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What's Next in 2025? [UPDATED]

[h2]Line War – Now 75% Off![/h2]
The price of Line War was raised to $24.99 on February 1, 2025, marking another milestone in the game's ongoing evolution. But right now, you can grab it at a whopping 75% Daily Deal discount—our biggest sale yet!

Since its launch in 2022, Line War has grown tremendously. Over the past 2½ years, we've introduced major features like Single Player, Teams and FFA modes, Aircraft Carriers, major graphics updates, and, most recently, Technologies. At Studio Centurion, we've reinvested 100% of our revenue into development, ensuring that Line War keeps expanding.

Our commitment remains the same: as the game grows, so does its value. But for a limited time, you can secure Line War at an unbeatable price. Don’t miss out!

[h2]Upcoming Release 40 - Locomotive[/h2]
We're still hard at work on the railroad system coming in the next release. Basantos has 20+ years working as a Programmer but has never to this date experienced a greater gap between initial estimates of complexity and time-to-delivery, visavi actual circumstances.

Unlike other units in Line War, trains have shown to be a different kind of animal altogether! Here's an excerpt of the challenges involved in building the railroad & train system:


  • Trains — They can’t move freely, must stop at exact locations and require special handling when colliding with other entities. The Transport Train must function as a multi-body entity.
  • Railroad drawing & modification – Users must be able to draw smooth, good-looking railroads without effort, as well as re-drawing those railroads by reversing, truncating, extending - at both ends!
  • Destructible segments & bridges – Railroads must be divided into targetable yet visually seamless segments, having their own constructing -> completed -> damaged -> destroyed -> rebuilt lifecycle. Let's not talk about bridges...
  • Logistics & itinerary planning – Transport train is controlled - you guessed it - indirectly, Line War-style, by simply setting inbound station preferences, much like the airbase profiles. Solving this is similar in complexity to the well recognized problems of real-world vehicle routing and knapsack packing.
  • Trainyard & Train Station – New structures must comply with a set of requirements common to all structures.
  • Direct train operation – For reasons not discussed here, trains (especially the Siege Train) also need direct control in certain situations.
  • Siege train bombardment & targeting – The railroad gun introduces Line War’s longest-range artillery with devastating splash damage, requiring careful balancing and new targeting mechanics.
  • Bridges – Anchor points, detecting terrain intersections, divided into even length segments, interaction with sea units etc.

The good news? Line War will be one of very very few RTS:es to boast railroad & train features like the ones described above. When Release 40 lands, you’ll be able to build a streatch of rail, have the Transport Train carry up to 24 unit-spaces worth of cargo rapidly from point A -> B, deploy the Siege Train, and bombard your enemies from miles away—just be prepared to defend your tracks or risk losing your logistical lifeline!

[previewyoutube][/previewyoutube]
[h2]Future Features[/h2]
The future of Line War and our ability to develop the game is hinged on players enjoying and ultimately buying the game. Through many and long moments of uncertainty we've managed to deliver big features such as single player, teams, and technologies which for a game of this magnitude takes several thousands of hours. Line War has been breaking the trend of many multiplayer RTS games that tend to fade in popularity and with each new feature. By adding features, with influencer marketing efforts, and thanks to our amazing community of Line War enthusiasts, we are excited that Line War is slowly but steadily increasing in popularity.

Here is a sneak peek at what our plans are for 2025:
  • Interactive Tutorials & Mini Campaigns
  • Improved Usability & 2nd-Gen Command System
  • Map Editor
  • Campaign Editor
  • Better AI & Basic AI Scripting/Control
  • WW2 Skins
  • Advanced Economy (see earlier news post)

The pace of development is dependant on continued support in form of actual playtime and copies sold.

We'd like to extend a big thank you to everyone who has purchased Line War and who's playing the game. We are really excited to see what's in store for 2025!

Release 39 - Technologies

We're thrilled to welcome you to Release 39 which adds 1) Technologies bringing new depth to strategy and tactics, 2) Super-refitting to repair and heal units in close proximity to producers, and 3) Free-flowing / drip economy that significantly improves how revenue and expenses are continuously calculated.

[previewyoutube][/previewyoutube]

Let's have a closer look!

[h2]Academy[/h2]
The new Academy building can be constructed next to a town or a city currently allowing you to research up to 11 technologies. Additional technologies will be added in the future. It's also worth mentioning that technologies are optional and you can play Line War exactly like you have before, but if you are ready to level up your mid and end game you now have plenty of options!



[h2]Technologies[/h2]


Airborne Doctrine transforms your transport jets making them capable to also drop Infantry, Artillery and SAM units in parachutes. Before you research this technology, transport jets can only drop commandos in parachutes.


Chameleon Facades conceals your producer structures making it more difficult for your enemy to first detect them.


Cruise Missiles adds a battery of Tomahawk-like cruise missiles that enables your cruisers to attack structures further inland from the coast.


Durability Protocol adds strong plating armour to your producer structures and energy storage facilities making them more durable and harder for your enemy to destroy.


