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War Robots: Frontiers News

Developer Update: Past, Present, and Future

First things first—thank you so much for making the release of War Robots: Frontiers successful! We value your feedback above all else, and to that end, we have a developer update for you straight from the War Robots: Frontiers team. 

We want to let you know what we’ve been doing to improve your experience, what’s coming next, and our plans for future content updates. This covers everything from the Store to Leagues, customization, matchmaking, and more. 

While there are many things we’d love to bring to the game, this requires a significant amount of development time and we cannot promise the exact date on which these changes or new features will be implemented. However, we will continue to communicate with you every step of the way!


[h2]Balancing[/h2]
We understand that balancing is very important to our players, and we’ve heard your concerns. We are aiming to host a playtest in April to test specific balance adjustments such as weapon and gear rebalancing before we move them into the live version of the game. This way, we can gather player feedback before releasing new content!
[hr][/hr][h2]Store[/h2][h3]Recent Changes (March Updates & Hotfixes)[/h3]
In March, we made the following changes to the Store based on your feedback:
  • Owned Items: Items in the Store now display how many copies of the corresponding item you have in your Warehouse. This is designed to help you make better decisions about where to spend your in-game currencies. 
  • Store Banner: Added a banner to Featured Deals to help new players identify where they can find and obtain War Robot Modules for free. 
  • New Bundle: We heard your feedback about the lack of customization bundles in the Store. We have added a bundle containing a Sticker, Paint, and Decal and we will add more bundles soon. 
  • Hero Pilot Talents: Added “Pick one Talent per rank” to the Show Talents interface for Hero Pilots. This makes it clearer that only one Talent can be equipped per rank (not three).
[h3]Upcoming Changes (April 2)[/h3]
On April 2, the team is planning to apply these changes in a hotfix:
  • Factory War Robots for Credits: Adding Griffin (War Robot) to the Store for Credits (on a rotating basis). Factory War Robot Builds will be available for Credits periodically. This is to address feedback that not enough items were available to buy with Credits, making the Store feel oversaturated with WarpReal items.
  • Hero Pilots for Credits: Adding Kate Sinclair (Hero Pilot) to the Store for Credits (on a rotating basis). Hero Pilots will be available for Credits periodically. This is to address feedback that Hero Pilots were not accessible outside of WarpReal purchases.
  • Expanded Customization Range: We are adding a Customization section to the Store to expand the range of cosmetic items available, with items rotating in and out regularly. This is designed to give you more options and freedom when it comes to styling your War Robot. We would love to hear your feedback regarding different customizations that you would like to see. We will be sharing a survey with you in the coming weeks, but for now, you can share your suggestions on our Discord.
[h3]Future Changes[/h3]
  • Daily Deals: Adding a list of content and their probabilities to Daily Deals to provide more information about the items on offer.
  • Daily Deals Refresh: We are working on changing the Daily Deal refresh to allow you to refresh once per day for Credits. We’ve heard players’ feedback surrounding the lack of options when it comes to accruing items for progression during daily gameplay.
    We also are looking into changing the price and design of the refresh with WarpReals to better align the speed of obtaining new Modules for all players. 
  • Store Accessibility: We are looking to make the experience for new players more comfortable when using the Store. More details will be shared in upcoming hotfixes.
  • Pilots Rotation: Currently, a new Common Pilot is added daily in the Pilots section of the Store, and obtainable via Credits. In order to maximize the possibility of hiring Hero Pilots, Hero Pilots will be added to this rotation pool (also for Credits). 

[hr][/hr][h2]Leagues & Matchmaking[/h2][h3]Recent Changes[/h3]
We are constantly optimizing matchmaking based on League ranks. We want to help you match more consistently with players that match your skill level—and we have made recent changes to this effect. 

We have also improved matchmaking by substituting players with bots if they have left the match in the pre-match interface. 
[h3]Future Changes[/h3]
In Season 1, players are currently unable to obtain all League Rewards, as some items are removed from the reward list in higher Leagues. 

