Version 2.33.0
The Dominion numbers its waves, to 1000 and beyond
- The Dominion numbers its waves: WAVE 0001 to 1000 and on, on the alert, your base bar, the HUD and the end screen. Its tank down: 10 up.
- Each wave brings its own troops, the same for everyone; its pay grows with its number, its Intel up to 100 and gold at the milestones.
- Barracks at level 15 keep as many troops standing as at 10 (50, not 61): a little fewer, still sent sooner.
- The account, the settings, WHAT'S NEW and the exit question in the start screen's look, and easier to read on a phone.
- The start screen has no music now: only the rain, the storm and the war far off; the theme plays in the main menu.
Version 2.32.1
A storm on the start screen, new music, a fair garrison
- A new start screen: a stormy dusk with lightning, thunder and rain, the TS emblem, and the name in metal stencil.
- Tap your world on the start screen: signed in it opens the worlds, signed out you sign in right there.
- New music: Command the Front plays in the menus, and Command Tent while you build in your base.
- Your barracks now share one garrison: three no longer keep three times the troops standing (up to 192 in a siege), only refill it faster.
- No more freeze the first time lightning strikes, a shell or grenade throws debris, a man burns or a new kind of soldier comes out.
- The lightning in the opening is real now: real thunder as it strikes the TS emblem, the screen flashing cold.
- INFO retouched: its switches in the new panels' metal, and every range in the base thin, the picked building's and the one you place too.
- Rain splashes on the ground are now on Ultra only: rain costs fewer frames on every other level, phones included.
- The frames a second in F8 count the frames drawn again: under a frame limit, since 2.30.0 they counted the screen's refreshes.
Version 2.32.0
Troopstorm: a new name, the tree at the headquarters, new panels
- Frontline Rush is now called Troopstorm: the same game and account, with your base, saves and gold just where you left them.
- A new opening: a machine gun shoots out the name TROOPSTORM over a staff map, it fills and lightning strikes the TS emblem.
- INFO in the base is cleaner: choose what it shows (RANGE, LEVELS, WALLS, ENEMY PATH), and it keeps your choice for next time.
- One tag per row of walls, overlapping tags folded into one (+N), thin range lines with the building under the cursor lit.
- Opening a screen just as a battle started could leave the battle's HUD, or the base's, drawn over the main menu: no longer.
- The tech tree now lives at the headquarters: its TECHNOLOGIES tile shows how many you can research now.
- Drag the tree, scroll it with the wheel, zoom with Ctrl + wheel or two fingers; a small map shows where you are.
- New hexagons in relief: gold when researched, steel glowing when you can research it, iron with a lock when locked.
- The buildings' panels are redone like the tree: metal plates that show where things stand, and one orange button.
- Every building's menu has a STATS tile: see its figures without build mode.
- Artillery modes: tap the card of the mode you want, then SWITCH at the bottom.
Version 2.31.0
Barracks levels that count, and fireproof gas troops
- Barracks levels past 5 count now: each one sends your troops 4% sooner, up to level 15.
- At barracks level 10 twice as many of each troop stand at once, at 15 two and a half times as many.
- The barracks' panel and menu tell you what its next level brings.
- No more yard: the barracks takes only its own 3x3, and you can build right in front of its doors.
- Gas troops no longer catch fire: in their suits and masks, flames only hurt them.
Version 2.30.0
The tech tree, and fewer freezes
- The tech tree: the research center has a TREE tab, 15 technologies in Economy, Army and Defense, researched once with Intel and dollars.
- Among them: +10% dollars from battles, 12 hours of Intel held, a second barracks from HQ 7, troops to level 6, tougher walls and sandbags.
- In a local world your troops fight at the level you raised them to in the barracks: since 2.29.0 they fought at 1.
- No more freeze at the first rockets or the first shots: the battle's effects are ready from the loading screen.
- The Commander's Road opens at once: its pictures are drawn while the main menu loads.
- The Dominion's commanders and clans have English names, the same for every player.
- The F8 panel shows the last freeze and what it loaded, so one can be found and fixed.
Version 2.29.0
One barracks for all your troops, and the general attack
- One Barracks for every troop: the eight troop camps are gone. It stands on 3x3 with a yard its men come out onto, by two doors.
- Its level opens the troops: snipers at 2, grenadiers 3, RPG and medics 4, the Spotter 5, special forces 6, flamers 8, gas 10.
- Up to three barracks: a second at headquarters level 10, a third at 20.
- Raise each troop in the barracks, up to level 5, for dollars and Intel: more health and damage, in attack and in defense.
- In defense every barracks sends all its troops; set each kind to hold or attack in the barracks panel.
- In a live defense, GENERAL ATTACK sends your whole garrison forward, those still coming too; press again to call them back.
- Your old base comes over by itself: the barracks rises so you keep every troop you had, free, and troops keep their levels.
- The Dominion's bases have one to three barracks; on the further fronts each base defends its own way: a wall, balanced or all-out.
