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Offline Asid

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ICBM: Escalation : Gobal warfare and nuclear mass destruction
« on: October 28, 2023, 12:00:31 AM »
ICBM: Escalation




Slitherine and SoftWarWare join forces once again, we are proud to announce ICBM: Escalation.




Following the great success of the first game, prepare yourself to engage in nuclear warfare with friends and foes once more.

ICBM: Escalation introduces a whole new series of improvements and features, including a renewed focus on conventional warfare, dozens of new weapons, an enhanced map, an upgraded diplomacy system, alternative victory conditions, a new research tree, and more.

Last but not least, the game offers a diverse and immersive single-player campaign, skirmish mode, co-op, alternative game modes, and a multiplayer mode up to 10 players, with ELO ratings and a ranking system.

We can't wait to reveal more in the coming months. Wishlist the game on our Store or Steam and stay tuned for further updates.

ICBM: Escalation is a real time strategy game of global warfare and nuclear mass destruction. Issue orders to entire armies and wield the most powerful weapons to ever exist to eradicate your enemies and secure global supremacy. Crush your foes by invading and conquering their territories or annihilating their cities with weapons of mass destruction. Use a vast array of vehicles and weapons to control and eliminate other factions and save your own citizens from certain doom.

CONVENTIONAL & NUCLEAR WARFARE
Take charge of a faction spanning a whole continent, build up a nuclear stockpile, research new technology and command a combination of nuclear-capable submarines, planes and ballistic missiles to strike at enemies’ key assets and cities. But nuclear warfare isn’t the only option, ICBM: Escalation has new alternative win conditions that let players seek different, less destructive ways to achieve victory. An increased focus on conventional warfare allows players to annex enemy territory, providing both points and additional strategic benefits, as well as a means to cripple the enemy and force them to surrender.

RESEARCH & DIPLOMACY
Research a vast range of technologies spanning multiple generations with a revamped progression system. Start from the very beginning of the cold war, with first-generation jets and WWII-era weapons, and build up your technological capabilities until you have state-of-the-art equipment, ranging from stealth warships to weaponized satellites. Plenty of new features have been added: a new player profile system, updated diplomacy with new research agreements, ceasefires, the ability to trade and negotiate captured territories and the introduction of world-spanning diplomatic measures like weapon-banning at the Geneva Convention.

PLENTY OF WAYS TO PLAY
A host of new game modes will launch with ICBM: Escalation. These include the standard ‘Standoff’ mode, which offers a balanced and well-paced escalation from small-scale conventional warfare all the way to full-blown global thermonuclear annihilation; the lightning-fast Blitz Mode, for players looking for an aggressive confrontation and a purely nuclear conflict; Conquest mode, which offers a drawn-out battle of discretion, brinkmanship and ever-increasing hostility; and Co-Op Versus, a new team-based mode where players will have to coordinate and work together as a single faction to survive and defeat their common enemies. You’ll have the option to fight alongside and against players from all over the world in multiplayer battles with up to 10 players, or face off against the AI in one-off skirmish matches, or the all-new single-player campaign mode.


FEATURES:

-    A deadly combination of Conventional and Nuclear Warfare
-    A huge array of strategies and units for high replayability
-    Dozens of weapons of mass destruction, from chemical bombs to heavy MIRVs
-    A massive, high-definition 3D map with hundreds of major cities to destroy
-    Diplomatic options to control the dynamics of the world
-    Up to 10 players multiplayer mode with ELO ratings and a rank-up system
-    Single-player mode, featuring a full campaign and support for quick skirmishes
-    Multiple generations of technology, from the early Cold War to the near future
-    Team-based co-op and other alternative game modes
-    Full modding support


« Last Edit: March 18, 2024, 07:39:23 PM by Asid »
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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #1 on: November 13, 2023, 12:08:19 AM »
ICBM: Escalation - Dev Diary 1
Thu, November 2, 2023



Hi everyone!

