Field update
The whole suburb, at a glance
dWars v0.6.101 · 31 October 2026
A minimap for the entire battlefield, a map you can read at speed, and tens of thousands of units holding sixty frames a second.
New
- A minimap shows the whole battlefield. Terrain, supply regions, unit dots and your camera's footprint sit in a panel beside the map. Left-click holds the camera over a point while your hero keeps moving; right-click gives orders as on the main map.
Shiftadds a movement point to an order. HoldShiftwith a battalion selected and the valid-move highlight turns green. One right-drag drops a waypoint as anX; the next commits the route through it.- Banks, Factories and Sensor Towers can be destroyed. Every structure now phases in, takes damage and explodes like the rest of your army.
- Mac players can command with
Control-click, so a one-button trackpad is enough to give orders.
Changed
- Large battles hold sixty frames a second. Around 25,000 live units ran at 14-25 fps before this release and now hold a steady 60 on the same machine.
- Fog of war holds its ground before it fades. A cell stays fully lit for 4.7 seconds after your sight leaves it, then darkens over 0.3 seconds, instead of dimming the moment you look away.
- The map reads as line art. Roads carry a heavy hand-drawn outline and buildings a thin one, and building surfaces sit flat under the ink instead of embossed.
- Damage numbers and
+Nincome pops are twice the size, and they clear the unit or base underneath them. - The base speaks in one symbol. The wallet
$is gone. One centred energy bolt turns red when the base is unpowered or your store is empty, flashes gold when a coin banks, and pulses on every powered tick. - Heroes go down for ten seconds. Elle and Nesa die and respawn at base inside the simulation, so a recording replays their deaths the way they happened.
- A unit below half energy keeps hunting. Retreat is decided by energy alone, rather than a separate rule that dropped a hurt unit's target.
Fixed
- WebGPU levels start again. The minimap's render target used a format WebGPU rejected, which threw out the whole frame's drawing and stalled levels before the opening reveal.
- A fresh browser profile no longer opens on Low quality. Browsers report 128 MB of graphics memory on cards that hold far more, so the hardware lookup runs at every launch.
- Starting units are visible while they form. On Marrickville the opening Supply Bots stayed invisible until formed, and the level's reveal timed out waiting for them.
- A custom level runs at a count your machine can hold, and the Level Editor shows what it will actually field.
- Recordings hit the same targets on every machine when more attackers converge than a target's list can hold.
Known issues
- Structure, upgrade and hero-skill prices remain provisional while the energy economy is tuned.
- Nesa's order panel does not yet show skill prices or mark which skills you own.
- Recordings made before this release may not replay exactly, following the hero death and structure changes.
You can see the whole suburb now. Look at it before you move. — Elle