- The research center, the road and the manual tell you which barracks level each troop needs.
- The research center gives its Intel at least ten minutes' worth at a time.
Version 2.28.0
Intel, gold for everything, and the Spotter
- Aurium is now gold: all the Aurium you had is in your gold, one for one, and the looks you bought stay yours.
- The Treasury sells gold, and gold buys the looks: a season 300, all four 900, the Ghost Legion 1,200. Shards after wins are gold too.
- Intel, a new resource: research costs it beside its money, and building upgrades take it too from level 3. You start with 100.
- The research center makes Intel every hour, more at each level (10 to 120), and holds up to 8 hours of it; it now goes to level 10.
- Collect it from the research center’s menu, or tap the blue +N over the Intel on your top bar.
- Battles pay Intel: an attack won and each star, a defense held, every 5 siege waves. Each daily mission pays some too.
- Every level on the Commander's Road pays Intel too: 5 times the level, 250 at level 50.
- The road shows the captain's promotions where they open: Major at 10, Colonel at 15, General at 20, the Veteran at 25.
- In the shop, gold buys Intel too: 60 for 10 gold, 200 for 30. Your Intel shows in the shop's purse, beside dollars and gold.
- New troop at level 12, the Spotter: when the enemy strikes from the sky or its artillery fires, he calls GET DOWN!
- 7 in 10 of his men within 9 m run aside out of the blast and lie down, taking 30% less, then go on. He has 90 health.
Version 2.27.0
A storm with real thunder, the Veteran, smoke thrown by hand
- Your soldier nearest the spot throws the smoke grenade: you see him toss it, and it flies from his hand to where you aimed.
- The smoke card reaches 18 m from your nearest soldier: no more smoke played from your base or deep over the enemy lines.
- Going from card to card in the main menu no longer stutters: every card's live scene is ready ahead and simply goes on.
- A card you leave keeps the moment you left it at, and goes on from there when you come back to it.
- In a storm the lightning strikes where you are looking: a branching bolt down onto the field, never under your cards or the top bar.
- Each bolt lights the field from its side for a moment, with hard shadows; a near strike blinks white and leaves a burnt mark.
- Now and then only the clouds flash: the sky and the air light up, and the thunder rolls in from far off.
- The thunder is real now, five recordings: a crack at once for a near strike, a long roll seconds after a far one.
- The rain slants in a gusting wind and splashes where it lands; the lightning lights it up, at night too.
- On High and Ultra, curtains of heavier rain sweep across the field and a low mist of spray hangs over the ground.
- Your base is lighter at night: brighter moon and sky, the hours after midnight half as dark. Battles keep their dark nights.
- The Veteran, the captain's fifth rank at level 25: a beret, an eye patch, a chest full of medals, a drum on his rifle. 280 health.
Version 2.26.0
The sun on your clock, a base lit at night, buildings redrawn
- The flamethrower reaches 14 m (8 before) and the gas trooper 15 m (10 before): they get to their targets now.
- On the Commander's Road the arrows point the way they go: left on the left, right on the right (the phone's back button too).
- In build mode the base's ground is the land around it: no tint over it, no line along its sides, only its edge's line.
- The troop camps lose their stiff fake flags, which never waved: the riflemen's, the infirmary's, the special forces' and more.
- The flamethrowers train at a fuel point: a tall fuel tank, their backpack tanks on a rack, a burnt target wall.
- The gas troopers train at a yellow decontamination shelter with a windsock, in place of the grey container.
- The special forces' camp shows its black tent and a tall cargo net; the convoy's supply tent matches the camps.
- All four redrawn buildings are lighter to draw than the old ones.
- The sun follows your clock: low and warm in the morning, high at noon, golden from the side at sunset, with long shadows.
- Tanks, guns and all metal reflect the sky of the weather (blue above, the land below), not a grey studio, at night too.
- The headquarters is redrawn: a field tent, a finer command tent at 5, a log fort at 10, then concrete from 15 to 25.
- Each headquarters design stays the same through its levels, nothing piled on level by level, and is lighter to draw.
- The snipers train at a hide under ghillie strips with a short range, no longer in a tower taken for the watchtower.
- At level 5 the snipers' camp is a bigger tent with a covered firing line and three targets, still of the field.
- At night your base is lit: a lamp over every door, lanterns by the tents, the headquarters lit the most.
- Fires burn in drums by the riflemen and the special forces, men warming their hands; lamplight falls on walls and soldiers.
- The bunker is redrawn every five levels: of logs at 1, so it looks weak, concrete from 5, steel-fronted at 10, the turret at 15.
- The watchtower steps up more clearly: at 5 under its old tin roof, steel at 10 with no lump of net, a round concrete tower at 15.
- The Dominion's bunker and sniper tower change every five levels too: from an open emplacement to a citadel, from a mast to a spire.
- All the bunkers and watchtowers are lighter to draw, three quarters fewer triangles in all, and their masts carry no stiff flags.