As you’ve probably seen, we’re happy to announce that the ICBM series is coming back for a second strike with ICBM: Escalation! Earlier on, we threw out a few one-off sneak peaks at what the game will have to offer, but we’ll be doing regular dev diariesfrom here on out to give you an idea of what’s in store for the sequel. So, what’s the big idea?



For those of you that aren’t familiar, the first ICBM game was a real-time strategy game where you launched nuclear missiles and dropped nuclear bombs on your enemies to try and kill off as much of their population as possible, while also doing your best to keep your own people alive.


Europe probably not winning at ICBM: Escalation

ICBM: Escalation has the same concept, but rather than being a pure nuclear war game, it’s more oriented around waging WWIII. You’ll get to raise a conventional fighting force to raid and invade enemy territory, as well as build up a world-ending nuclear arsenal to dissuade the enemy from doing anything drastic, which you can also freely unleash when you feel the time is right. So, what ICBM: Escalation offers, is exactly that. Escalation.


A minor territorial dispute.


Okay maybe it’s not that minor after all

Of course, If you just want to sit down and nuke everybody, we’ve got new game modes on offer to fit everyone’s needs. We’ve got Blitz Mode, which is made to be simpler, faster-paced and focused squarely on nuclear exchanges, Standoff Mode, for people who want a mix of conventional and nuclear action, and Conquest Mode, for players who want the long, drawn-out strategic cold-war experience. Plus, there’s also the new Co-op Versus Mode for anyone who wants to turn nuclear war into a team effort, as well as a new single-player campaign mode, but we’ll talk more about that later.

ICBM: Escalation is going to have dozens of unit types, hundreds of cities to attack, and support for hundreds, if not thousands, of active units all at once. There’s also a huge variety of nuclear weapons to pick from, a massive tech tree that spans generations, and more. All in all, it’s going to be a huge step up in scope and complexity from the original. There’s also been lots of changes to make the game more visually stunning, so you can really bask in the radioactive glow of each mushroom cloud. For the record, there’s only two people on the development team, so we’ve definitely got our work cut out for us!

Now, the big question that everyone’s wondering is, when is the game going to come out? We can’t say for sure just yet, but we’ll have more dev diaries in the future so you can keep an eye on how things are going. We’re aiming for a release date sometime next year in 2024, so keep your eyes peeled! Don’t forget to check out the store page on Steam and wishlist us!


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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #2 on: November 13, 2023, 12:08:38 AM »
ICBM: Escalation - Dev Diary #2
10 Nov 2023



Hi everyone!

In today’s dev diary, we’re going to talk about one of the staples of the nuclear triad, and the way we’ve implemented it in ICBM: Escalation. It’s not just a means to deploy nuclear weapons either, it’s also a defining feature of the modern battlefield, one that has the ability to turn the tide of an entire war, even without nuclear weapons. That’s right, we’re going to be talking about AIR POWER.

As every nuclear war aficionado knows, even though there’s plenty of systems that have been able to deploy nuclear weapons over the years, the only one that’s been used in anger against an actual opponent is the B-29, two of which were used to drop the bombs when the United States attacked Hiroshima and Nagasaki. Bombers were the first leg of the nuclear triad, and (thankfully) the only one to have ever actually been put to use. So, it makes sense to start there.



As mentioned before, ICBM: Escalation starts all the way back in the early 1950s, and progresses through time all the way up to the near future. The first bombers you’ll have access to will be early-model, jet-powered bombers with limited range and an arsenal restricted to primitive gravity bombs. Don’t be fooled, just because the B-47 itself isn’t particularly potent, that doesn’t mean you can’t get a lot of use out of your bombers. Their performance and capabilities can be upgraded considerably, and they can host a wide variety of weapons as soon as you upgrade them to their successor: The B-52.



As we all know, many strategic bombers developed in the mid-1950’s are condemned to roam the Earth forever and must bear the curse of endless upgrade packages for all eternity. This means that you can easily upgrade your strategic bombers to carry a variety of new weapons. For lighter duties like destroying radar sites, airports and army bases, you have your choice between primitive iron bombs, guided air-to-ground missiles, or long-range air-launched cruise missiles, which also come with a nuclear-armed counterpart. Air-launched ballistic missiles, which offer more range and a bigger punch than cruise missiles, are also at your disposal if you need to deliver a heavy blow without getting too close. And of course, if the enemy’s been worn down or if you’re feeling especially brazen, you can always just load up the biggest, baddest gravity bomb you can find and dump it on a major city during rush hour.



