number of monsters) is unchanged - it still grows with the square root of production speed, matching how fast your own armies grow.
- The wiki camp table explains the three numbers (monsters, treasure, trophy) separately.
1.0.138 The landing party 2026-11-01
Landing
- The guide now hands over a small landing party instead of asking for the HQ and the barracks first: 5 troops on a normal server, more on faster ones (about 16 on ×10, about 112 on ×500), so the first raid on the wrecked lander needs no barracks at all.
- The HQ to level 3, the barracks and the first training are the last three steps of the landing, after the map, the raid and everything the guide explains. Queueing them counts, so the landing never waits for a build; only the training needs a finished barracks, and it can be left for later like the alliance step.
- The free instant-finish of the landing is gone with them. Jobs still finish for free in their last minutes, everywhere in the game, as they always did.
1.0.137 A quicker start 2026-11-01
Build times
- The first levels of every field and building are much shorter (about a third of what they were on level 1), and the curve rises faster to meet level 10 exactly where it was. So the early game moves, and everything from level 10 on is unchanged. On a ×1 server the barracks of the landing now takes about 8 minutes instead of 27.
Landing
- Every job the guide waits for can now be finished for free, whatever is left of it. The gap was the barracks: once it was queued the step counted as done, and the next step offered no free finish, so a ×1 colonist sat through the whole build with nothing to do.
- The guide also follows a job the commander's crew is building, not only the colony queue.
1.0.136 Game speed at first sight 2026-11-01
Server selection
- Every server shows its game speed as a big colored badge on the left (green ×1 normal, yellow quick, orange fast, magenta blitz), so the servers can be told apart at a glance.
1.0.135 Every server shows its version and players 2026-11-01
Server selection
- Every server in the list shows its game version, its speed and how many players it has, not only the one you are on. A server that does not answer simply shows less.
- “🏠 you play here” now marks every server where you already have a colony (before, only the main server said “your colony”).
1.0.134 The Classic server 2026-11-01
Servers
- A new server in the list: Classic (normal speed, ×1). A long round with the usual clock. Pick it after you log in, like any other server. It has its own world, its own commander and its own admin page.
1.0.133 Troops carry more on fast servers 2026-11-01
Raids
- Troops carry more as well (the same factor as the storage: about 3× on a 10× server, 22× on a 500× server). The stores and the stocks of the players you raid grow like that, and a fixed carry capacity would have made every raid on a fast server tiny. The unit cards and the wiki show the real number.
1.0.132 Raids pay on every game speed 2026-11-01
Monster camps
- Camp treasure and trophies get an extra boost where the colonies produce much faster than the troops walk (the square root of production speed divided by walking speed). The camps refill at walking speed, so on a 500× server with 30× walking a raid had shrunk to a rounding error next to your income. On servers where both are equal (and on normal servers) nothing changes beyond the earlier scaling.
- The wiki and the map tooltips show the numbers of the server you are on.
Quests
- Resource gifts of quests and of the landing guide now grow with the storage (about 3× on a 10× server, 22× on a 500× server), so they stay a real share of what your stores hold. The commander xp of a quest stays the same, it follows the level curve.
1.0.131 Send it straight from the simulator 2026-11-01
Fight simulator
- When the simulation has a real target (opened from the map or a report) and you simulate with your own tribe, a button under the result sends these troops there: the send window opens with exactly those numbers (and the commander, if it is in the simulation). If you have fewer troops at home than simulated, it sends what you have.
1.0.130 Commander bonus in every resource panel 2026-11-01
Resources
- The commander’s production bonus (🎖️ per hour and %) now sits in each resource panel in every view, not only on the Resources tab, while the commander is stationed in this colony.
1.0.129 Commander in the simulator 2026-11-01
Fight simulator
- Both sides can have a commander: tap its name to load your commander with its level, skill points and gear, or type any values. The commander adds its attack (attacker) or defense (defender) the same way as in a real fight, and can also fight alone.
1.0.128 Joint attacks are back 2026-11-01
Alliances
- Planning a joint attack in the alliance works again. Only the landing time for waves stays locked.
1.0.127 The commander goes alone 2026-11-01
Commander
- The commander can go out alone: tick it in the send window without any troops. It attacks or raids monster camps and bot colonies, walks 8 tiles/h and fights with its own attack. Not possible in waves, and not against other players.