We have heard feedback from players that they would like the opportunity to earn the rewards they have missed. We have good news: those items will be granted manually at the end of Season 1 (if the milestone was met).

In future Seasons, we will be working on the following changes:
  • Rank-based Rewards: We are looking at changing the rewards to have them relate to the rank. For example, Emerald-coloured rewards (such as Emerald-coloured Paint) might be awarded in Emerald League Rank. These rewards would be progressive, so players in Gold League Rank would receive the rewards for Bronze, Silver, and Gold sequentially as they rank up (rewards will be distributed at specific milestones throughout the Season). 
  • Season-exclusive Rewards: League rewards will be exclusive to Leagues per Season (including Season 1).
  • Substituting Quitters for Bots: We are looking into improving matchmaking further by substituting players with bots if they leave during a Battle. This is complicated to implement—we need to assess how many War Robots a quitting player had left (if any) to not upset the match balance, while not leaving teams at a complete disadvantage. 
  • Impact Points (Supporting Roles): We’re looking to add an Impact Point system for supporting combat roles to make playing them feel more rewarding. This will take considerable time to develop, but we will continue to gather feedback on this topic.

[hr][/hr][h2]Battle Pass[/h2][h3]Recent Changes (March Updates & Hotfixes)[/h3]
In March, we made the following changes to the Battle Pass based on your feedback:
  • Reworked Description: We reworked the description in the Battle Pass UI to further clarify the difference between Battle Pass and Battle Pass Gold progression.
[h3]Future Changes [/h3]
We are clarifying how War Robots (and War Robot Modules) are distributed via active Battle Passes once they have ended, and how to obtain them in the future. 

For example: Cyclops is currently available in the Under the Wire Battle Pass (Season 1: Blockade) and will be moved into Daily Deals and the Store in the second part of Season 1 when a new Battle pass is active. This will be the case for new War Robots, and they will always follow the following cycle:
  1. A new War Robot enters the Battle Pass.
  2. When the Battle Pass ends, the War Robot moves to Daily Deals and the Store.
  3. Later on, you will also be able to earn this War Robot through other types of progression.

Customization items are not exclusive to the Battle Pass and will be added to offers in the future.

We will continue to optimize the Battle Pass to make earning rewards more satisfying and fun based on your feedback!