As for the actual bombers themselves, your standard strategic bombers have a few incarnations they can go through as you upgrade them. Starting with the B-47, then moving on to the ubiquitous B-52 lineage, and then to the supersonic B-1 Lancers, and finally the stealthy B-2s and B-21s. For players who are highly focused on their bomber fleet and don’t mind investing a little more into their nuclear strike capabilities, there’s also specially built high-speed bombers, which don’t have the same reach and offer fewer weapon options, but are very fast and can pack a serious punch over short distances. This particular pedigree is kept separate from the regular bombers, is expensive to build and requires specialized airbases, but can fill a valuable niche if you can employ it effectively, and it also has some serious potential if it’s upgraded further…



Now, there’s more to running an air campaign than dumping bombs on people. To keep enemy aircraft at bay and take on more tactical targets, the fighter/attacker combo from ICBM 1 is making a comeback. Like before, fighters are designed to effectively punch out enemy aircraft, while multirole attackers can deploy bombs, rockets, AGMs and even nuclear-armed cruise missiles to take out enemy assets. Starting with basic, gun-slinging first generation fighters that don’t even have radars, you’ll be able to upgrade your tactical wings to 2nd, 3rd, 4th, 5th and even 6th generation designs that are faster, better armed and deadlier than the last.



Adding to the mix are more strategically-focused aircraft, like AWACS, which are now less effective at reconnaissance but are vital for monitoring the airspace, as well as spy planes, which conduct long-range patrols to uncover assets deep in enemy territory. Also making an appearance are interceptor aircraft, which are specially armed and equipped to chase down high-value targets, and lastly, electronic warfare aircraft, which can lessen the effectiveness of enemy radar, pick apart air defence networks and pave the way for devastating air raids.



There’s plenty more we could talk about or delve into, but there’s a lot to take in so we’ll let your imagination roam for a bit. Hopefully this piqued your interest, and we can’t wait to hear what you think so far. Don’t worry, If you’re hungry for more, we’ll be back with another dev diary soon enough, and we’ll see you then!


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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #3 on: December 13, 2023, 12:09:04 AM »
ICBM: Escalation - Dev Diary 3
17 Nov 2023



Hi everyone!

Welcome to our 3rd official dev diary, which happily coincides with ICBM’s 3rd anniversary! That’s right, 3 years ago on November 17th, 2020, ICBM hit the stores. For those of you who have been with us for a while, thanks for holding on all this time and making the world a more radioactive place. This could be an opportunity to get all sappy and sentimental about the past and all the good times we’ve had, turning cities into parking lots and glowing charcoal, but we can do that later. This is a dev diary after all, so let’s not focus on the past 3 years, let’s focus on what’s next! Let’s talk about the sequel, and let’s talk about NAVAL WARFARE!

Having a powerful navy is a hallmark for any great power. Being able to control the sea allows you to project power all over the world, and in the era of nuclear power and atomic weapons, that’s never been more true, if the status and prestige of aircraft carriers and ballistic missile submarines is any indicator. Naval warfare is a big topic, so let’s (literally) start at the surface, and make our way down.

The surface warships in ICBM: Escalation start with early post-WWII designs. Old-school, brute force brawlers that rely on heavy armor and huge guns to come out on top. As your naval technology advances, your ships will continuously get smarter and more tactful. The cold war introduced a great many new technologies and warships were quick to pick up on many of them. By upgrading the base designs of your ships, you can pave the way for individual weapon systems like cruise missiles, SAMs, CIWS, and eventually ballistic missile defences, laser weapons and even railguns. The performance of a warship depends heavily on what equipment it has at its disposal, but the platform itself matters just as much!

An early carrier group. All conventionally powered gunfighters, including the plane.

