dWars — Battle of Burwood
Release notes
What changed in each playtest build. The early build is live now — read the map, not the clock.
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Sharper edits, clearer command
The Level Editor gets steadier, battalion focus reads at a glance, and the loadout sliders finally add up.
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Let the machine find its pace
A new GPU benchmark sets a safer unit cap, Sydney Showground joins the map list, and we're bringing dWars to Supanova Sydney 2026.
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Build the fight yourself
The Level Editor is live: choose the map, shape the battalions, assign upgrades, and test your own read of the streets.
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Learn the field, read the fight
A new tutorial, clearer battlefield feedback, and cleaner endings before the next command push.
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Faster to the fight
Less to download before the menu appears, and the map streams in while you're reading the brief.
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Back into the fight, faster
Lose a level and you're back on the campaign map in a single click — the redundant defeat screen is gone.
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Hear the battlefield
dWars gets its voice: combat audio, movement loops, and UI sound — plus state-aware cursors, a credits roll, and a noticeably lighter, faster-loading build.
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Victory, defeat, and a fairer fight
Battles now resolve to a real win or loss screen, the front line is rebalanced, and your reward upgrades finally reach the units already on the map.
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Clearer squads, steadier starts
Battalion icons that match the field, fewer half-broken level starts, and tighter campaign pacing.
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Combat gets teeth
Real per-unit weapons, real explosions with real splash — and bunching up is finally a mistake.
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A lighter build, a smoother score
The soundtrack moves to the cloud — a far smaller download — and ambient loops stop cutting hard.
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A smoother way into battle
A proper loading screen, frame-by-frame inspection while paused, and the groundwork for replays.
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Supply lines that breathe
Territory now carries supply — hold it, cut it, and watch the front lines form on their own.
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