[hr][/hr][h2]Quality of Life[/h2][h3]Recent Changes (March Updates & Hotfixes)[/h3]
In March, the following changes were made to different areas to improve quality of life (QoL) based on your feedback:
  • Match Earnings: We increased the amount of Credits, Experience, and Pilot Experience awarded per match. On average, the amount gained has increased by +50%.
  • Premium Rewards: We resolved issues with Premium Accounts where you didn’t receive the correct rewards or additional Jobs. 
  • Jobs: Jobs UI has been optimized to help you identify how to earn Credits and Intel, making the rewards visible.
  • Crafting: We added Crafting Levels to Blueprints in the Workshop to make crafting easier to understand for new players.
  • Job Timers: We added a timer showcasing when Daily and Weekly Jobs reset in the Job Board interface to better clarify when Jobs expire and when new Jobs become available.
  • Tutorial: We added Intel to the Tutorial Jobs in the Job Board, which grants 5 Intel per completion to better introduce the concept of Intel to new players.
  • Convert to Custom: The action of converting a War Robot to custom no longer removes the War Robot from the hangar. We implemented this to prevent players from accidentally entering battle with fewer War Robots than they anticipated. 
[h3]Upcoming Changes (April 2)[/h3]
On April 2, the team is planning to apply these changes in a hotfix:
  • Login Event (April 8–April 22): We’ll run a two-week Login Event where you can compete in one Battle across seven total days (out of 14) to receive a full Mixed War Robot Build.
  • Jobs: We are going to be adding an easier Daily Job for players to complete. More details about this will be added in future hotfix patch notes.
[h3]Future Changes[/h3]
From Season 2 and beyond we will be working on the following changes:
  • Profile Level rewards: We will be making Profile level rewards interactive in the Profile Level screen. Players will be able to select a reward and view its details.
  • Tutorial Improvements: We are going to rework the Tutorial to ease players into the War Robot building feature. While this change is on our radar, it requires thorough testing and development, so we kindly ask for your patience.
  • Fullscreen Mode: We are adding a “Fullscreen” option in Graphic settings in addition to the current “Windowed Fullscreen” and “Windowed” options.
  • Workshop: We've heard your feedback that building and customizing War Robots felt a bit cumbersome, with too many clicks involved. Some areas also lacked the detail you needed. We’re looking at ways to improve this. These changes will include:
    • Our original intent for the Factory War Robot system was to provide a structured, ready-to-use War Robot for new players while still allowing you the freedom to make strategic adjustments to your Builds. However, we’ve heard that the extra “Convert to Custom” step made the process feel too complex. To streamline the experience, we’re making a change: Factory War Robots will be able to be “customized” directly, without the need for a “Convert”. Instead of going through an extra step, you will be able to modify your Factory War Robot right away. Removing the conversion step will make it quicker and easier to make adjustments, reduce friction and ensure that all players can enjoy customizing their War Robots without confusion.
    • Weapons and Gear will have small videos showing them in action to help you visually understand how to use them.
    • Components Navigation Tab will add into List of Modules screen. When you are customizing a component, you can use this navigation to switch between components, for example, when you are customizing a Chassis, you can switch directly to Torso, without having to go back to the previous interface. Improved customizing efficiency.
    • The Pilot interface will be improved to clearly show Talents. This is designed to improve your understanding of what a specific Pilot can do. 
    • Filtering and sorting will include more options to help players find more specific items.
    • Adding a Disassemble button for Factory War Robots. Right now, there is no way to strip a Factory Build of its components without deleting it. This new change will keep the template but no Modules will be attached. 
    • Adding a feature that clearly shows where and how to obtain specific Modules for War Robot Builds, allowing you to navigate to the location easily.
    • Adding a new Go Back To Editing button, which will appear when a War Robot is about to be removed from the Hangar. This will be a third option along with Save Changes or Revert Changes.
    • Adding an Add To Hangar button when you finish building a War Robot in the Workshop.
    • We will be shortening Crew codes so you can more easily invite your friends.
Developer Note: Proposed and upcoming changes are subject to possible delays or cancellations. 

We’d love to hear your feedback on past, present, and future changes in War Robots: Frontiers. Let your voice be heard on Discord in #feedback-and-ideas

[hr][/hr]Download War Robots: Frontiers for free today:

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Stay tuned to our official X, Facebook, Instagram, YouTube, and TikTok channels, and join the War Robots: Frontiers subreddit and Discord for all the latest news and updates.

                                                
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War Robot Spotlight: Ravana

As a Wild Ten Pilot, it’s good to get to grips with your partner in battle—the War Robot. With 18 War Robots to choose from, each with their own unique attributes, picking the best ally for each fight is crucial.

Meet Ravana, the bodyguard War Robot with a penchant for protection.

[previewyoutube][/previewyoutube]
[h2]COMBAT ANALYSIS[/h2]
  • War Robot Model: Ravana
  • Class: Defender
  • Dominion: Freecon

This Defender ClassWar Robot is not well-suited for direct combat, but has one impressive trick up its sleeve. Ravana can project a cone-shaped area in front of it, granting damage absorption to allies inside (and itself). This provides an excellent opportunity for your team to advance on the enemy as a coordinated unit, or retreat together to regroup and restrategize. 
[h2]UNDER THE HOOD[/h2]
Make the most of your Ravana by learning about its Core Gear and recommended Weapons, Supply Gear, and Cycle Gear.