The WWII-era designs that emerged at the beginning of the cold war were not well-adapted to the concept of fighting with missiles, and likewise, the designs of the 1980s weren’t expecting to be wielding lasers either. Upgraded hull designs provide better survivability and speed, but more importantly, access to better weapons in greater volumes. Your first ships will barely be able to use missiles at all, but as they advance they’ll be slinging them by the dozens. Each generation packs a bigger punch than the last, as you go from the last generation of gunfighters all the way to the first generation of stealth ships.

Stealth ships, anti-air lasers and railgun fire. THE FUTURE IS NOW!

The balance of power between the types of surface ships is similar to ICBM 1, but in many ways they’re much more capable than before. Carriers can project air power anywhere that’s even close to a coastline, and as we mentioned in the last dev diary, the multirole fighters they carry can pack a serious punch. Carriers also now have access to electronic warfare aircraft which are armed with anti-radiation missiles for SEAD missions, so they can pick on enemy air defences. Not only that, they also come with naval helicopters for reconnaissance and anti-submarine support, as well as the ability to deploy special forces, for all sorts of wetwork.

Cruisers retain their role as the heavy hitters at sea, armed with a huge compliment of guided missiles for land-attack and anti-ship missions, while also now sporting a sonar and limited anti-submarine weapons for self-defence, but most importantly, access to nuclear cruise missiles, to turn naval engagements and strike missions into a much shorter, much messier affair. Meanwhile, destroyers maintain their role as the fast, versatile all-rounders that excel at tracking enemy submarines, providing air defence, and now, with the addition of landing ships and resupply ships, making sure that unarmed vessels think twice before going out without an escort.

So where does that leave submarines? Similarly to surface ships, submarines can be upgraded through several generations, starting with basic post-war, boat-hulled diesel-electric designs. After that, they adopt the teardrop hull and nuclear propulsion, and become faster, quieter and more dangerous with each new iteration. By nature of their work, submarines don’t have as many weapons to choose from, but a savvy naval commander can keep them well out of sight and use them to wreak havoc at sea.

Danger isn’t always apparent. Make sure your sonar is up to snuff.

Attack submarines (i.e. the ‘normal’ ones) have been revised, and have taken on their rightful role as superlative hunter-killers, capable of easily dispatching anything at sea in a one-on-one fight. Though they’re quite expensive and still vulnerable to anti-submarine helicopters, destroyer patrols and of course, other submarines, their unrivaled stealth and powerful anti-ship weapons make them terrifying opponents for other vessels. They can also covertly deploy special forces on enemy shores, allowing them to silently wreak havoc on land and sea, and also have the privileged position of being the only unit that can field nuclear torpedoes, making them especially deadly as naval combatants.

Cruise missile submarines, also known as SSGNs, have a very apt name. They’re submarines that fire cruise missiles. Lots of cruise missiles. Although they may not be as stealthy as attack submarines or as deft in a duel, their ability to suddenly surface and saturate a target with guided missiles should absolutely not be underestimated, especially when they have the option to field tactical nuclear weapons as well.

And lastly, of course, are the SSBNs. Ballistic missile submarines. The boomers. Naturally, SSBNs are some of the most dangerous units you’ll encounter in ICBM: Escalation. Combining civilization-ending firepower with stealth, SSBNs can be relied upon to survive an initial nuclear exchange, and then emerge from the depths to deliver a devastating retaliation strike. Being able to easily reposition means they can also maneuver around missile defence systems and deliver a devastating surprise attack. They are, however, expensive to field, and the difference between one staying hidden or being found can seriously change the strategic balance. So, it might be worth doubling-up on submarine patrols and naval helicopters if you think your enemies might be investing in them, and you should also take care not to lose your own either!

Don’t you see? Surviving an initial attack gives SSBNs options. You can attack a city and take one million lives, or attack enemy launch sites and save ten million lives. Use your imagination!