Infantry Fighting Vehicle (IFV) converts your tanks and adds transport capability for infantry and commando units. Not only does this allow your soldiers to be transported fast, they do not suffer any fatigue and they are protected by the armour of the tank.


Mercantile Culture increases the revenue you earn from trade routes. If you can protect your trade routes and research this technology, it will make your trade routes significantly more lucrative.


Pioneer Corps enables infantry and commando units to entrench faster and they camouflage their entrenchments making it much more difficult for the enemy to spot them. They also travel faster in rough hostile terrain.


Rawyield Optimizer increases the profitability of industries (Mines, Farms, and Lumber Mills).


Silent Hold transforms your submarines so they can transport land units, except tanks, for stealthy insertions. Combine this technology with pioneer corps for extra stealthy insertions.


Super Periscope improves the visibility range of submarines increasing their scouting capability.


Turbostruct reduces the time it takes to build new structures, and it also allows you to dismantle and salvage reimbursing your with some of the cost of its construction.



[h2]Super-refitting[/h2]
Units that are in close proximity of a producer of its kind will automatically repair and heal faster. Thiss serves to incentivize the establishment of forward- or proxy bases. All producers will now perform “super refitting” (fast healing, repair or tech upgrades) on compatible, nearby units.



You'll easily be able to recognize when super-refitting is in action as robotic repair helpers appear next to the units and medkits appear next to soldiers that are healing.

[h2]Free-flowing / drip economy[/h2]
All revenue and expense is now calculated once per second, construction being the only exception (which is paid upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero.

When your producers appear to have halted your production, i.e. there is no progress or robotic arm movement, it is likely because you are spending more capital than you are generating. A new economy warning will sound when your upkeep and production costs are higher than your income.



We hope you enjoy this new update which brings Line War another large step towards the original vision.

What’s being worked on for Line War this Autumn?

With trains now on the battlefield, things are speeding up in more ways than one. Check out Shermanator's latest video for an exclusive sneak peek at what’s in store: https://youtu.be/gCd8y9biozs?si=MZQfTxjEWfB0rV2k
  • TECHNOLOGIES: Silent Hold, Super Periscope, Cruise Missiles, Mercantile Culture, Rawyield Optimizer, Infantry Fighting Vehicle, Airborne Doctrine, Pioneer Corps, Turbostruct, Chameleonplate Facades, Quickfix Protocol, Infantry Mortar, Sniper
  • INFRASTRUCTURE: Bridges, Railroads (Trains), Roads, Tunnel, Canals
  • NEW FATIGUE SYSTEM: Serves to incentivize the establishment of forward bases and transportation over regular movement for slow, non-energy consuming units. All such units will now incur fatigue, even when not hasting. Units idling close enough to compatible producers will get a major heal/repair rate buff.
  • FREE-FLOWING/DRIP ECONOMY: All revenue and expense is now calculated once per second, construction being the only exception (which is payed upfront). This new model produces perfect reporting in the Economy Bar and production "halts" when the treasury hits zero. Feature already implemented.
  • NEW WORLD FEATURES: 4 different sizes ranging from Large (current size + 2 territories-widths) to Tiny. These new settings will be baked into the seed. So, given a specific number, the world will load with those exact settings. Also introducing impassable mountain ridges and cliffs.
  • ADVANCED ECONOMY: Complicated matter, but in short: Free placement of Villages, which can be upgraded to Town => City => Metropolis. All urbanization levels need Food (Farms and Fishing Grounds) to grow population to max. Max populations are required for maximum urbanization performance. Urbanization convert Goods (Gems, Ore and Wood) into capital. Gems can only be converted by higher urbanization levels, and have a much higher value per transaction but much less frequent deliveries. All goods are produced/collected from exploited special sites (similar to current model). Natural trade routes will be established by the traffic from Trucks and Merchant Ships. Game logistics and the very important decisions on where to place and invest in urbanization could make this part of the game a great and isolated area of skill expression. This feature is still being discussed and delivery by next release is uncertain.

All features will be implemented and finalized one by one, with the goal of a successful release in December.

Note: All details are subject to change.


Regards
Basantos

Release 38 - Team AI

This release is about finalizing the first stage of the Line War single-player experience. It was made largely in response to this public poll posted here on Steam a few months ago.

See release notes for detailed release information.

Stay tuned! In a week, we will bring you one of the most exciting Line War announcements to date! ːsteamhappyː


Best
Basantos

Line War Tournament 24T2

Hello everyone!

The next official Line War tournament 24T2 is approaching.

Registration is public and open to everyone, beginners and pro's alike! This is just for fun. No pressure, no expectations.

See the tournament wiki for detailed info.

TOURNAMENT SUMMARY
  • July 1 through July 7
  • 32 player group stage
  • 16 players advance to finals stage
  • All regular matches are best-of-1
  • All finals and semi-finals are best-of-3
  • All players bring 2 "extra life" throughout all stages that can be used to declare a match they just played as "null and void"


MEDIA COVERAGE

Expect some full-length, narrated tournament matches to pop up in these places eventually



Best
Basantos