Don’t forget—you can always customise your Ravana War Robot with your favorite elements! 
  • Guardian Matrix (Core Gear): Allies in front of you take less damage for a short time. You cannot be destroyed while any ally is affected by this.
  • Magneto (Light Weapon — Blast/Artillery): Launches a magnetic projectile that sticks to your target. Fire, hit your mark, and move on.
  • Nanite Repair (Cycle Gear): Repairs all Module armor.
  • Sprint Reactor (Supply Gear): Speeds you up a great deal for a short duration.
Download War Robots: Frontiers for free today:

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                                                          SteamMY.GAMES Launcher

Stay tuned to our official DiscordX, Facebook, Instagram, YouTube, and TikTok channels, and join the War Robots: Frontiers subreddit for all the latest news and updates.

                                                
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Maintenance – 25/03/2025

War Robots: Frontiers servers are scheduled to enter maintenance at the following time:
  • Maintenance Time: 25/03/2025 at 08:00 UTC
  • Estimated Downtime: 3 hours

The game servers will be inaccessible during this time. Keep an eye on our official social channels and Discord for further updates, and to find out when War Robots: Frontiers servers are live again.

Thank you for your patience!

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Hotfix Patch Notes — March 25, 2025

Attention, Pilots! The following hotfix will be deployed for War Robots: Frontiers following a short period of maintenance on March 25, 2025.
[h2]General Adjustments[/h2][h3]General [/h3]
  • Changed the terminology for Pilots: Pilots will now be “assigned” to War Robots, not “installed”.
  • Added a Player ID watermark to all of the main interfaces, making it easier for players to take screenshots with their Player ID and communicate with Customer Support. 
[h3]Battle Pass[/h3]
  • Items in the Battle Pass now display how many copies of the corresponding item the player owns in their inventory.
  • Reworked the description in the Battle Pass UI to further clarify the difference between Battle Pass and Battle Pass Gold progression.
Developer Note: We received player feedback that the Battle Pass was a bit confusing in regards to how players earn Battle Tokens. We will continue to monitor feedback and will have more details to share regarding future changes in the coming weeks.
[h2]Gameplay Adjustments[/h2]
  • Tutorial Jobs in the Job Board now grant 5 Intel per completion.
  • Added a refresh timer for Daily and Weekly Jobs in the Job Board and Play tabs.
  • Adjustments made to make team victory more important for players with a League Ranking of Platinum and above. 
[h3]Matchmaking[/h3]
  • Players in Bronze will now only match with other Bronze players, and no longer match with Silver.
  • Players in Silver will now only match with other Silver players, and no longer match with Bronze.
  • Gold players and above will now match with each other.
Developer Notes:
  • The above adjustment regarding team victory was not fully solved in the last patch, but has now been fully implemented.
  • We are undoing a previous change where players from Gold to Platinum would only match together and Emerald to Noachium to ease bot-encounters during higher-ranked experiences.
[h2]Balancing Adjustments[/h2][h3]Weapons[/h3]
Noricum
  • Increased time to reload from 4s to 5s.
Rampant
  • Reduced damage to Shields from 2,800 to 1,800.
[h2]General Improvements[/h2]
  • Adjusted the conversion rate for unspent Battle Tokens when a Battle Pass concludes from 10 Credits per Battle Token to 100 Credits per Battle Token.
[h2]Bug Fixes[/h2]
  • Fixed a bug where Crews of 4-6 players matched against bots could get stuck in the initial battle screen.
  • Fixed a bug with the matchmaking algorithm where Crews would count as a singular player when entering into a battle. This would result in Crews of 2+ players matching with solo players, making the matchmaking experience unfair.
  • Fixed a bug in the Workshop and Warehouse where textures were not applied to the 3D models of Supply and Core Gears.
  • Fixed a bug with Alpha’s Deadlight (Core Gear) where it would deal damage beyond the visible VFX of the target area.
  • Fixed a bug where the required XP to reach the next level in the Battle Pass was displayed incorrectly.
  • Fixed multiple bugs on the Terminus where players could get stuck in various places throughout the map.
  • Fixed a bug where new players were not provided their first War Robot, preventing them from going into Training and regular Battles.

                                                

Follow the game on X and Facebook and join the official Discord server to get all the latest hotfix info.