- Leadership and Guard now raise its own attack and defense by 12 per point (before: 1% for the army). Base points and the gain per level are lower (40 + 8 per level), so a fully trained commander is about as strong as before, but you choose where it grows.
- On faster servers its points and the xp it needs per fight scale with the game speed, like the armies, so it stays relevant and does not level up in seconds.
Waves
- Choosing a landing time for waves is locked for now: “coming soon”.
1.0.126 Camps keep up with the game speed 2026-11-01
Monster camps
- On faster servers the monster camps are bigger and richer in the same way as the storage: about 3× monsters and treasure on a 10× server, 22× on a 500× server (the trophies grow with the number of monsters). On a normal server nothing changes.
- The Landing Zone robots and the landmark guardians grow the same way.
- Regrowth and refill still run at the walking speed of the server, so the rhythm of farming a camp stays comfortable.
- The wiki camp table shows the numbers of the server you are on.
1.0.125 Storage grows with the game speed 2026-11-01
Storage
- Warehouses, granaries, the space without a store, bunkers and the drought reserve now grow with the square root of the production speed: about 3× on a 10× server and 22× on a 500× server. On a normal server nothing changes. Before, fast servers filled every store within seconds.
- The wiki shows the factor of the server you are on.
1.0.124 Commander bonus on show 2026-11-01
Resources
- The resource panels show the commander’s production bonus (🎖️ per hour and %) next to the fields, in the colony where it is stationed.
1.0.123 A shorter landing 2026-11-01
Landing
- The HQ upgrades and the barracks the guide asks for can be finished for free at any time (they were the longest waits of the whole landing). Other steps keep the usual free-finish limit.
Quests
- Quests that are not ready yet are no longer greyed out: every quest is open, so every quest looks the same.
1.0.122 Hunger bites 2026-11-01
Food
- When the granary is empty, the missing food is now paid with the troops themselves: every unit that dies is worth one hour of its own food (before: three hours, which hardly mattered).
- On faster servers the worth stays one real hour, so the speed server gives you time to react, but every hour about two thirds of the troops the colony cannot feed are lost, until the rest can be fed.
- Replaces the 20 minute grace of the last version.
1.0.121 A speed server you can play 2026-11-01
SpeedTest server (×500)
- Troops and merchants travel ×30 instead of ×500: a 20 tile trip takes minutes instead of seconds. Production and building stay at ×500. The adventure trips, the commander’s walk and camp and landmark timers follow the new travel speed.
- Starving is slower on fast servers: a hungry unit now holds out at least 20 real minutes before it dies (3 game hours before, which was seconds at ×500). Nothing changes on slow servers.
- A speed server that was already running with ×500 everywhere moves to the new travel speed once. The owner can still change every speed on the admin page.
1.0.120 Repeat attack, unique icons 2026-11-01
Reports
- New 🔁 Repeat attack in every open attack or raid report: the send window opens with the same target and the same troops (and the commander, if it led), ready to send.
Map
- Opening the map no longer pops up the info card of your own colony. Jumping to a place from elsewhere still selects it.
Icons
- The Humans’ Barracks no longer shares the commander’s 🎖️ (now 🏟️) and the Expedition Base no longer shares the adventure compass (now 🛖).
- Chickens: the Secret Burrow is 🕳️ (the Egg Catapult keeps 🥚). Aliens: the Mothership Core is 🛕, the Spawning Pool 🪸, the Fungus Farm 🪴 and the Spore Cannon 🎆, so every building and unit of a tribe has its own icon.
1.0.119 Respawn fix 2026-11-01
Respawn
- Fixed: the tribe choice of a respawn was swept away by the game refreshing in the background, so nothing could be picked. It stays open until you land.
1.0.118 The first squad is on the house 2026-11-01
Commander
- The number on the commander card now only counts the adventures waiting on the board, and is gone when there are none (items in the bag and skill points no longer show it).
Landing
- Finishing the very first squad for free now also pays back its cost (up to 5 units), so the tutorial squad costs nothing.
Respawn
- A respawn lets you pick your tribe again and always lands you at a new place; the old colony at the old place is deleted.
1.0.117 Respawn and account deletion 2026-11-01
Accounts
- New ♻️ Respawn in ⚙️ Settings: your colonies, troops, hero, quests and alliance place on that server are deleted and you land again with a new colony and a tribe of your choice. Account and other servers stay untouched.
