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Private Military Manager: Tactical Auto Battler News

HOTFIX | #002 Bug Fixes

Hello, Boss!

Following yesterday’s update, we’re releasing our second hotfix today.

Bug Fixes
  • UI: Fixed a visual bug causing the combat power gauge to display incorrectly. (PMC-0868)
  • UI: Fixed a bug where squad movement paths were missing from some operation plans. (PMC-0869)
  • UI: Fixed a display issue when combat power exceeded 100. (PMC-0870)
  • Campaign: Fixed a crash that could occur when repeatedly clicking buttons after completing a mission. (PMC-0878)
  • Freeplay: Fixed a crash that occurred when equipping gun mods in Freeplay. (PMC-0880)
  • Other: Fixed a crash that occurred when submitting in-game bug reports. (PMC-0881)


All hotfixes from yesterday and today have also been applied to the demo version.

Thank you!

HOTFIX | #001 Game Update

Hello, Boss!

We’d like to share details of our first hotfix and some key gameplay updates.

Gameplay Updates


  • Random Starting Squad in Campaign Mode - We've updated the campaign so that each new playthrough begins with a different starting squad. Previously, the squad was fixed to deliver the tutorial experience as intended by the dev team. However, based on player feedback, we've decided to introduce more variety. (PMC-0853)
  • No Excessively Negative Modifiers in Campaign Starters - Operators with extreme negative modifiers will no longer appear in the starting squad for campaign mode. These traits were unintentionally raising the difficulty level for new players. This change ensures a smoother onboarding experience. (PMC-0856)
  • Improved Late-Game Level Design in Freeplay - We’ve adjusted the difficulty curve in the later stages of Freeplay. Previously, some players reported hitting a wall due to overly punishing and inconsistent difficulty spikes. We aim to make Freeplay more accessible while planning to reintroduce higher difficulty through optional modifiers in future updates. (PMC-0861)


Other Gameplay Changes
  • UI Update to Bring More Focus to the Freeplay - We've made UI adjustments across the build to better spotlight Freeplay mode. (PMC-0862)


Bug Fixes
  • In-Game: Fixed a crash caused by grenade throws. (PMC-0846)
  • In-Game: Fixed an issue where grenades couldn’t be thrown when certain gun mods were equipped. (PMC-0857)
  • In-Game: Fixed a bug where headshot damage was missing from post-mission stats. (PMC-0863)
  • Freeplay: Fixed a bug that prevented returning to the main menu. (PMC-0848)
  • Freeplay: Fixed a crash when opening the armory without any gear equipped. (PMC-0867)
  • Campaign: Fixed an issue where operators' gear would disappear if they were not re-contracted. (PMC-0844)
  • Missions: Fixed a bug where the same operator could appear twice in an event. (PMC-0715)
  • UI: Fixed improper scaling on multi-monitor setups with various DPI and resolution settings. (PMC-0866)


We’re incredibly grateful for the enthusiasm you've shown toward Private Military Manager. We're committed to quickly improving the gameplay experience and expanding content based on your feedback. Don’t hesitate to share your thoughts with us in the community—your input is invaluable.

Thank you!

ANNOUNCEMENT | Introduction to Game Structure and Update Plan

Hello, Boss!

In this post, I would like to briefly introduce the game structure and share our upcoming update plans.


[h2]The current EA gameplay is largely divided into two parts:[/h2]

[h3]1. Campaign[/h3]
This serves both as a tutorial for learning the game rules and as a gameplay mode that explains the game's world and background, allowing players to accompany the protagonist’s journey.
Players proceed through a series of linear stages where they can learn the basic gameplay rules.
Currently, it consists of 3 stages, providing about 3 to 5 hours of playtime.

[h3]2. Freeplay[/h3]
The development team considers Freeplay the main mode of the game:
We believe that in the management/simulation genre, imagining and executing various solutions based on different situations and environments is an essential and core gameplay experience.
The Freeplay mode includes multiple gameplay conditions that allow for replayability, as well as central gameplay pillars like faction relationships and research systems that guide players through their sessions.
Players must strategize to complete immediate missions, survive longer in increasingly difficult environments, and grow their team and company.
Currently, Freeplay is composed of the minimum gameplay systems necessary to ensure Private Military Manager can be replayed across various environments meaningfully and interestingly.
The development team expects players to be able to enjoy Freeplay for around 10–20 hours.


[h2]Future Development Plans and Timeline:[/h2]

[h3]1. Campaign Updates[/h3]
The campaign scenario is planned to include 12 stages, and 3 of these were released with the EA launch (one-fourth of the total).
We aim to release additional stages one month later and then add 1–2 stages every 2–3 months, completing all 12 stages within a year.

While total playtime is important, we are consistently exploring ways to deliver fresh problem-solving experiences based on unique gimmicks in each stage:
Without these, there’s a risk that gameplay could become repetitive and tedious over time.
To prevent this, each campaign stage will introduce new in-game gimmicks and new out-game constraints and rules.
We are working hard to ensure the campaign meets the players' expectations.

[h3]2. Freeplay Experience Enhancements[/h3]
First, Freeplay needs to be playable for even longer periods.
Currently, Freeplay consists of ten missions leading to an ending.
While we designed it to allow players to approach gameplay with various strategies and methods, we believe players should have the option to continue playing even after the ending.
We plan to offer a sandbox environment post-ending where players can continue setting intrinsic goals and extend their gameplay experience.

Future updates will also aim to deepen the feeling of actually managing and operating a company:
At present, company operations revolve mainly around squads, weapons, and research systems.
Income is mostly derived from missions and dispatches, while company growth ties closely to squad development, equipment, and research.

We are envisioning adding new company elements that players can grow steadily over time, which can either strengthen mission capabilities or, conversely, missions could impact company development.
While details are not finalized yet, the first step will likely involve players managing a "business" or maintaining relationships with multiple businesses to generate income or various bonuses.

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Updates aimed at improving Freeplay experiences will be scheduled roughly six weeks after campaign updates.
Thus, following the initial campaign update, Freeplay updates and campaign updates will alternate approximately every six weeks.

We have seen both excitement and concerns through reviews and community feedback.

We promise to maintain greater transparency in our development progress so that we won't disappoint you, Boss.

Thank you!

NEWS | Finally Early Access launched!

Hello, Boss!


How about leading a mercenary company this time?

Recruit skilled mercenaries, purchase weapons, and build an even stronger squad through training and real battles.

This game doesn’t require physical prowess.

Instead, create strategies based on your keen observation and decision-making skills to determine how your mercenaries will fight.


The project, which began in 2022, has finally reached Early Access.

It hasn’t been a short journey, and there were times we completely overhauled the game’s direction, so we’re truly thrilled to have made it this far. :)

Of course, Early Access is not the end but just the beginning.

Based on the current core experience, we aim to reach version 1.0 within 2025.


Thank you!

Update | A completely revamped demo!

Hello, Boss.

Since the demo launch on January 20th, a whopping 30,343 bosses have experienced Private Military Manager. 🎉

After that, we have been racing toward the Early Access release on April 28th, and couldn’t update the demo as much as we wanted.

Now, we've fully updated the demo to align with the Early Access version's content framework, including:

  • Expanded narrative in Story Mode
  • More diverse weapon combinations
  • A vast skill tree
  • Finely tuned balance


Free Play mode is temporarily unavailable for now, but rest assured — it's packed with much richer content than the previous demo.

Enjoy, and see you in Private Military Manager: Tactical Auto Battler!