Need help? Contact our Support team to report any issues you’re facing on the Wild Ten.

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Developer Q&A (March 2025)

Eyes up, Pilots! We held an open Q&A on Discord last week where players had the chance to put their burning questions to the War Robots: Frontiers team. Thanks to all the Pilots who participated—it was great chatting with all of you!

If you missed it or want to revisit certain topics, we’ve transcribed the Q&A for your reading pleasure. 

This Q&A features contributions from Jen-Nausicaä (Executive Producer), MUTE (Publishing Producer), Zukata (Creative Director), Baz (Lead Level Designer), Artemiy (Narrative Designer), Parisa (UI/UX Director), and Skoll and KT_Peridot (Community Team).

Questions and answers have been edited for brevity and clarity.
[hr][/hr][h2]IN-GAME ECONOMY, CURRENCY, & BATTLE PASSES[/h2]
How do you plan to address the perception of pay-to-win?

We understand that the community has strong concerns about the game feeling pay-to-win, especially with how new players immediately see the shop and the lack of Credit-based purchase options. 

Since launch, we’ve been gathering feedback directly from players and are actively discussing how to improve the monetization approach with our design team. Our priority is to make the game feel fair and balanced for all players, including free-to-play users. 

One of the first steps we've taken is increasing Battle rewards, particularly focusing on credit earnings during battles. We aim to continue acting on feedback and will share our plans by early April for players to provide their feedback and input.

If you have any suggestions or feedback, we’d love to hear from you on Discord.

Will WarpReals be added to the Battle Pass, similar to other games where completing a pass grants enough currency to purchase the next one?

We are open to exploring the idea of including WarpReals in the Battle Pass, but we must carefully consider the financial implications. While adding WarpReals could make the Battle Pass more appealing, it also needs to be balanced as a way to sustain the development team in the long run. We will continue to listen to feedback on this!

Will Battle Pass and League items be available after a Season ends?

After a Battle Pass ends, items introduced through it will move into Daily Deals or Offers, and later on move to being able to be obtained through account progression. This way, players who missed the Battle Pass still have opportunities to obtain the items later. The aim is to avoid creating a sense of permanent loss and ensure that content remains accessible.

League rewards are currently exclusive to their season, and will not be obtainable afterwards.

Will monetization become more aggressive to sustain the game financially?

We have no intention of increasing the intensity of monetization. Instead, we are focusing on diversifying the types of content available for purchase, such as cosmetic items, skins, and other customization options. Our priority is to make sure that monetization remains balanced and does not compromise competitive integrity.

Will new item rarities make older items obsolete?

No, our goal is to avoid making existing items irrelevant when introducing higher rarities. We want to maintain a balanced progression system that ensures older items remain viable and useful, even as new, more powerful options become available. We are carefully considering how new rarities impact the overall meta to maintain gameplay fairness.
[hr][/hr][h2]DEVELOPMENT [/h2]
What would you say is your biggest development accomplishment?

The biggest accomplishment so far has been the successful release of War Robots: Frontiers! It’s been a long journey, and seeing the game go live was a huge milestone. 

Did you encounter any coding issues or compromises during development?

Yes, there were several instances where technical challenges led to compromises. For example, gravity and falling animations were tricky to balance due to the size and weight of the War Robots. Unreal Engine’s physics required us to artificially enhance the sense of gravity to make falling look natural.

Will Linux and Steam Deck support be added in the future?

We are aware of the growing interest in Linux support, especially with the rise of Steam Deck. Currently, our focus is on stability and compatibility with major platforms, but we are considering the potential for Linux support through Proton, so stay tuned!

Are there any plans for quadruped War Robots?

Yes, we are actively developing the concept of quadruped War Robots, including spider-like designs. These War Robots would offer unique movement mechanics and combat capabilities compared to traditional bipeds. We want to ensure that they feel distinct and balanced before introducing them to the roster and letting them onto the battlefield! 

Will more War Robots from the mobile game be added?