- Deleting your account now works from the server selection (password needed) and removes the account and your players on every server.
- The old in-game delete button is gone: with one main account the password is kept on the main server.
- Safety: a database now remembers which server it belongs to. A server that is started on another server’s database (two sites sharing one folder) stops with a clear message in its log instead of mixing the two worlds.
- Server owners: deleting a player in the admin page asks whether the main account (and the players on all servers) should go too, or only the player on this server.
1.0.116 Play several servers at once 2026-11-01
Accounts
- Reloading the page while playing keeps you in your game on every server. A new tab or a new login still starts at the server selection, so you can keep one tab per server.
1.0.115 Selection first 2026-11-01
Accounts
- Logging in always leads to the server selection first, also when you came from another server or still had a game open.
- Opening the main site shows the server selection; you enter a game only by choosing its server.
1.0.114 Back to the selection 2026-11-01
Accounts
- Logging out on any server takes you straight back to the server selection on the main server.
- Opening another server while logged out goes to the main server's login and, after logging in, straight back to that server.
1.0.113 Choose your server 2026-11-01
Accounts
- Logging in or making an account now happens on the main server and leads to the server selection, not straight into a game.
- Your player on a server is only made when you choose that server: you pick your tribe there and land.
- Making an account no longer asks for a tribe. The email is confirmed once, for every server.
- Password and email belong to the main account. Change them on the server selection (⚙️ Settings → 🌍 Account takes you there).
- Log out in the game takes you back to the server selection; log out there ends the main account session.
- Players from before keep their name, password, email and colony: their game account became their main account.
- Every server keeps its own speed, rounds and admin page.
1.0.112 One main account 2026-11-01
Accounts
- You make your account once, on the main server, and confirm your email there. Choosing another server under ⚙️ Settings → 🌍 Servers logs you in over there with no second password and no second mail.
- On a server you have not played yet, you only pick your tribe. Colonies, heroes and rounds stay separate on every server.
- The hand-over link is signed, works once and expires after ten minutes.
- Other servers send people to the main server to log in (and straight back afterwards).
- Server owners: set the same HOP_SECRET on every server, and HUB_URL (the main server's address) on all the others.
1.0.111 New home address 2026-11-01
Servers
- The server list on the login screen now opens marsl-game.com and speed.marsl-game.com.
1.0.110 Crew on free lots 2026-11-01
Fixes
- The 🎖️ crew button in the window of a free lot (the + on the colony ring) now works. It showed up, but did nothing.
1.0.109 Tidier traffic and quests 2026-11-01
Interface
- Troop Traffic: the adventure and commander icons are no longer shown twice in a row.
- The quest panel is open by default, so every quest is visible right away (the arrow still folds it).
1.0.108 Balance pass 2026-11-01
Commander
- Foreman production lowered from +20 to +14 per hour of each resource per point (the +1% of colony production per point stays).
- Adventure experience lowered: scouting trip 8, expedition 24, deep journey 60 (the bonus per commander level is now +12% instead of +15%).
- Quest experience lowered by a third (at least 8 per quest).
1.0.107 The long way back 2026-11-01
🔧 Changed
- 🧭 Adventures now have real travel: your commander walks out to the adventure (5 / 12 / 30 minutes for a Scouting trip / Expedition / Deep journey), spends the trip’s time on site and walks back the same way. The listed time is the whole round trip. Rewards come when it is home again.
- 🚶 It shows in Troop Traffic like any other movement (“Commander on an adventure”, then “Coming home”), also in the movement list. Calling it back makes it turn around and walk home; it no longer pops up at home at once.
1.0.106 Adventures turn up over time 2026-11-01
🔧 Changed
- 🧭 Adventures are no longer there all the time. Your commander starts with 2 on its board, and a new one turns up every 6 server hours: a Scouting trip about half of the time, an Expedition about a third, a Deep journey rarely. The board holds 4; while it is full no new one spawns. The old limit of 4 trips per server day is gone. The commander window shows what is on the board and when the next one comes.
1.0.105 The crew stays at work 2026-11-01
🔧 Changed
- 🎖️ The commander’s crew keeps building in the colony where the commander is stationed, even while it is on an adventure, out with an army or recovering. It is only unavailable in the other colonies (and while the commander is moving to a new one).
