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Celebrate the 2nd anniversary of Skirmish Line by earning a new set of elite medals, including the infamous Victoria Cross! This is the 7th major post release update, and possibly the largest non-DLC patch to date. With the new elite medals, there are now exactly 50 medals and ribbons! Skirmish Line has gone a long ways since its release. Thank you to everyone who has supported the game! Build 1.6.3 features a new set of elite medals and the Advanced Training mechanic for the US Aid Package in United Front. Send Conscripts to the Ramgarh training center and have them rejoin your ranks as well trained veterans on later waves, giving the US Aid Package a powerful long term benefit. Very handy for reaching those high wave counts for the elite medals! Gameplay -5 new "elite" medals added including the infamous Victoria Cross. -Upon retreating to the next positions, breakthrough waves will not spawn for 45-90 seconds. -Aerial Superiority added to the Soviet Union aid package. -Advanced training added to the American aid package. -Removed Mk.2 Grenades from American aid package. -Flametroopers, Gurkhas, and Mad Jack now have the Psychopathic trait, granting 2x morale per infantry kill. -Special Forces Flametroopers now have 50% less base burn rate compared to baseline. -Flamethrowers now deal 5-10% of the max hitpoint of vehicles as opposed to 10-20 damage per tick. -Increased morale damage on flamethrowers from 2 to 3 per tick. Balance -Adjusted requisition points income rate. -Reduced price of Conscripts from 10 to 8 Command Points. -Reduced price of Conscript Riflemen from 12 to 10 Command Points. -Reduced price of Cluster Bombing Run from 22 to 18 Command Points. -Reduced price of Gunship Support from 36 to 32 Command Points. -Increased price of Armored Car Raid from 30 to 40 Command Points. -Reduced price of Long Range Patrol Unit from 40 to 35 Command Points. -Reduced price of Paramarines from 160 to 150 Command Points. -Reduced price of M19 Duster from 240 to 225 Command Points to compensate for crew vulnerability. -Reduced pause time on gunship bullets to be less sluggish. -Reduced price of Springfield from 10 to 5 Command Points. -Increased moving scan timer modifier on 2 Inch Mortar Troops from 1.4 to 5. -Increased aim time on all rifles by roughly 20%. -Type 97, Type 38, Type 99 Long, Springfield, Johnson, Brush Rifle, Hanyang 88, and Chiang Kai-Shek from 1.75-2.75 to 2.1-3.3. -Lee Enfield from 1.55-2.55 to 1.9-3.1. -Garand and Type 4 from 1.85-2.85 to 2.25-3.4. -Increased damage of M1 Garand from 15-55 to 15-60. -Increased damage of Johnson Rifle from 18-60 to 18-65. -Increased long range bound of M1A1 Thompson from 240 to 280. -Increased long range bound of PPSh41 from 225 to 240. -Increased long range bound of Owen Gun from 250 to 280. -Increased long range bound of Type 100 SMG from 230 to 260. -Increased long range bound of MP18 from 220 to 250. -Increased long range bound of M3 Grease Gun from 260 to 300. -Adjusted accuracy modifiers of Shotgun from 4/3/2 to 4/2/0.5. -Adjusted accuracy bounds of Shotgun from 60/90/120 to 60/120/180. Technical -Jeeps and Ox Carts moved to Support category. -Resized Duster crew to be less chonky. -Increased resolution on Sherman turret to reduce blur. -Increased resolution on medals for nicer looking decorations. -Fixed a bug where M3 Satans could be deployed via hotkey without the requisition order. -Fixed a bug where Molotovs could be purchased in Sector Defense and Defense in Depth.
I am very happy to announce that the Mud and Blood series will be coming to Steam! After more than 10 years, the original developer, Urb, is working on a remastered edition of the classic flash games on a brand new engine. As a direct inspiration on Skirmish Line, Mud and Blood 2 has a special place in the hearts of gamers everywhere, including yours truly. Do check it out, and consider adding to your wishlist! slsarge https://store.steampowered.com/app/1391530/Mud_and_Blood/
Build 1.6.0 Special thanks to the excellent Matilda 2 fan art from ING-YEO. -Matilda 2 tank added for Immediate Support package in Defense in Depth and Sector Defense. -Matilda 2 added to British Aid Package in United Front. -M19 Duster crew are now targetable. -Soldiers now properly receive stat bonuses when leveling up after a mission in Campaign Mode. -Fixed a bug where vehicles might sometimes bug out when firing a machine gun type weapon.
