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Live Event on January 27th

[p]Dear Players,

it’s time to update you on our progress on Broken Arrow.

We’re hosting a live event on January 27th at 5:00 PM CET on the Slitherine Twitch channel.

Here’s what to expect:
[/p]
  • [p]A roadmap update[/p]
  • [p]A discussion of the Baltic Battalion free DLC[/p]
  • [p]A live Q&A session with Félix Habert, Creative Director for Broken Arrow, where we’ll answer your questions.[/p]
[p]Mark your calendars and join us.

Broken Arrow live event Date: January 27th at 5PM CET
Where: https://www.twitch.tv/slitherinetv/schedule?segmentID=2844b0a1-b5f1-4edc-a425-e08632b99d59[/p]

Allied Command Update - Out Now

[h2][/h2][previewyoutube][/previewyoutube][h2]
Update 1.0.12
[/h2][p]Dear players,[/p][p]We are pleased to present Update 1.0.12 “Allied Command”. This update introduces an important new feature, several gameplay improvements, and a number of resolved issues.[/p][p]The development team made the decision to dedicate this update primarily to technical enhancements, separating them from balance-related changes. However, this in no way means that work on balance has ceased. On the contrary, we are preparing the global update, which will include not only significant balance adjustments but also deeper changes to core game mechanics, based on extensive feedback from our players. [/p][p]We closely monitor your feedback, carefully review your suggestions, and take your comments seriously. Your input helps us identify issues, find growth points, and move toward solutions that will make the game more stable, enjoyable, and comfortable for every player.[/p][p][/p][h2]Allied AI Bots in Skirmish[/h2][p]The key feature of this update is the introduction of allied bots in Skirmish mode. Our goal was to ensure that bots act as reliable, predictable teammates while still remaining flexible enough to adapt to dynamic in-game situations.[/p][p]To support this new functionality, we expanded the lobby settings. Bots can now be assigned to any available slot on either side, while retaining familiar options such as difficulty and specialization. This gives players more room to experiment - assembling custom teams, balancing sides, or testing new tactical approaches.[/p][p]Skirmish mode has also received several quality-of-life improvements aimed at enhancing convenience and gameplay variety. Lobbies are now private by default and automatically filled with bots upon creation, allowing matches to start more quickly. Additionally, you can now change the time of day, making each battle more atmospheric and adding greater variability to battlefield conditions.[/p][p][/p][h2]Changelog:[/h2][h3]Added:[/h3]
  • [p]Skirmish mode now features allied AI bots for each map;[/p]
  • [p]Some skirmish QoL improvements (such as you can now change time of day in skirmish mode, skirmish lobby is now private by default, skirmish lobby will now be populated with bots as soon as such lobby has been created, etc);[/p]
  • [p]Post match screen: added display of scores, match duration and the reason why the match ended;[/p]
[h3]
General fixes & improvements:
[/h3]
  • [p]Fixed an issue where units would execute orders to incorrect position (aka reverse bug);[/p]
  • [p]Fixed performance issues some players started to encounter after EAC has been added to the game;[/p]
  • [p]Fixed an issue where the game could end as “Victory” or “Defeat” instead of “Match cancelled” in some cases;[/p]
  • [p]Fixed an issue where player may be stuck during loading;[/p]
  • [p]Refactored game’s network message handler which should minimize network issues in game (such as desyncs, invisible units, etc);[/p]
  • [p]Fixed an issue where players who closed the game via alt+f4 during the match search were not removed from the search and could be assigned to a match[/p]
  • [p]Fixed an issue where player.log size could be too excessive;[/p]
  • [p]Fixed an issue with supply order (RMB on supply item) didn’t properly sync over the network;[/p]
  • [p]Fixed an issue where units couldn’t be spawned but were removed from the deck;[/p]
  • [p]Fixed an issue where player may get default deck in scenario lobby;[/p]
  • [p]Fixed an issue where reconnect option was available even if the game has been started without EAC;[/p]
  • [p]Fixed an issue with pause node not working properly in MP (Co-op scenarios);[/p]
  • [p]Fixed an issue where Wargoals UI may not correspond to the amount of objectives on the map;[/p]
  • [p]Fixed an issue where players may lack deserter status during post match screen;[/p]
  • [p]Fixed lofting missiles (Javelin, Hellfire, Hermes-A and other top-down attack missiles) sometimes not reacquiring correctly if the shooter lost line of sight while the missile was still guided by the shooter;[/p]
  • [p]Fixed an issue where bombs and artillery didn’t apply their damage to top armor in case of direct hits;[/p]
  • [p]Attack drones’ logic has been improved: now clicking RMB on a target will lead to direct attack order (drones’ ammunition will be used as soon as possible) instead of moving closer to the target and then auto-attack;[/p]
  • [p]Fixed an order related exploit allowing planes to fly outside of playzone;[/p]
  • [p]Fixed an issue when units inside the transport were able to laze targets while being inside of a transport;[/p]
  • [p]Fixed an issue when cover bonus from both stress and buildings has been applied at the same time in some cases;[/p]
  • [p]Fixed an UI issue with scenario carousel in the main menu;[/p]
  • [p]Fixed various crashes due to entity misuse issues;[/p]
  • [p]Fixed various issues with overcast ambient on some maps (they’re too dark).[/p]
  • [p]Fixed some minor issues in "Blackout" and "Self Service" campaign missions.[/p]
[h3]
Mission editor fixes & improvements:
[/h3][p]LuaNode update:[/p]
  • [p]Fixed LuaUnit (and its conversion method into orange pin data)[/p]
  • [p]Fixed Lua arrays (tables) can’t be passed to other lua nodes[/p]
  • [p]GameAPI is now always available to use, "IncludeGameApi" checkbox was removed[/p]
  • [p]Added examples page to Lua documentation[/p]
  • [p]Fixed an error in RandomData node when exclusion mode was turned on;[/p]
[p]We continue to develop the game and are preparing updates that will make the gameplay deeper, more stable and engaging. We have been working on the game every single day since its release and there are many important milestones and improvements ahead.
[/p][p]We want to express our sincere gratitude to each of you for your support, involvement, and genuine commitment to this wonderful adventure. Thank you for being with us!
[/p][p]We wish you all happy holidays and a well-deserved break. We’ll be doing the same, and we’ll see you in 2026.
[/p]