1.0.104 The crew is always in sight 2026-11-01
🔧 Changed
- 📜 The quest header no longer shows a cut-off “this colony” label.
- ⚡ The free-finish button in the build queue now says <b>Finish</b>. It appears by itself as soon as a job (in the queue or by the commander’s crew) reaches its free last minutes.
🐞 Fixed
- 🎖️ The commander’s crew line vanished from the build queue whenever the commander was away (on an adventure, recovering, on the road, out with an army or stationed in another colony). It now always shows why the crew can’t build right now and when it is back.
1.0.103 A slimmer quest panel 2026-11-01
🔧 Changed
- 📜 The folded quest panel is much more compact: it shows only the quests with a reward waiting plus the next goal, each as one slim row (title, progress, claim). “More ▾” still opens the full list with descriptions, rewards and skip.
1.0.102 Heavy defeats are deadly again 2026-11-01
🔧 Changed
- 💀 A heavily outmatched commander falls again, attacking or defending: if its side loses the fight and loses 70% or more of its troops it falls, in raids too (before, only a wiped-out army or a lost attack did it). A defending commander also falls whenever its colony loses an attack.
- 💎 The inventory now names the slot of every item (Epic helmet, Rare boots …). Each of the five gear types has its own equip slot; a new item replaces only what sits in its own slot.
1.0.101 Loyalty at a glance 2026-11-01
✨ New
- 🎩 Every colony in the colony list and in the All colonies overview now shows its loyalty (orange below 100, red below 40). Your ⭐ main colony can’t be taken, so it shows none.
1.0.100 Commander gear and a Foreman worth the point 2026-11-01
✨ New
- 💎 A whole gear system for the commander: five slots (🗡️ weapon, 🦺 armor, ⛑️ helmet, 👢 boots, 🍀 trinket), each in Common, Rare, Epic and Legendary. Every slot has its own main stats: weapons attack, armor defense, helmets protect its health, boots make it walk faster and shorten adventures, trinkets grow health back faster and give more experience.
- ✦ Rare, Epic and Legendary items also roll 1, 2 or 3 random bonus stats (army attack, colony defense, less health lost, health per day, experience, army carry, bounty, colony production or shorter adventures), stronger with rarity. Less health lost stops at 50% and shorter adventures at 40%.
- 🎖️ The commander window shows all five slots and what the gear adds up to. Weapons and armor you already have keep their rarity and get their bonus stats now.
🔧 Changed
- ❤️ Health grows back by 20 per server day (was 60); trinkets and bonus stats add more. To match, fights cost less health (up to 40 when it leads, 35 when it defends) and so do adventures (3–6, 8–14, 15–25).
- ⛏️ Foreman gives more: every point now adds 20 of each resource per hour (was 4, times the server speed) and +1% of the colony’s own production, where the commander is stationed. At 10 points that is +200/h of each resource and +10% on a ×1 server (+2,000/h and +10% on ×10), so it still counts in a big colony.
🐞 Fixed
- ⛏️ On servers faster than ×1 the Foreman production was multiplied by the server speed twice, so it did not match what the commander window showed. What you see is now exactly what you get.
1.0.99 Health, gear rarities and a fair adventure curve 2026-11-01
✨ New
- ❤️ The commander has health (100). Fights cost some (the more its side loses, the more), adventures cost a little, and it grows back by 60 per server day. At 0 it falls. After recovering it comes back with 30.
- ⚔️ The commander now fights itself: 50 attack and 50 defense, +15 each per level, plus its gear. Leading an army it adds its attack; at home it adds its defense. The skill percentages still apply on top.
- 💎 Gear comes in four rarities: Common, Rare, Epic and Legendary. Each gives flat points plus a bonus in percent (Common +15 / +2% up to Legendary +120 / +10%). Outer camps and long adventures find rarer gear. New: 🔱 Sunforge Lance and 🪽 Phoenix Mantle. Gear you already own was updated to the new values.
- ⚡ Free finish: any job that is being built (in the queue or by the commander’s crew) can be finished for free in its last 5 minutes on a ×1 server, 1 minute on ×10 (shorter on faster servers). A <b>Free</b> button appears right in the build queue.
🔧 Changed
- 🧭 Adventures gave far too much experience (up to 2.4 levels a day at any level). They now give a fixed amount that grows by 15% per level (Scouting trip ≈12 xp, Expedition ≈35, Deep journey ≈90 at level 1): early levels still go quickly, later battles count most. Each trip costs some health.