And, as briefly mentioned earlier, naval warfare is even more important now that transport ships are here to bring armies into the fray. Opposing armies can load onto landing ships and invade from the sea, so if your coastlines are left undefended, you might be opening yourself up to an unwelcome visit! Conversely, you can also leverage your own naval forces to open up a beachhead for your armies and also ensure they have a clean run on their invasion routes. If you didn’t get much use out of carriers in ICBM 1, you might change your mind after you bomb an enemy army into the stone age and annex some oceanfront property on your enemy’s continent!

The navy makes it possible to fight on the beaches, on the landing grounds, and in the fields, and in the streets.

And that concludes our third dev diary. Let us know what you think and what’s got you the most excited. We’d love to hear your feedback on this! We’ll be back with another dev diary in a bit. Thanks again, and happy 3rd birthday, ICBM!

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Offline Asid

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #4 on: December 13, 2023, 12:09:23 AM »
ICBM: Escalation - Dev Diary 4
Mon Dec 04, 2023



Hi everyone!

We’re going to be covering a few different things in this dev diary, but all of them have one common bond: They all relate to weapons of mass destruction, and more specifically, the thing that makes a WMD a WMD. Let’s talk about WARHEADS!

Nuclear weapons are the obvious starting point for this discussion, so we’ll start there. In ICBM: Escalation, you’ll need to develop a nuclear program and research increasingly sophisticated warhead designs in order to build up a respectable stockpile and ensure that your nukes have the heft they need to efficiently annihilate your opposition.

First, you’ll have to research how to build nukes in the first place. Every arms race needs a starting line! Having nukes may seem like a given in a nuclear war game, but this is a feat that, in almost 80 years after the trinity test, only 9 (possibly 10) countries have successfully pursued and accomplished. After developing rudimentary fission-based weapons, the door will open to basic thermonuclear devices, and then to increasingly efficient and modern designs. Sufficiently advanced warhead technology will pave the way for deadly MIRV systems, as well as specialized nuclear EMP weapons, which can utterly paralyze the civilian economy, and diabolical salted bombs that produce insidious amounts of fallout. Warhead technology is all about packing a bigger punch into a smaller package. If you’re planning on a more conventionally-oriented strategy, this might not be as important, but if you want to rain fire, you’ll need to make sure your warheads are up to the task!

A salted weapon is a nuclear device designed to produce increased amounts of radioactive fallout by transmuting a surrounding material into a radioactive isotope. There is no public record of one ever being built because of the danger they pose and their repulsiveness as a concept.

There’s more to having a nuclear arsenal than just designing a bomb. You can’t put just anything in a nuke, and weapons-grade plutonium doesn’t grow on trees. Sourcing weaponizable material is a major hurdle for any nuclear program, and it’s one you’ll have to face as well. The production efficiency system from the first ICBM is making a return, except this time, it’s up to you to decide how high it gets and how quickly. By default, you’ll have access to basic first-generation uranium enrichment, which is very slow and inefficient, but you’ll be able to research new enrichment methods that will increase your nuclear production capabilities and let you build atomic weapons more quickly and efficiently.

With advanced warheads, you can develop some particularly virulent MIRVs and have unfathomable horror at your fingertips… Of course, building them isn’t cheap either!

Alternatively, if you’re feeling impatient or don’t want to invest as much time and effort into a WMD program, you’ll also be able to cheaply and efficiently build chemical and biological weapons to wreak havoc on enemy armies and population centers. Chemical weapons will devastate enemy troops and are dirt-cheap to produce from the start, whereas bioweapons can decimate enemy cities over time and can eventually overpower lesser nuclear weapons as a casualty driver. Take note, bioweapons don’t discriminate, so you should think twice before dropping one close to home…

Chemical agents can be used to slow down armies and inflict serious casualties. They’re also much more accessible than nuclear weapons, and just as liable to make you a war criminal.

So, with the (very real) difficulties and costs associated with developing a nuclear program, and the amplified threat posed by enemy armies and conventional forces, you’ll now have to juggle between developing your nuclear program and your delivery systems while also keeping the enemy out of your borders. How aggressively you choose to pursue nuclear weapons is up to you, but your conventional capabilities might suffer for it. This is where things get really interesting: Do you choose a doctrine that relies on nuclear deterrence, or do you lean on your armies and conventional weapons to keep you safe? And what does that mean if you end up in a war with somebody who’s taken a different path? How far can you push them, or how far can they push you? And who comes out on top if things escalate?