Technical -Indian voice acting implemented! -Reworked voice system to ensure the different types of lines have more proportionate chances of being played. -Updated weapon sprite for Lee Enfield. -Fixed a bug where soldiers inside of bunkers and pillboxes may vanish when near a ground-level explosion. -Fixed a bug where bad weather would result in vehicles firing without cooldown. Gameplay -New specialization: Rearguard - improves a soldier's reaction time and grants drift firing at the cost of reduced engagement range. -Added Bombard order, allowing players to conduct an officer order to direct their heavy weapons to fire at a specific location. -Removed options for building MG and AT nests. They will continue to be available via Defense Prep. -Added a new unit: 25 Pounder Short for Defense in Depth and Sector Defense game modes. -Replaced Dailmer Armoured Car with the 25 Pounder in the United Front game mode. -Spotters can now spot for 3 Inch Mortars, Whizbang rocket launchers, and Calliope rocket launchers. -Paramarines now spawn with a randomly chosen weapon. -Adjusted ANZAC Recce reinforcement. -Flagcarriers will now drop their flag upon retreating. -Doubled number of Type 4 Chi-To tanks that may spawn within a breakthrough wave after wave 100. -AA units now multiplicatively remove 10% of enemy paratroopers. -AA no longer auto-defeat SNLF paratroopers. Balance -Reduced price of FT17 from 100 to 90 Command Points. -Reduced scan time on 3 Inch Mortar on the Universal Carrier from 6-7 to 5-7. -Increased accuracy on Bren Gun on Universal Carrier from 40 to 50. -Increased accuracy on M1919 on M4 Shermans, M3 Stuarts, and M3 Satans from 30 to 40. -Increased accuracy on DP28 on T26 from 40 to 50. -Increased accuracy on .50 Cal Gunner on M8, M20, and M4 from 40 to 50. -Increased accuracy on .50 Cal Gunner on Jeep from 35 to 50. -Increased accuracy on Hotchkiss machine guns on Ox Carts from 25 to 35. -Increased penetration on FT17 37mm from 25 to 30. -Decreased penetration on M19 Duster 40mm from 35 to 30. -Increased price on M19 Duster from 225 to 240 Command Points. -Increased scan time on M19 Duster from 8-15 to 10-16. -Increased damage bounds on M1 Garand from 13-48 to 15-55. -Increased damage bounds on Johnson Rifle from 18-51 to 18-60. -Decreased aim time bounds on Shotgun from 0.45-1.15 to 0.45-0.8. -Shotguns now grant a 25% reduction in scan or reaction time.
Continue the fight in the Pacific Front by summoning Oni demons through the construction of Demon Gates. Slay 100 Oni demons to gain permanent access to the Cleansed Demon Gates for Defense in Depth, Sector Defense, and United Front missions.
Build 1.4.0 -Daily pilot rescue missions added, allowing for commendation points to be earned. -Added new soldier specialization upgrades unlockable with commendation points. -Broken Arrow now part of the German Aid package. -Officer promotion now part of the soldier specialization upgrades. -Santa now wears black shoes regardless of his state.
Build 1.2.0 introduces the United Front DLC, featuring the Chinese-Burma-India theater. United Front features a new game mode that has the player choosing from one of four equipment packages every 20 wave. Each package offers its own set of units, weapons, and support options in addition to a bonus benefit.
Earn 10 new Chinese medals that are exclusive to the United Front defense mode. All benefits from these medals will apply to all defense game modes when applicable.
New enemy units have also been added. Kwantung Veterans will advance mercilessly on your position while mechanized infantry riding Type 1 Ho-Ha half-tracks will drive straight up to your lines. Kenpei officers will encourage relentless infantry assaults, and the dreaded Gas Troops will deploy poison gas to smother out your troops.
Plus mode variants of the Defense in Depth and Sector Defense modes will incorporate new enemies for players looking even more challenges on the original two defense modes.