- 🎖️ The commander window shows health and experience bars and its attack and defense points instead of fight counts.
- ♻️ Scrapping gear gives 30 / 70 / 160 / 350 xp by rarity.
- 🏘️ Helping hands now have a price: every colony that lends a hand gives up one of its own build queue slots until the helped job is finished or cancelled. Only colonies with a free slot can help; the once-a-day limit is gone.
- 🌱 Terra rush was far too cheap (skipping an hour cost only 3 hours of the colony’s terra). It now works in the last 30 minutes (was 60), costs 30 hours of the colony’s terra per hour skipped (the free last minutes don’t count), at least 2 hours of it, and every further rush in the same colony on the same server day costs double.
🐞 Fixed
- 📜 The 🎁 badge for claimable quest rewards no longer breaks onto two lines in the quest header on desktop browsers.
1.0.98 The first squad finishes for free 2026-11-01
🔧 Changed
- ⚡ During the landing, the very first squad (the 5 units the guide asks for) can be finished for free right away, once per account. Ordered more than 5? Then 5 of them come at once and the rest train normally. Everything else keeps the speed rule (5 minutes left on ×1, 1 minute on ×10).
1.0.97 Free finishing follows the server speed 2026-11-01
🔧 Changed
- ⚡ During the landing, free finishing now depends on the server speed: it appears once at most 5 minutes are left on a ×1 server, 1 minute on ×10, and less on faster servers (in between it scales smoothly). It works the same way for buildings and for training; the first squad no longer has its own exception.
1.0.96 The Landing: a new start for new colonists 2026-11-01
✨ New
- 🛬 The Landing: new colonists learn by doing, one step at a time (about 12 to 15 minutes): upgrade a field, name the colony, build storage, two more fields, the HQ, the barracks, train a first squad, open the map, raid a wrecked lander, join or found an alliance, then protection, how Mars is won and terra. One thing is highlighted at a time, 👉 Show me takes you there, and every action pays a small reward.
- 🛸 The wrecked lander: a one-time target right next to every new colony. No defenders, a sure win with 250 of every resource and an exciting report. Only you can see it.
- ⚡ During the landing, a job the next step waits for can be finished for free when at most 5 minutes are left; the first squad (up to 5 units) always can.
- 🎖️ The end of the landing sums up what you achieved, shows three next goals and lets you pick a parting gift: resources or troops.
- 💤 After 45 seconds without a tap during the landing, the guide shows the way again.
- 🛸 Crash-landing moment with dust and a little shake when a new colony first opens (off when your device asks for reduced motion).
- ✍️ Sign-up: the name field says right away whether the name is free, and choosing a tribe shows its motto.
- 🎖️ Every quest now also gives the commander a little experience (shown next to the reward).
🔧 Changed
- 📖 The old slide tour no longer starts by itself for new players (the landing replaces it). It is still in Settings → ❓ Tour.
- The first-day card is replaced by the landing for new players.
- With a sheet open or on the map, the guide sits at the top so it never covers the button you need.
🛠️ Fixed
- 🪤 Traps (new in 1.0.95) could not be built: they were missing from the list of buildings. Now they are there.
- The send window showed “This ends your own beginner protection” and the simulator for meteor crates. Both are gone there now.
1.0.95 Takeovers, traps, bombards, vacation, sitters, market offers, adventures 2026-11-01
✨ New
- 🎩 Taking over colonies: every colony has loyalty (100). Envoys (a new unit for every tribe: Governor, Mother Hen, Overmind) that survive a won attack lower it by 20 to 30 each. At 0 the colony changes hands, if the attacker has enough terra for one more colony. ⭐ Main colonies can never be taken. Buildings and fields stay; the old owner's troops, jobs and armies from there are gone. Loyalty starts at 25 and grows back by about 40 per server day. The HQ shows it when it isn't full.
- 💥 Bombards (a new siege unit for every tribe: Crater Mortar, Egg Catapult, Spore Cannon; workshop 10, lab 10): survivors of a won attack knock levels off one building. Aim at a building type in the send window or hit a random one. A level L needs 2 × L bombards; the HQ keeps level 1.