Developing nuclear weapons and their delivery systems is much more in-depth and intensive than before, and it’s a more difficult investment to make with the threat posed by invading armies. But, the overwhelming destructive power that a well-developed nuclear arsenal provides is an undeniable asset, especially if you can leverage it to decisively destroy your opponents. And if you get into a full-scale conflict, you’ll be in serious trouble if your nuclear forces aren’t up to the task!

And that wraps up our fourth dev diary. Hopefully it piqued your interest and gave you a bit of insight on what to expect. As always, let us know what you think! We love to hear everyone’s thoughts and we’re always listening. Until next time!

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Re: ICBM: Escalation : gGobal warfare and nuclear mass destruction
« Reply #5 on: February 17, 2024, 12:36:04 AM »
ICBM: Escalation - Beta Sign-up
Fri, 16 February 2024



We are excited to announce the opening of sign-ups for the beta of ICBM: Escalation.

The beta is set to commence in March and will feature both single player sandbox gameplay and multiplayer up to ten players, along with a spectator mode. As we approach the launch date, we will provide additional details regarding the content of this beta.

Stay tuned and register here: BETA



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Re: ICBM: Escalation : Gobal warfare and nuclear mass destruction
« Reply #6 on: March 18, 2024, 07:44:34 PM »
The Beta has begun + Dev Diary 6
Mon, March 18, 2024




Hi everyone!

In this dev diary, we’re going to be talking about our first beta! It’s just landed on Steam and we’re super excited to show off what we’ve been working on!


To start, we’re going to be working with a relatively small group of testers so we can dig in deep and get some really detailed feedback. The response we’ve gotten from the beta sign-up has been overwhelming and was much, MUCH bigger than we expected, so we’re grateful for all the support we’ve gotten so far. Unfortunately, this comes with the caveat that we can’t take everybody. But, don’t worry, because this is just the first beta test and as we make progress, they’ll get bigger and bigger with more and more participants. As of the time of writing, we haven’t named any names yet, but if you don’t get accepted early on, it might just be a matter of time. You’ll know if you’ve made it if you get an email from Slitherine with instructions on how to join, so keep an eye on your spam folder. Most of the administration for the actual testing is going to be on the official ICBM Discord, so make sure to drop in!

So! On to the beta itself! In our first round of testing, we’re going to be getting a feel for the pace of the game, the way the AI behaves, some of the strategies and how effective they are, and overall, just get some first impressions.

Our testers will have access to the original game modes from ICBM 1, including the original multiplayer experience, single-player skirmish matches, and a freshly redone tutorial explaining all the new mechanics. With 5 times as many technologies as the original, even more units, and a much, much more complex overall strategy and gameplay loop, the ICBM: Escalation experience should feel much different from its predecessor, so establishing how it feels early on is important. Our testers will also get a glimpse of the graphical facelift that the units, menus and map have received.

The AI is now capable of effectively leveraging land assets like special forces, armies and mobile launchers. Instead of just bases and installations, the war on the ground is going to get a lot more dynamic!

One of the crowning achievements of ICBM: Escalation is the introduction of conventional ground warfare, which adds an entirely new dimension to the game. Although players will have the choice of if they want to engage with it and attempt to invade other factions, they’ll have to be on guard, because the AI is now capable of using armies, and they’re ready and willing to invade anyone who’s not prepared! The new mechanic of escalation, from conventional warfare, to tactical nuclear warfare, and eventually total nuclear annihilation is the biggest step forward we’ve made, and also the focal point of the beta test.

ICBM may be focused around nuclear war, but that doesn’t mean that armies can’t pose a threat to you either!

So, hopefully all goes well with the first round of testing, and we can forge ICBM: Escalation into a top-notch nuclear wargame. A quick thank-you to our testers in advance before we get started, and remember, if you’re disappointed about not making it into the beta, it might just be a matter of waiting! We’ll see you again in the next dev diary!



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