Dev Log #6: New Map Editor, Rebranding, and Roadmap Updates
Hi everyone,
I hope you’re having a great start to the year. We’ve been hard at work over the past couple of months. Our main focus during that time was building a map editor. While we won’t be launching Master of Command with the editor available to everyone right out of the gate, it’s an exciting tool we’re considering adding post-release. For now, the map editor is helping us rapidly create battlefields as we continue refining the game.


[h2]Rebranding: A New Name and Logo[/h2]
For longtime followers, you might recall that Master of Command has evolved over time. We started with Master of Command: Prussian Glory, a more linear experience centered on Frederick the Great’s battles. That then evolved into Master of Command: Seven Years’ War, which introduced a dynamic campaign system. Now, we’ve decided to simplify things by reverting to just “Master of Command.” This open-ended title allows us to expand in any direction after launch without setting strict historical expectations. Although our launch content—unit types, uniforms, weapons, and tactics—remains themed around the Seven Years’ War, this change opens the door for future additions, such as including nations and conflicts beyond the initial scope.
[h2]Release Date and Playtesting Update[/h2]
We recently announced on our Discord that while progress is excellent, rushing the game to meet a first-quarter 2025 release isn’t ideal. To allow more time for refining gameplay and thorough playtesting, we are now targeting a launch in Q3 2025. Playtesting applications are coming in thick and fast—we received hundreds of submissions—and we plan to begin reaching out to selected testers in March.

[h2]Introducing the Map Editor and Battlefield Creation[/h2]
One of the most fun additions is our new map editor. I’ve been using it to quickly assemble battlefields by drawing on authentic 18th-century architecture references—German villages from the 1700s, for instance. The editor lets me export and test maps instantly, whether it’s a cozy village setting or a larger battlefield with multiple designated “zones” for potential engagements. A particularly neat feature is the dynamic scaling: smaller battles are confined to a more intimate map, while larger engagements trigger an up-scaled battlefield to allow for extended maneuvering. This system will evolve as your army grows over the course of your campaign.
Please note: The map editor will not be available at launch but is planned as a post-launch update depending on the game’s overall success.

[h2]Updated UI Artwork and New Campaign Map[/h2]
Our art team has also been busy. We’ve completed new UI artwork for officer skills, and every item—from weapons and cannons to the finer details of battle camp elements—has been updated with fresh, hand-drawn art. We’re in the final stages of replacing placeholder assets, and soon even the army doctrines and battle commands (like hold, run, charge) will have their polished icons.

In addition, we’re unveiling our updated campaign map. Compared to previous versions, this latest iteration feels the most refined. It now features redrawn town and village icons to match our new style, along with various encounters scattered throughout the journey to ensure that the map never feels empty. We’ll share more details on these encounters and the new settlement screen in an upcoming log.

[h2]Looking Ahead[/h2]
We believe today’s update represents a significant leap forward in our development. We understand the recent quiet period may have left you wondering about our progress, but as you can see, there’s a lot in the works. We’re excited to resume monthly dev logs starting in February, and we’re considering a more in-depth battle showcase for a future update.
Thank you for your continued support and enthusiasm for Master of Command. We’re eager to hear your thoughts on these updates and what you’d like to see next. Be sure to join our Discord community for the latest news and to share your feedback.
— The Master of Command Team
I hope you’re having a great start to the year. We’ve been hard at work over the past couple of months. Our main focus during that time was building a map editor. While we won’t be launching Master of Command with the editor available to everyone right out of the gate, it’s an exciting tool we’re considering adding post-release. For now, the map editor is helping us rapidly create battlefields as we continue refining the game.


[h2]Rebranding: A New Name and Logo[/h2]
For longtime followers, you might recall that Master of Command has evolved over time. We started with Master of Command: Prussian Glory, a more linear experience centered on Frederick the Great’s battles. That then evolved into Master of Command: Seven Years’ War, which introduced a dynamic campaign system. Now, we’ve decided to simplify things by reverting to just “Master of Command.” This open-ended title allows us to expand in any direction after launch without setting strict historical expectations. Although our launch content—unit types, uniforms, weapons, and tactics—remains themed around the Seven Years’ War, this change opens the door for future additions, such as including nations and conflicts beyond the initial scope.
[h2]Release Date and Playtesting Update[/h2]
We recently announced on our Discord that while progress is excellent, rushing the game to meet a first-quarter 2025 release isn’t ideal. To allow more time for refining gameplay and thorough playtesting, we are now targeting a launch in Q3 2025. Playtesting applications are coming in thick and fast—we received hundreds of submissions—and we plan to begin reaching out to selected testers in March.

[h2]Introducing the Map Editor and Battlefield Creation[/h2]
One of the most fun additions is our new map editor. I’ve been using it to quickly assemble battlefields by drawing on authentic 18th-century architecture references—German villages from the 1700s, for instance. The editor lets me export and test maps instantly, whether it’s a cozy village setting or a larger battlefield with multiple designated “zones” for potential engagements. A particularly neat feature is the dynamic scaling: smaller battles are confined to a more intimate map, while larger engagements trigger an up-scaled battlefield to allow for extended maneuvering. This system will evolve as your army grows over the course of your campaign.
Please note: The map editor will not be available at launch but is planned as a post-launch update depending on the game’s overall success.

[h2]Updated UI Artwork and New Campaign Map[/h2]
Our art team has also been busy. We’ve completed new UI artwork for officer skills, and every item—from weapons and cannons to the finer details of battle camp elements—has been updated with fresh, hand-drawn art. We’re in the final stages of replacing placeholder assets, and soon even the army doctrines and battle commands (like hold, run, charge) will have their polished icons.

In addition, we’re unveiling our updated campaign map. Compared to previous versions, this latest iteration feels the most refined. It now features redrawn town and village icons to match our new style, along with various encounters scattered throughout the journey to ensure that the map never feels empty. We’ll share more details on these encounters and the new settlement screen in an upcoming log.

[h2]Looking Ahead[/h2]
We believe today’s update represents a significant leap forward in our development. We understand the recent quiet period may have left you wondering about our progress, but as you can see, there’s a lot in the works. We’re excited to resume monthly dev logs starting in February, and we’re considering a more in-depth battle showcase for a future update.
Thank you for your continued support and enthusiasm for Master of Command. We’re eager to hear your thoughts on these updates and what you’d like to see next. Be sure to join our Discord community for the latest news and to share your feedback.
— The Master of Command Team