- 🪤 Traps: a new building for every tribe (Trap Field, Snare Patch, Goo Pit). Each level catches 10 attacking ground troops before the fight. Prisoners stay until you let them go, or until their owner wins an attack on that colony.
- 🏖️ Vacation mode (Settings): 1 to 14 server days. Nobody can attack, raid or spy on you; you can't send troops or goods or take market offers. Your colonies keep growing. All troops must be home and no enemy on the way to start it. Ending it (after at least 1 day) or running out gives a short shield and a 7-day pause before the next one.
- 🪑 Account sitting (Settings): name up to 2 alliance mates as sitters. They can build, train, research, heal, speed up and call troops home for you, but never send anything, trade, read messages or change the account. You see what they did. Leaving the alliance ends it.
- 📋 Market offers: post “give X, want Y” (0.5× to 2×) in the market's new Offers tab. Goods and merchants wait at the market for up to one server day. Whoever takes it sends their merchants; both loads travel at once. Up to 3 open offers, optionally only for your alliance.
- ⭐ Alliance officers: the leader can name up to 4. They can invite, remove plain members, edit the description, pay from the bank and remove plans and shared reports. Diplomacy and roles stay with the leader. A leader who hands over the lead becomes an officer; officers take over first if the leader leaves.
- 📑 Shared reports: share any report with your alliance (with a short note). The newest 30 show on the alliance page.
- 🧭 Commander adventures: short, normal or long trips (up to 4 per server day) for experience, resources for the bounty stash and a chance of gear. No risk of falling. While away it doesn't defend, lead or produce.
- 📊 The commander window shows its stats: fights, wins, win rate, xp earned and adventures.
- 🔎 Player name fields (alliance invites, sitters, messages) suggest matching players after the first letters.
🔧 Changed
- 📈 Commander leveling follows a smoother curve: 100 xp for level 2, then 240, 420, 640 … up to 8,740 for level 20. One fight gives at most one level.
- ⏳ With a full build queue (or a busy crew) the build button still shows when you'll have enough resources.
- 🎁 The quest header always shows how many rewards are ready to claim, also while the list is open.
- 🏖️ Vacation shows on the map, in profiles and in the alliance member list.
🛠️ Fixed
- The database now waits a moment instead of failing when another program briefly holds the file (for example a backup).
1.0.94 Fairer cancelling, luckier waves, patch notes 2026-11-01
✨ New
- 📜 This patch notes page. The version number in the footer and a link in Settings open it.
🔧 Changed
- 🌊 Wave builder: the chance that later waves land in the same second as the first two is a bit higher. Wave 3: 60%, wave 4: 30%, wave 5: 14%, wave 6: 7%, wave 7: 3%, wave 8: 1.5%.
- ↩️ Cancelling troop training, research, unit upgrades, healing and terraforming now works like cancelling a build job: the whole cost comes back in the first 30 seconds, as long as no attack or raid is on its way to the colony. Later, or while one is incoming, only 75% come back. The ✖ button shows the percentage when it is 75%. Units that were already trained stay.
1.0.93 Legal page, account deletion, same-second waves 2026-11-01
✨ New
- ⚖️ Legal page at /legal with the legal notice (Impressum) and a privacy policy, linked in the footer and in Settings. The owner fills in name, address, email and providers on the admin page (Server tab); the texts are built from that.
- 🗑️ Delete account in Settings: password plus a second tap. Colonies, troops, messages, reports, badges, alliance posts and stored device data are removed; an empty alliance disappears, leadership passes on; the Hall of Fame shows “Deleted player”.
- 🌊 Waves: new default “Together”. The first two waves always land in the same second. Every wave after that only lands with them with a chance (shown in the sheet); a wave without luck lands 1 to 2 seconds after the one before.
🔧 Changed
- 🎖️ The commander’s crew is one for your whole account: while it builds in one colony it can’t start a job in another, even if the commander walks there.
- ↩️ Cancelling the last build job: full refund only in the first 30 seconds and only if no attack or raid is incoming; otherwise 75%.
- 🤝 Build help: you can help every ally, 2 times each per server day (once per job). The old limit of 5 helps per day is gone.