Broken Arrow: Baltic Battalion Free Specialization DLC | Announced

[p][/p][previewyoutube][/previewyoutube][p]Dear Players, At this year’s Slitherine Next event, we were excited to reveal the Baltic Battalion specialization, coming in early 2026 as a free DLC for everyone.

Baltic Battalion is a brand-new army specialization accessible to the U.S. faction. With cutting-edge European weaponry, sophisticated infantry formations, and next-generation vehicles built for layered defense, mobility, and quick reaction battle, this new specialization, which represents the combined forces of Lithuania, Latvia, and Estonia, increases your tactical options.

[dynamiclink][/dynamiclink][/p][p]In case you missed the event, you can re-watch it here: https://www.twitch.tv/videos/2639513492

We also announced that on January 27th we’ll be hosting a new livestream event, where we’ll share an update on the roadmap, upcoming content, and much more.

Additionally, the game will be discounted by 15% from December 9th at 6 pm CET to December 16th at 6 pm CET, and then again from December 18th at 7pm to January 5th at 7pm.[/p]

Patch 1.0.12 and Slitherine Next 2025 | Announcements

[p]Dear Players,

We’re excited to confirm that Update 1.0.12 - Allied Command, is on its way.[/p][p]This update brings a major new feature: the introduction of allied bots for Skirmish mode. You can now add both enemy and allied AI to fill all available lobby slots.

The end-match panel has also been improved to show the match ID, scores, duration and the reason the match ended.

Additionally, several important fixes and improvements are included.
We’re also pleased to announce that Broken Arrow will be featured at the beginning of the Slitherine Next 2025 event on December 9th. During the show, we'll be showcasing details and updates for the first DLC of Broken Arrow.[/p][p]📅 Broken Arrow at Slitherine Next 2025[/p][p]🕒 Date: December 9th at 6 PM CET[/p][p]📍 Where: Twitch Channel / YouTube Channel[/p][p]
Stay tuned for more details and thank you for your continued support.[/p]

Struggling military RTS Broken Arrow reveals ambitious roadmap that should finally help it reach its full potential

With some of the most realistic depictions of modern military warfare around and some excellent gameplay features, Broken Arrow could've become an instant classic when it launched earlier this year. However, network infrastructure issues, anti-cheat concerns, and balance complaints have all arisen since it dropped, blocking it from being a true challenger to some of the best RTS games around. It still has potential, but it's not there yet. However, the new Broken Arrow roadmap has now been revealed, and it charts a path through 2026 and beyond that should help elevate it to the heights I believe it can reach. Littered with new features, huge improvements, and DLC drops, if everything in this roadmap can be delivered without a hitch, then Broken Arrow may be touted as one of the greats by this time next year.


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