Yes, we do plan to bring more classic War Robots designs to Frontiers, but they will be adapted to fit the unique gameplay mechanics of this game. We want to make sure that they feel fresh while paying homage to their original forms. If you have any particular favorites you’d love to see, please let us know!
[hr][/hr][h2]GAMEPLAY & PROGRESSION[/h2]
How frequently will balance updates be released?

We aim to deliver balance updates on a regular schedule, as well as new seasons or major content drops. However, if critical issues arise, we may implement hotfixes to address them ASAP. Our goal is to give players a stable and enjoyable experience.

We will also test specific balance adjustments such as weapon rebalancing in upcoming playtests before we move them into the live version of the game. This way, we can gather player feedback before releasing new content!

Would you ever add a destruction system where damaged parts don’t result in instant death?

We understand the appeal of a more detailed destruction system, where losing a limb or weapon doesn’t immediately mean death. However, the current system is designed to emphasize targeting weak points for faster kills—giving you fast-paced shooter gameplay rather than simulation. Changing this system would fundamentally alter the game’s core mechanics, so it’s not planned at this time.

Will tournaments be added?

We are interested in adding tournament modes or similar events in the future, but it requires robust backend support and tournament management tools. Right now, our primary focus is on enhancing core gameplay and addressing balance issues. Tournaments could become a priority later—never say never! 

Will there be changes to League rewards beyond cosmetics?

We’re looking at ways to improve the League system and are continuing to discuss potential changes. For now, rewards will remain cosmetic. Our original process in designing this was that we didn't feel that players at top ranks need more parts, as skill is their main weapon. Giving those players more progression items at this stage can give them more avenues to grow compared to players in lower ranks, especially if we make those items exclusive. If it is something players wish to see, we will be continuing to monitor the feedback around Leagues.

As for the rewards, the way the current League system works is that players only receive rewards for their tier. For example, a player who reaches Platinum will only receive the rewards from that tier, and will not receive the rewards from the lower tiers, too. We are exploring tweaking the League system for the future based on your feedback!

When will Titan alternate weapons return?

Titan alternate weapons are being rebalanced and will be reintroduced once we are confident in their performance and fairness. Balancing these powerful weapons takes time, but they are on the way, don’t worry!

Could we have a Titan-free mode in the game?

We are open to the idea of introducing a Titan-free mode as a future game mode! However, we want to fully understand the reasons behind player requests for this. It may indicate an underlying balance issue with Titans themselves, so we encourage players to share detailed feedback on our Discord. If we can address the balance concerns directly, we may not need a separate Titan-free mode at all!

Are more healing-type weapons planned?

Not right now, but we are discussing potential new support weapons that might include healing or other utility functions. We want to ensure that any new support mechanics add strategic depth without negatively impacting the pace of gameplay.

Will support roles be given more Impact Points to better reflect their contributions?

Yes, we recognize that support roles are currently underrepresented when it comes to Impact Points, which mainly favor damage and beacon capturing. We plan to update the Impact Point system to include things like healing and providing tactical assistance. However, this requires more work than a hotfix, and will take more time to design, develop, and implement. The goal is to ensure that support players feel properly rewarded for their contributions to the team’s success!

How will you make Modules, Weapons, and Gear more accessible to new and existing players?

We know that some players feel the grind to unlock Gear is too long, particularly for new players. Initially, we balanced the progression speed based on Early Access where many matches involved bots rather than human players. Fighting bots typically led to faster progress, so real-world gameplay revealed that the grind was steeper than intended. We are actively working to reduce grind times. We’ve already increased XP earned by 50%, and we are looking into adding content that can be purchased for Credits (rather than just WarpReals). We hope to have more to tell you in early April.

Spawn camping has been a frustrating issue for players. How are you addressing this?

To address spawn camping, we’ve unified spawn protection buffs across all game modes. Now, when players respawn, they receive a 50% damage buff and a 90% damage resistance buff for 10 seconds. This change ensures consistency across modes and reduces frustration. Additionally, we have shortened the respawn timer from 270 seconds to 150 seconds, minimizing downtime and keeping gameplay more dynamic. We hope this helps!