Build 1.1.0 Ramree implements a new Sandbox mode, allowing players to choose the spawn rate of enemy units along with unlimited Command Points. Experiment to your delight. Build a complex defense network and experiment at your whim. Medals and ribbons will be disabled on Sandbox mode.
We are also releasing the first of the two promised DLCs. Ramree features the Mad Jack DLC, adding a new hero unit and a new squad deployment option featuring some strange birds of unusual size. A new Steam achievement for reaching wave 100 using the new squad deployment option has also be added!
https://store.steampowered.com/app/1041010/Skirmish_Line__Mad_Jack/
Skirmish Line has officially entered 1.0 after over a year in Early Access! We consider the game currently feature complete, but this does not mean development has stopped. There are two DLCs planned for Skirmish Line. The first DLC, "Mad Jack", will feature a new fully voiced hero unit along with a special squad deployment option involving a new enemy type! The second and much larger DLC, "United Front" will be featuring the Chinese-Burma-India front, granting the player access to a mixture of American, British, Soviet, and even German equipment! The United Front DLC will add a new endless defense mode with the player picking between one of four foreign aid packages after a set number of waves, dictating the available pool of units and support options that will be available for deployment. In addition, there will be new medals and enemies exclusive to the mode!
Build 0.96 has updated the game to the latest version of Unity. This will be the last major update before launch! We will be patching the game as needed up until the official launch date. Thanks to everyone participating in the Early Access period!
As of Build 0.95, Skirmish Line will be entering a soft content lock in preparation for full release!
Build 0.94 Iwo Jima is part one of the final content update for the Early Access period. More to come in Build 0.95!
We hope eveyone has had a great start on the new year! To start the year off, I would like to announce that Skirmish Line will be leaving Early Access some time during the Spring. After spending 2018 in Early Access, we have been consistently patching and refining the gameplay and believe the game is coming together nicely. 2018 saw major changes to Steam's visibility algorithm. This has unfortunately dampened the revenue flow for Skirmish Line, and we will be forced to slow down development. Rather than keeping the game in Early Access without regular updates, we will be finalizing the last batch of content. To this end, we will be preparing one last major patch for 2019 followed by an update on the Unity engine, which will hopefully fix some of the issues a few users have reported. We will be emphasizing bug fixes and stability issues prior to its full release. This does not mean support for Skirmish Line is over! By switching over to a slower development cycle, we are hoping to introduce new content that we cannot normally produce under the faster development cycle of Early Access. We have two DLCs planned for 2019, a new "hero" unit with full voice acting and a larger DLC featuring a new game mode with a new mechanic, along with a variety of new units, upgrades, and support options.
Build 0.93 Okinawa features a new difficulty setting, currently consisting of Normal and Easy difficulty. Normal difficulty will maintain roughly the same difficulty as from Build 0.92 Singapore while Easy difficulty features fewer special wave spawns, slower progression of enemy units, and reduced penalties for having larger squads. Furthermore, all medals and achievements will still be obtainable on Easy difficulty. While the game has been primarily balanced around reaching wave 100 with a fresh profile, we realize that many of our players desire a more casual experience. We hope the addition of the difficulty modes will make the game both accessible and enjoyable for everyone. We'd also like to remind everyone that the Christmas event will be live from December 15th to January 7th! We will be taking a break for the holidays. See you folks next year!
Reminder: Thanksgiving event ongoing right now! For those of us who have played Mud and Blood 2, the "bunker strat" was the dominant setup present in virtually every high wave count setups. When we designed Skirmish Line, we wanted to make the game distinct from Mud and Blood 2, which included moving away from the idea of machine gunners in bunkers. This meant we built the game and balanced it without bunkers and without high killing power machine gunner units. We wanted every unit and every option to be useful. We wanted players to have a huge range of options and competitive strategies without relying on specific builds. Thanks to the feedback from our players, we have seen many different strategies with high counts. We believe now that the game has achieved those goals. Build 0.92 Singapore will now make the previously locked behind defense prep structure, the pillbox, now available for construction. The pillbox is a "bunker" like building that offers the best protection in the game at the cost of slower reaction time. As in Mud and Blood 2, machine gunner units will be able to operate inside of pillboxes without penalty. We hope to see some new "bunker strat" setups to join the existing strategies already in play!
