**Update V0.42 – “Real-Time Heart, Turn-Based Soul”[previewyoutube="-JkmLo7cGuo;full"]** We did it. After months of breaking things, putting them back together, and breaking them again, the core engine has been completely rebuilt from the ground up. TB-RTS is no longer just a clever name; it’s now the actual gameplay experience. The game remains 100% turn-based under the hood (every action is still resolved fairly, predictably, and with perfect information when needed), but you now play it like a real-time strategy.No more waiting for a “Next Turn” button. Your units spend Action Points continuously in real time, letting you micro, macro, flank, kite, combo, and outplay your opponent at whatever pace the battlefield demands.It feels fast when it needs to be lightning-fast. It feels deliberate when you want surgical precision. It feels chaotic, intense, and deeply strategic; all at the same time. Action Points regenerate and deplete smoothly in real time, abilities have cast times or charge-ups you can interrupt, production rolls nonstop, reinforcements march in as they finish; everything just flows. Yet because it’s still built on our rock-solid turn-based resolution system, there’s no desync, no lag compensation nonsense, and every match is perfectly reproducible and fair. This is the version we’ve been chasing since day one. It finally feels like the game we always imagined. Beta is now within striking distance. Want to see it in motion? We’ve uploaded a raw, unedited ~20-minute match of the new build on our YouTube channel (new video drops regularly). Come watch the madness for yourself. Thank you for sticking with us through all the experiments. It’s starting to feel real. Cheers, friends! See you on the battlefield.
Fetching wire…