Can we get more rewards from leveling up?

We acknowledge progression speed was too slow, making progress rewards longer to obtain than intended. To address this, we have increased Battle rewards including XP and Credits to make leveling up feel more satisfying and worthwhile, and will continue to check your feedback and make adjustments as needed.

Will there be map and mode selection in the future?

We would like to implement map and mode selection eventually, but it largely depends on the player base size. Allowing players to choose their preferred modes could significantly increase queue times, as we have players spread across Leagues, with many players in Bronze/Silver which can cause longer wait times for players in higher ranks.

As the community grows, we’ll reassess the situation and consider adding this feature to enhance player choice. There’s nothing worse than a long queue time–and we want to avoid that! 

Are there plans for new maps and modes?

Absolutely! We are always planning new maps and game modes to keep the gameplay experience fresh and engaging. Typically, new maps and major game modes will be tied to new season releases, so keep an eye out for new map and mode announcements.

Will problematic maps be adjusted over time?

Yes, we regularly review maps based on player feedback and telemetry data to identify issues such as collision problems, exploit spots, or unfair map layouts. Our level design team actively works on addressing these issues to improve gameplay flow and fairness. Additionally, we aim to polish future maps more thoroughly before release to minimize problems from the start.

Are there plans to improve the UI/UX?

Yes, we are committed to continuously refining the UI and UX to make building, customization, and in-game navigation more intuitive. The current layout has undergone major overhauls since launch, but we recognize that there is still room for improvement. We are gathering feedback on pain points and looking to streamline key actions like War Robot Building and inventory management.
[hr][/hr][h2]CUSTOMIZATION & COSMETICS[/h2]
Can Titans be customized further?

Currently, Titan customization is limited to weapon loadouts, as we want Titans to feel like unique, powerful assets rather than highly modular units. We are considering adding more visual customization options, like skins and effects, but the core design philosophy is to maintain their iconic and formidable presence on the battlefield.

Will more paint options be added for customization?

Yes, we are actively working on expanding customization options, including new Paint jobs and Wraps for both War Robots and Titans. We know that players enjoy personalizing their units, and we want to provide a wide range of aesthetic choices to make your Hangar truly yours.
[hr][/hr][h2]SOCIALS & PLATFORMS[/h2]
Will there be a clan system added to the game?

Yes, we definitely want to add a clan system. However, before implementing it, we need to build the foundational social features that will support it, such as chat and player profile systems. As a result, clans likely won’t arrive before the end of the year.

Are there plans for smaller or larger team sizes?

Smaller team sizes are more feasible and may be experimented with in future game modes. Larger team sizes present technical and balance challenges, so they are less likely to be implemented. Our priority is to maintain a good balance between chaotic fun and manageable gameplay.

Will there be cross-progression between platforms?

Cross-progression is not on our current roadmap, but it’s something we’re open to exploring if player demand is high. Implementing this feature is technically complex, as it requires synchronizing data between platforms, which poses security and compatibility challenges. However, if we see enough interest from the community, we will investigate the possibilities.
[hr][/hr][h2]Final Thoughts and Feedback[/h2]
Thank you for participating in the Q&A, and look out for more opportunities to chat with the War Robots: Frontiers team in the future on our Discord!

We received some great ideas from this Q&A, including implementing an isolated League mode, an in-game vote to end matches early, and in-game currency descriptions. We will consider these in the future! 

Players can always submit ideas via the dedicated feedback channel on Discord, we’d love to see them!

[hr][/hr]Download War Robots: Frontiers for free today:

                            PlayStation®5PlayStation®4Xbox Series X|S™Xbox One™

                                                          SteamMY.GAMES Launcher

Stay tuned to our official Discord, X, Facebook, Instagram, YouTube, and TikTok channels, and join the War Robots: Frontiers subreddit for all the latest news and updates.

                                                
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