1.0.92 Faster construction and the commander’s crew 2026-11-01
✨ New
- ⚡ Speed-ups for build jobs (tap ⚡ next to a job): 🕐 Overtime (once per server day and colony, −20% of a job, at most 60 min), 🏘️ Helping hands (each other colony of yours, once per server day, −10%), 🤝 Alliance help (ask your alliance, −4% per ally up to 20%), 🌱 Terra rush (finish the last 60 minutes of the running job for terra). Free help skips at most half of a job.
- 🔨 Build help list on the alliance page, with a dot on the tab when allies ask for help.
- 🎖️ Commander’s crew: where the commander is stationed, its crew builds one extra job next to the queue. Fields and buildings up to level 5, same cost and time, no skill points.
- 📖 Guide cards for the commander, attack rules, wave builder, diplomacy, badges, speed-ups and the crew.
🔧 Changed
- 🔤 Fonts are served by the game itself from a “fonts” folder next to server.js, nothing is loaded from other companies. Without the files the device’s own fonts are used.
- 🔤 Cleaned up names and comments in the code.
1.0.91 Commander button and settling 2026-11-01
🔧 Changed
- 🎖️ The commander button sits alone at the bottom left, level with the compass.
- 🚶 Settling in after a move takes 1 minute (6 seconds on a 10× server). The walk itself already stops the commander from defending two colonies at once.
1.0.90 Wave builder 2026-11-01
✨ New
- 🌊 Wave builder: open it with “Send in waves” in the send window (colonies and monster camps). 2 to 8 waves, each an attack or a raid with its own troops, a Rest button for what is left, the commander on one wave, a gap of 1, 2, 5, 10 or 30 seconds and an optional landing time. All waves leave at once; faster waves march slower so they land in order. Normal rules apply.
🔧 Changed
- 🚶 Commander settling time: 30 minutes, shorter on faster servers.
- ⛏️ The Foreman’s production grows with the game speed, like the fields.
- 🏅 Round-only badges are marked “this round” on profiles.
- ✏️ “1 point” instead of “1 points” everywhere.
- 🎖️ The commander button moved next to the compass on phones.
🐞 Fixed
- The commander toggle in the send window could do nothing on some fresh page loads.
1.0.89 Foreman, stash, war marks, higher levels
✨ New
- 🪧 War is a mark only: a leader declares war on another alliance by tag and its members get a red ring on the map for both sides. Either leader can end it. No score, no timer.
- 📈 Higher maximum levels for smaller steps: HQ and Barracks 20; Warehouse, Granary, Lab, Workshop, Hangar and Hub 15. Costs and times grow a bit faster above level 10, effects a bit slower.
🔧 Changed
- ⛏️ Foreman now is the commander’s own production: +4 of each resource per game hour per point (up to 10 points), only in the colony it is stationed in, not while it walks or has fallen. It no longer depends on the size of the colony.
- 💰 Bounty stash: choose how much of each resource to collect, or take all.
- 🚶 Moving the commander is slower and has a settling lock.
1.0.88 Commander overhaul and attack rules
✨ New
- 🎖️ Commander sheet (Skills and Inventory) from a sidebar chip, a floating button on phones and a card in the Army view.
- 🎒 24-slot inventory for gear. Camp bounty goes into a Bounty stash.
- ⛏️ Foreman skill.
- 🏅 Weekly ranks and achievements are round-only badges and are removed at each round reset. Champion badges stay.
- 📏 Attack rules: raids on players need at least 5 units; attacks need at least 10 units or 5% of your army, whichever is more; attack slots are 3 plus 1 for every 5 barracks levels (raids don’t use one). Bots and monster camps are exempt.
🔧 Changed
- 💀 The commander can fall: it recovers for a full server day and loses 25% of its progress to the next level. Moving it to another colony is slow and has a lock.
- 🗡️ Gear gives +1, +2 or +3%; Logistics +2% carry per point.
- 🪧 Wars were removed (they came back as simple marks in 1.0.89).
Before 1.0.88
📦 The base game
- Resource fields, colony buildings, build queue, troops of three tribes, barracks, hangar, workshop, lab and upgrades, hospital, spies and siege.
- Map with monster camps, landmarks, the Landing Zone, meteors, terrain and colonies founded with settlers and terra.
- Marketplace, trade routes and merchants.
- Alliances with bank, projects, joint attacks, board and pacts.
- Quests, events, rankings, Hall of Fame, badges, reports and messages.
- The Relic Hunt and Project Aurora as server goals, bots, beginner protection, farm lists, the guide and the admin page.