1. Executive Assault 2
  2. News

Executive Assault 2 News

Hostile Takeover Sneak Peek

[p]Hello Executives,

I've been getting a lot of questions lately about when the next update is coming out, and while I can't give an exact release date just yet, I wanted to give you another sneak peek at Hostile Takeover show you where things stand at the moment.[/p][p]Hostile Takeover is a new DLC that will launch alongside the mega update for Executive Assault 2. It's a fast-paced, action-focused game mode designed for players who want to jump straight into the action without the longer playtime or star system expansion of the main game with smaller intense maps.[/p][p]In this video, my Executron friend and I are teaming up with the AI CEO, who's handling all the RTS management while we take care of business in FPS mode. One of my main goals right now is to make sure you can really feel your impact on the match and in this round, we definitely managed to turn the tide of battle.[/p][p][/p][p]Enjoy!![/p][p][/p][previewyoutube][/previewyoutube]

Hostile takeover news

[p]Hello Executives,[/p][p]Just a quick update on how things are going with Hostile takeover.[/p][h3]
New Ground Outposts[/h3][p]Players will now have access to three types of ground outposts: Defence, Mining, and Research. Each outpost type has distinct advantages and limitations and requires an Outpost Core for construction, which remains available from the trader. [/p][p]Outposts can now be rotated for improved placement, and constructing one will require a construction ship or tank. These units are reusable, allowing players to build multiple outposts as long as they have cores available.[/p][p][/p][p][/p][h3]New Defences and Security Mechanics[/h3][p]The internal defence screen has been redesigned with the Security Control added back. This structure enables players to upgrade turrets, modify defensive systems, and trigger repairs. [/p][p]A new Security research tree has been added for each faction, expanding defensive capabilities with unique technologies. Additional defensive features include new turret types and skins, stealth detection systems, upgraded doors, external walls and gates, and tier 2 external turrets. [/p][p][/p][p][/p][h3]Quality-of-Life Changes[/h3][p]Various improvements are being introduced for both CEOs and Executrons to streamline gameplay. CEOs will benefit from some screens being removed and added to the RTS interface as quick tabs, countdown timers for defence upgrades, updates to the power grid and science super shield, auto-upgrades for base power, economic balancing, and enhancements to space defence platforms. [/p][p]Executrons will gain the ability to remotely control probes, focus on panels without manual targeting, earn personal research points, respawn in their last shuttle, request drop pods, teleport to star ships, and use escape pods when crashing.[/p][p][/p][p]Additionally space only maps are being added which will be similar to that of when EA2 first went into development.[/p][p][/p][p]I am aiming for sooner rather than later, I don't want to give an exact date as not to create disappointment but its all progressing really well.

Share your thoughts in here or join us on the discord where you can find preview videos/pictures and let us know what you're most excited about. [/p][p][/p][p]Cheers,[/p][p]Rob

(These updates are still in development and subject to change)[/p]

Version 1.0.8.401 and Hostile Takeover news

Hello Executives!

Rolling out a small patch today to address an issue with the AI not building Xeo gas refineries and a few other minor fixes. You will now be able to construct these vital structures both on the ground and in space, allowing more choice of where to build them when it comes to the power hungry structure.

But that’s just the beginning! I'm thrilled to share exciting updates on the development front.

Last year, I announced Hostile Takeover, a brand-new, high-intensity game mode designed for fast-paced action on a single map—perfect for Executron gameplay. Since then, I've been hard at work implementing significant improvements to the whole game, including:
  • Quality of Life enhancements.
  • A graphical overhaul with stunning new lighting.
  • Code overhaul improving gameplay and stability.

Throughout the past year my team have been dropping exclusive sneak peeks of Hostile Takeover in our Discord community. Here’s a glimpse of what’s been unveiled so far:
  • Enhanced graphics with a new render system.
  • Multicrew vehicles for Executrons.
  • Revamped first-person terminal interface.
  • Tier 2 ground defences for all factions.
  • The colour purple!
  • New mobile ground artillery for all factions.
  • Spy hover tanks—fast, powerful, but lightly armoured.
  • Fleet formation jumping—no more trickling through warps one ship at a time!
  • Executron base-building—construct buildings and outposts directly.

For those craving more in-depth insights:
  • Tier 2 defences are large, power-intensive, and pack a punch—think of them like the Industrial Anti-Starship Cannon, but specialized for ground combat.
  • New artillery units provide long-range fire support.
  • Spy units now include three new hover tanks, offering high-speed mobility and firepower at the cost of heavy armour.
  • New HQ command terminals allow Executrons to construct buildings and establish outposts, adding another strategic layer to gameplay.

And we’re not stopping there! Further teasers have been dropped, hinting at a new internal defences system, a winter biome complete with snow, and more surprises in the works, eventually a complete list of features will be released and there are plenty of them!

Join the conversation and get the latest updates in our Discord

We can’t wait to see you in the field, leading your forces to victory in the name of your company. The stars are yours to conquer!

Cheers,
Rob

Hostile takeover first look

Hello, Executives,

It’s been a thrilling year since Executive Assault 2 graduated from early access, and it's been amazing to see the enthusiasm and support from our dedicated player community.