Build 0.91 Sangshak is focused on reworking the most fundamental AT weapon in the game, the bazooka. We found bazookas were too effective at long ranges and could serve reliably as anti-infantry weapons. To this end, bazookas now have a chance of overshooting their targets. The likelihood of overshooting is contingent on the soldier's accuracy. This change should make vehicle strategies more viable all while making rockets less effective at "sniping" soldiers. And don't forget: the Halloween is still ongoing!
Build 0.90
From October 16th to the 7th of November, build a Demon Gate in the Defense in Depth and Sector Defense game modes to summon ghastly Oni demons! Defeat 100 Oni demons by the 7th of November and receive the Halloween medal along with a special treat!
Build 0.88 "Imphal" implements the long awaited Renown system for Campaign mode, adding an additional persistent element. Major changes have been made to the standard set up, and we highly suggest that any on-going campaigns be restarted. In addition, several new units have been added to the Defense in Depth and Sector Defense modes.
Build 0.87 adds in limited modding support by allowing players to modify the sound of gun fire! For more instructions, please read here!
After much feedback, we have decided to rework the fog weather effect. While we are generally happy with the weather system, in how it affects the player's defenses and decision-making, we have agreed with the playerbase that fog offers little in terms of counterplay compared to rain and monsoon. To this end, we wanted to further emphasize that fog obscures vision, creating disorientation amongst soldiers. Fog now further decreases soldier's sight ranges, but enemy support units will attempt to advance forward. This will prevent the build up of large concentrations of enemy support units in the rear lines, giving shorter range weapons and mines a greater role in the player's defenses.
Steam Cloud save added! Please be sure to load the game on your primary account first. Your save should be uploaded to the Cloud once you have played through one game. Midsummer event active! Send home 20 soldiers with at least 50 experience in Defense in Depth and Sector Defense missions to unlock a special structure!
Build 0.84 Peleliu features a large host of changes, from changes to the melee combat, line of sight mechanics, and some preliminary changes to the Campaign mode. Rather than delay the patch any longer, we will be updating 0.84 gradually, adjusting and fine tuning the difficulty in Campaign mode.
Saipan features a massive update to the Defense in Depth game mode, in the form of the Defense Preparation Mechanic. This new mechanic will further distinguish the two endless defense modes. For more details, please read this page. Build 0.83 is a milestone update for the development of Skirmish Line. It has been a little over half a year since our Early Access launch, and we have concentrated most of our efforts in improving the two endless defense modes. Originally, we promised at least 6 months of further development during the Early Access period. Re-evaluating that promise, we realize that we severely underestimated both the amount of work and potential for the game. To this end, we are committed to another 6 months of development, with a shift in focus towards finishing the Campaign mode. [strike]Note: Korean localization is not yet fully updated![/strike]
Defense in Depth is receiving a major update, in the form of the Defense Preparation mechanic (DPM). After extensive feedback, we found that players were rarely able to take advantage of retreating to the next position past the initial 25 waves. Furthermore, we found that players rarely retreated individual soldiers, instead preferring to frontload their resources into an "all or nothing" defense scheme at positions B or C.
DPM is intended to make it viable to defend all positions by retreating individual soldiers for rear echelon duties. For each soldier the player has retreated to the next position, the Defense Prep Counter will go up by one each wave, with a maximum cap of 100. The quality and quantity of defensive positions is determined by the value of the Defense Prep Counter. For each Defense Prep point, a defensive position has a [strike]2%[/strike] 3% chance of upgrading to the next level.
Lastly, DPM is an entirely optional mechanic. The "all or nothing" defense setups are still entirely viable, should a player wish to keep all their units available at a position.
Below is a comparison between 0, 25, and 50 Defense Prep Points:
[strike]As DPM is still in the works, we have released an initial build in the development branch for player feedback. Expect some wonkiness and possible bugs. The release candidate will also feature special structures, including the return of a certain MnB2 fan favorite structure, accessible through the DPM.[/strike]
DPM has been implemented in Build 0.83 Saipan!
