Development notesFrontier Logistics

Concrete records of work in progress.

Short, factual records of game and visual development: what changed, what it affects, and where the work stands.

  1. Frontier Logistics

    When a Road Wasn't Enough

    An earlier playable build refused to call a remote route useful until it had delivered materials and completed a Field Ladder. The experiment clarified what a real logistics relationship should prove—and why the extra Service Link record was later removed.

    Earlier development record · Not current gameplayIn developmentDevelopment Day 73
  2. Frontier Logistics

    We Built Wildfires, Then Removed Them

    An earlier playable wildfire prototype grew from a deliberate burn into spreading Fire, lasting scars and reclamation work—then showed why the current game is stronger without that hazard system.

    Earlier prototype · Not current gameplayIn developmentDevelopment Day 72
  3. Frontier Logistics

    From a World Target to the Crew's Pack

    A material field action now carries one readable chain from the selected world target to the exact Crew that spends the action and receives the cargo.

    In developmentDevelopment Day 71
  4. Frontier Logistics

    The Headquarters Comes Before the Build Site

    An earlier development build moved permanent construction out of a global catalog and into the selected Headquarters, fixing the Project's Stock, Management, Service Network and Works Queue before the player chose its location.

    In developmentDevelopment Day 70
  5. Frontier Logistics

    When the Workshop Stopped Looking Like a House

    A Frontier Logistics Art study moved the Workshop's press to the rear and opened its front yard, making the machine—not a generic roof—the silhouette that survives at strategy-map distance.

    Art study · Not gameplayIn developmentDevelopment Day 68
  6. Frontier Logistics

    When Another Crew Finishes the Job

    Construction progress belongs to the Site, so one Crew can finish another's job without leaving the first Crew trapped in an obsolete order.

    In developmentDevelopment Day 67
  7. Frontier Logistics

    Giving Floodwater Somewhere Else to Go

    An earlier Frontier Logistics build let rain cut a Basic Road's cargo capacity in half; a player-planned Drainage Channel redirected enough water to keep it dry under the same event.

    In developmentDevelopment Day 66
  8. Frontier Logistics

    Drawing the Boundary of an Automated Logging Camp

    An earlier Frontier Logistics build let the player paint the exact map Cells a Logging Camp was allowed to harvest, giving its autonomous team a boundary instead of a blank cheque.

    In developmentDevelopment Day 65
  9. Frontier Logistics

    One Crew Starts the Outpost, Another Brings the Supplies

    An earlier Frontier Logistics build let one Crew mark an Expedition Outpost Site in the world before another Crew delivered the missing materials.

    In developmentDevelopment Day 64
  10. Frontier Logistics

    Keeping Projects Connected to the World

    The Projects view lets players scan Facility-owned work beside the map, then return to the place that holds the commands.

    In developmentDevelopment Day 63
  11. Frontier Logistics

    Keeping the Map in View

    A compact lower-left Crew workspace keeps routine commands and summaries available without covering the map.

    In developmentDevelopment Day 61
  12. Frontier Logistics

    One Action-Point Pool for Every Crew

    One visible AP 4 / 4 pool makes travel and direct work compete within the same Crew Workday.

    In developmentDevelopment Day 60
  13. Frontier Logistics

    Using Watchtowers as Geological Survey Hubs

    A Watchtower can extend a Crew's deliberate geological survey from radius 2 to radius 4 while unseen surface information stays hidden.

    In developmentDevelopment Day 58