The success we’ve experienced has allowed me to dive back into development, embracing player feedback and enhancing nearly every aspect of the game. From refining the interface to updating the graphics and gameplay mechanics, this overhaul is designed to polish the experience and eliminate the “jank”—those issues that disrupt immersion.

One of the most exciting updates is the introduction of Hostile Takeover Mode. Inspired by the original game, this mode delivers faster, more action-packed gameplay in a single-map setting, perfect for fans seeking condensed, high-energy skirmishes.

Here's a Sneak Peek at What's Coming:
  • Enhanced Graphics Pipeline: With Unity’s latest graphics engine, Executive Assault 2 now shines with updated visuals and lighting.
  • Streamlined Interface: Your feedback has been invaluable. The interface is now simplified with additions like quick build queues, a relocated power screen in RTS mode, placement commands for construction vehicles, and all terminals now accessible with the mouse on a focused screen.
  • New Game Mode: Experience epic battles on a single, expansive map—an homage to the original game. Whether it's all-out ground warfare on a massive asteroid or intense space battles across asteroid clusters, this mode guarantees fast-paced, strategic gameplay with simplified resource gathering to keep the focus on pure action. I'll be generally keeping the original modes economy system largely separate from Hostile Takeover's.
  • Automated Tech Upgrades: Say goodbye to outdated tech! Now, new designs automatically incorporate the latest advancements, saving you time and keeping you at the cutting edge.
  • Expanded Role for Executrons: Executrons are getting an upgrade! They can now build structures, defend command outposts, and even gather personal research data from combat to enhance their companies tech tree. Picture delegating command outpost defence to an Executron while you focus on high-level strategy!
  • Multi-Crew Ships and Vehicles: Co-op gameplay takes a leap forward! Now, you can crew ships with friends, rescue teammates in shuttles, or man turrets on a starship while someone else handles the piloting.
  • New Units and Technologies: Fresh units and reimagined ship upgrades bring new tactical possibilities to the battlefield.
  • Increased Unit Cap: With significant graphical and network optimizations, I’ve boosted the unit cap. Now, each team can field up to 500 bots and ships, creating larger, more intense battles.

There’s still more to come as I continue fine-tuning, expanding the tech tree, and enhancing the graphics. Below, you’ll find highlights of match with me and Armada teaming up in a co-op game against the AI—catch a glimpse of the new upgrades in action!

Cheers,
Rob

[previewyoutube][/previewyoutube]

Version 1.0.8.386

Hello executives,

Today I'm releasing a patch to fix some small issues and changed a few game mechanics to make things easier.
[h3]New features[/h3]
  • Added target direction arrow on fighters UI to show on the edge of the screen where the enemy is
  • Waste ship is now constructed out of the side of the nuclear power station from the power screen, no need to construct from the trading port now.

[h3]Game changes[/h3]
  • Dark storm generator can only be built on the HQ
  • Bulkhead doors now open faster
  • Updated unit icons for FPS mode
  • Fighters shield multiplier has been changed from 1.0 to 0.4
  • Super ships now have 2 modes, one for firing a target and one for blowing up the main asteroid
  • Removed interstation panels and buttons on the tele-port
  • Changed Quantum detonator icon

[h3]Bug fixes[/h3]
  • Fixed cloaked station appearing on tactical map
  • Fixed unable to shoot troop transports in space after reloading a game
  • Fixed a break in the navmesh between the pads on the hulk ship
  • Fixed a bug where the RTS menu wouldn't disappear when going into menu
  • Fixed issue with telebeam
  • If a Transgalactic laser is destroyed mid firing or being rebound the beam now gets removed.
  • Fixed a bug where if you ally with another team only one of you go vision.
  • Now says ground cap reached instead of space cap if building troop transports
  • Reduced amount of rocks on missile outpost terrain to help with transport landing
  • Fixed a rare issue when the trader sometimes didn't fly off
  • Fixed an issue with hacking
  • Fixed navigation issue with crates in Super laser facility
  • Fixed navmesh issue on space mining drone control disrupting other buildings
  • Fixed a bug where sometimes the destructible door was still visible for joining Executrons
  • Fixed collision meshes in some walls like the listening outpost and mining outpost
  • Tanks no longer drive through shield gen building and corridors
  • Now saves Teleminer settings
  • Fixed a bug on Tritanium refineries saying they are outputting 2 instead of 1
  • Fixed recalled fighters not considered docked

Apart from bug fixing I have for the past month been working on a new game mode which includes new units, buildings, tech, maps and a far more intense experience for both CEO and Executrons with less emphasis on gathering resources and more on base construction and strategies.

The new gamemode is essentially a single map experience with either all bases on the same asteroid with a focus on ground combat or an 'island' style map focusing on space. You could say the new game mode is Executive Assault 1 but upgraded.

The new game mode will work in tandem with the current game so you will be able to enjoy both classic Executive Assault 2 and the new mode but also enjoy all the new UI adjustments I've made to make the game easier to play and remove confusion such as a new quick design screen on unit constructors.

I am also updating the graphics pipeline to Unity's HD system which will mean better looking lighting, faster frames and also make use of Nvidias fancy tech, it should also mean that you will get less crash to desktops as I will be using the latest stable version of unity.

I will be sure to let you know how I am getting on and will keep you posted with more updates.

Cheers.
Rob