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Useful Tips and Tactics on How to Play Operation: Polygon Storm

At ease, Commanders!

With the launch of the game just around the corner, we thought it would be a good idea to drop some key battle tips before you deploy.

Each of these points will help you better understand the game and become an effective battlefield commander. Casualties are inevitable, but victory is something you need to earn!

[h2]START ON EASY[/h2]



Put your pride aside for a moment and start the game on easy. The difficulty scales quite a bit from easy to medium and then to hard by design. So the best bet is to play the first two or three maps on easy mode to unlock new units, purchase unit upgrades, and only then replay the maps on medium to deploy with these newly upgraded units. Rinse and repeat.

NOTE: All new units are unlocked by beating the map on Easy for the first time. Beating a map on medium or hard rewards you with skins and more USD for upgrades.

[h2]ALWAYS UPGRADE YOUR UNITS[/h2]



Each unit you have and subsequently unlock has its own upgrade tree and special ability. It's vital to check these upgrades and start unlocking them so that your units can gain tactical advantages or survive the fights on the harder maps. Beating a map on any of the 3 difficulties for the first time will reward you with USD currency for unit upgrades.

[h2]RESET YOUR UPGRADES WHEN NEEDED[/h2]





You can also reset your selected upgrades in the upgrades section at any time. When doing so, you will get back any USD you spent previously. This lets you mix and try various upgrades for different missions without the need to beat existing levels to gain more USD. So get experimenting. What worked for you on one level might not work on another.

[h2]BUILD UP YOUR REINFORCEMENTS[/h2]



When you need to push in reinforcements further up the battlefield, it's often smarter to build up a small group away from the fight rather than drip-feeding one unit at a time into the fight.

When buying new units, go to your base, select the new units, and order them to hold there. This way, you can build up a small group and have them advance together rather than going in with one unit at a time.

You'll need to be careful, though, as if your units bunch up, they become a prime target for any air or artillery strikes that the enemy forces will get at various intervals. Either space them out or keep a close eye on your group to be able to move quickly if you see the target reticle.



[h2]LEARN WHEN TO RETREAT[/h2]



There is no shame in a tactical retreat to regroup, build up your forces, or save your remaining units to group up at the back with reinforcements. There is a strong push-and-pull flow to battles, so trying to push nonstop will lead to your defeat. Look for the windows on when to push. The best offense is a good defense!

[h2]The game launches here on Steam on Monday, August 12th, 2024.[/h2]

Good luck, Commanders, and see you on the battlefield!

https://store.steampowered.com/app/2310160/Operation_Polygon_Storm/

We're going live TOMORROW!



Get ready for Operation: Polygon Storm - a Tug-of-War game with destructible environments and minimal micromanagement!

[h2]We're going live TOMORROW![/h2]

https://store.steampowered.com/app/2310160/Operation_Polygon_Storm/

Operation: Polygon Storm | Release Date Announcement



Operation: Polygon Storm is here to challenge commanders with its fast-paced tug-of-war matches.

A fast-paced, military tug-of-war game with minimal micromanagement.


[previewyoutube][/previewyoutube]

Destructible environments and a massive variety of units ensure no two battles are ever the same. Experiment with a vast arsenal of units and killstreaks to discover the perfect combo for victory.

https://store.steampowered.com/app/2310160/Operation_Polygon_Storm/

Why We Use Humorous Ragdoll Physics in Our Military Strategy Game?

[h2]Should We Use Humorous Ragdoll Physics in Our Military Strategy Game?[/h2]

Hello Commanders!

So let's talk ragdoll physics for a moment. When we were making Operation: Polygon Storm, we were constantly jumping between how our physics reacted.

The constant debate was do we go for something more realistic so as not to detract from the "military" feel or do we lean into the art style we have and keep it a bit more lighthearted.

[h3]Experimenting with Physics[/h3]
As we started to implement the physics system, we encountered this dilemma right from the start. While the realistic physics provided a sense of “realism” to our game, it also felt, at times, a bit too boring and constrained. Troops would simply fall over when eliminated. Exploding vehicles didn’t rocket into the air etc.

The current balance of tweaked physics with one or two things able to really go into overide

So we started to experiment with more exaggerated, over-the-top physics. Often times we’d set it high to see the benchmark of what not to do. But we’d play this version and find we’re having more fun. Soldiers catapulting through the air after an explosion, tanks flipping dramatically etc. But we still thought, no we can’t do this. It will just make the game feel childish so we stubbornly kept telling ourselves we need to go more grounded.

[h3]The Great Physics Debate[/h3]
But switching between realistic and exaggerated physics became a common occurrence in our development process. We’d even sometimes do it when we were bored and testing something else for the 100th time. In the end, seeing how everyone on the team was switching the physics on their own told us we might need to just accept this is the correct decision. Let's find a good level of “exaggerated” without it being to distracting and just roll with that.

This felt like too much. Where every explosion created sent the target rocketing into the air

We also told ourselves, that we’re matching the art style and letting the game feel collectively more lighthearted since at times the difficulty is already quite high. So maybe a feeling corpse or a massive explosion will help ease players' stress. XD

[h3]The Final Decision[/h3]
The over-the-top physics not only matched our art style but also introduced an element of unpredictability and fun. Watching a meticulously planned strategy unfold with the occasional comedic twist made our game more engaging and memorable. It provided moments of levity in an otherwise serious genre, striking a balance that we believe players will appreciate.

This is technically based on real-world physics XD

[h3]Release Date When?[/h3]
We’re currently finishing up the console versions of the game and trying to catch any last-minute critical bugs that we can fish out.

So that means we are slowly making our way to the release of the game and we will have an announcement for you about this next week!

Speak soon, commanders.

Over and out!

Regular update 0.9.9.4

Major Update 0.9.9.4
Let us know what you are thinking about in Discord: http://discord.gg/WSwEQyx


Features:
Redesigned game balance.
Adjusted mortar approach time.
Increased delay before activating enemy abilities.
Raised the height of shelters.
Increased health of shelters

Bugs:
Fixed translation issues for Spanish and Portuguese languages.
Resolved an issue where the exit to menu button was not functional on the win screen.
Fixed a bug where some shelters were out of reach for units.
Corrected an issue where certain objects on the map did not explode.