Concrete records of work in progress.
Short, factual records of game and visual development: what changed, what it affects, and where the work stands.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Frontier Logistics
Keeping the Map in View
A compact lower-left Crew workspace keeps routine commands and summaries available without covering the map.
- Frontier Logistics
One Action-Point Pool for Every Crew
One visible
AP 4 / 4pool makes travel and direct work compete within the same Crew Workday. - 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.