Kwajalein features large changes in the Machine Gunner classes and the overall balance of the game. The BAR and Johnson LMG are no longer available as individual upgrades. Instead, a new Support Gunner or Automatic Rifleman class will provide suppressive fire while the Machine Gunner class has been changed to a hybrid, high value anti-infantry and heavy suppression unit. We have also made the decision to remove the squad Garand and Carbine requisition orders. While the original intent was to provide the player with the occasional "easy" game, we found that the squad upgrade ultimately unbalanced the game, making it difficult to balance the gameplay between newer and older players. And lastly, thanks to the effort of a few volunteers, the game is now localized in both Japanese and Korean!
Celebrate Easter by participating on an Easter Egg Hunt! From March 28th until April 18th, the Easter Bunny will be hopping around on Defense in Depth and Sector Defense missions, periodically dropping painted eggs. Collect 100 eggs for a special order!
Sprite layering reworked to accommodate new units and structures. Please be on the lookout for strange visual glitches.
Celecrate the Lunar New Year by reaching wave 60 on either Sector Defense or Defense in Depth while only calling on Conscripts! Players who accomplish will feat will be awarded the Lunar New Year medal, along with the unlock of a special unit!
Build 0.77 is the largest patch we have released to date, featuring a host of new equipment, orders, and units, along with new two Challenge modes, for the Defense in Depth and Sector Defense modes!
We'd like to apologize for the delay in the latest content patch. Our artist had some technical issues with his computer, but that has since been resolved. Stay tune for more units. In the meantime, we are publishing a new build with various changes and bug fixes!
Christmas Event still ongoing!
Christmas Event added! Rescue Santa Claus and survive until wave 100 to receive presents!
Celebrate Thanksgiving by exploding wild turkeys on Skirmish Line. From the November 21st through November 30th, wild turkeys will occasionally spawn on Defense in Depth and Sector Defense. Blow up 5 turkeys to earn the Thanksgiving Medal and earn a special weapon! P.S. We are aware that we do not yet have Russian localization for this content. It will be coming soon! Happy hunting!
This is the first part of a series of update aimed at improving and refining the user interface, gameplay, and preparing various systems for an upcoming surprise. Stay tune for a holiday update next week! The biggest part of Build 0.74 is the new double digit command points system, which will make it a lot easier to balance the various units and upgrades in the game.
Completing the second half of the planned content from Build 0.72, Henderson Field adds in two new enemy types, intended for raising the difficulty on later waves. In addition, the player has been granted two new fortification to help deal with the increased difficulty. We hope this will shake up the meta and force players to utilize new strategies in order to survive. This completes our first round of content development, which has been focused on polishing up Sector Defense and Defense in Depth.
Guadalcanal is the first major content update for Skirmish Line, featuring extensive rebalancing and new enemy units. While we did not get around to implementing everything we had planned for this update, we feel it is important for our players to provide feedback as soon as possible. The next update, Build 0.73, will feature content we did not get around to finishing along with polishing up the additions made in Build 0.72.
-Russian Localization added!
General -Weather now affects accuracy of enemy artillery. Defense in Depth and Sector Defense -Slightly reduced banzai likelihood for waves 50 and less. -Vehicles and machine gun emplacements now count as two soldiers for purposes of enemy support strike progression. -Reduced scale size of all units and structures by roughly 15%. -Adjusted dud parameters to reduce early explosions. -Increased likelihood of getting apple pies and junk from supply crates. -Raised Stuart tanks from 18 to 20 Command Points. -Raised Raider price from 5 to 6 Command Points. -Reduced number of Raiders from Raiders deployment from 4 to 3. Bug Fixes -Fixed a bug where vehicles and machine gun emplacements were not counted towards enemy support strike progression. -Fixed some more localization texts.
Defense in Depth and Sector Defense -Banzai likelihood is now determined by number of soldiers the player has deployed on the current position. -Slightly decreased BAR's long range and medium range accuracy. -Increased aim time of BARs slightly. -Slightly decreased Japanese Officer binocular observation time. -Increased Japanese Officer spawn rates on later waves. -Slightly increased Japanese Officer's melee buff for Banzai troops. -Adjusted Tenno Heika Banzai wave compositions. -Troops in Banzai state now move faster. -Japanese Officer speed buff for Banzai troops decreased to compensate for increased movement speed on Banzai troops. -Barbed Wire movement penalty reduced slightly. Bug Fixes -Fixed a few localization text errors.
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