Version 2.25.1
No more black screen after the shop
- Back from the shop, opened from build mode or the menu, the screen no longer stays black: the game goes on where you were.
- The loading screen shows at once, with no black moment before it, and the menu's live card starts once the menu is up.
- The cause: closing the shop handed the PC program something it could not copy, and the game stopped drawing.
- Should a frame ever fail again, the game reports it and goes on drawing, instead of standing still on a black screen.
- Nothing else changes: the battle rules, your base and your progress are as they were.
Version 2.25.0
Four seasons, buildings built before your eyes, a new captain and sniper
- Winter for your base: snow on the ground and frosted trees, in every battle fought there. 300 Aurium under Looks, all four for 900.
- Autumn for your base: trees turning orange, yellow and red in patches, golden grass, a warmer light; falling leaves on Medium and up.
- Spring for your base: fresh green, trees in white and pink bloom, flowers in the grass; petals on the wind on Medium and up.
- Desert for your base: sand, palms, umbrella thorns and cacti under a hard white light. Wear a season from the wardrobe, or by the calendar.
- Buildings you put down are built before your eyes: a scaffold goes up, engineers hammer, and it rises a course a blow until it stands.
- The menu's MY BASE shows your own base as you built it, from its front corner at the golden hour, a few of your men at their posts.
- The ATTACK card is a real assault: the tank shells a bunker, both sides' rounds land on walls and sandbags, a squad dashes for the flank.
- The SURVIVAL card is a siege at night: waves run at your gate out of the dark and fall to its guns, a mortar and a flare over the field.
- Every menu card stands on the game's own battlefield: green grass with flowers, bushes, hedges and the wood, running off into the haze.
- The captain holds his pistol like an officer: low at ease, up on the march, arm out to fire, and thrust at the enemy at GO, GO, GO!
- The sniper wears a ghillie: strips and leaves, a boonie hat, a painted face, a wrapped rifle. Olive for the Legion, slate for the Dominion.
- The shop on PC is lighter: a card shows its picture, name and price, and everything else is said once, in the panel with its button.
- In build mode, a decoration you have none left of shows a gold BUY in place of its stock, no longer one over the other.
- The menus' manual, leaderboard, road, shop, missions, account, worlds and wardrobe load when first opened: a lighter start.
- Low and Mobile draw lighter: matte materials, a glow for each flash, and the resolution drops by itself in heavy fights.
- Mobile: smoothed edges and a soft shadow under each soldier; on the phone the music and ambience take half the memory.
- A paused battle draws at the frames at rest too, once you stop touching it: less heat and battery while you think.
Version 2.24.0
The captain out of HQ, the wardrobe and a lighter base
- The command post is gone, its spot freed: the captain comes out of your headquarters, one at a time, and joins attacks with no building.
- The ☰ menu has a WARDROBE: each troop of your sets with its own switch, and the whole set worn or taken off at once.
- At the research center, a troop a skin dresses has a LOOK row: tap its standard look or the Ghost Legion to change it alone.
- Buildings, walls, sandbags and decor are drawn in a few calls instead of one each: fewer draw calls, smoother frames in the base.
- Settings > Graphics: frames at rest (30 to begin with). In the base and the menus the game draws that often while nothing happens.
- After paying on PC, the page in your browser looks like the game and shows your pack; BACK TO THE GAME brings the game up.
Version 2.23.0
Aurium, the Ghost Legion and smoother battles
- Halloween: the Ghost Legion, a skin for your first four troops with green shots, 1,200 Aurium under Looks; wear it or take it off there.
- Aurium comes to the Online world: a win has a 20% chance of a 5 Aurium shard (sure after 6 without, 4 a day), shown in the shop's purse.
- On PC, the Treasury can sell Aurium once payments open: tick the box, BUY, pay on Stripe's page; the Aurium comes once it is paid.
- Against another commander, the battle's banner shows both your names in place of LEGION and the emblems.
- In the attack's intro the engineers carry real sledgehammers: they haul the tents up, drive the stakes and lay the sandbags by hand.
- The truck's guards ride in with the convoy now, instead of waiting at the sandbags for the truck to drive through them.
- The machine gunner redrawn as a real WWII gunner: an MG 42 at the hip with its belt, belts crossed on his chest, a spare barrel on his back.
- The infirmary is two hospital tents now: its roof crosses lie on the canvas (they cut through it); from 5, a pavilion and lit windows.
- The research center redone: four troops to a row, and the captain's ranks side by side, each in its own dress, with health and price.
- In the base, build mode's strip sits in the top row beside your bar; Saved moves under ☰, and the shield's line under your bar.
- The command tank that guards your camp shoots a little farther: 29 m, up from 26.
- With a frame limit set, a battle no longer runs ahead of the clock: online battles keep their pace, and a defender's JOIN takes again.
- A battle's shaders are all compiled under the loading screen, and its view makes a quarter less garbage a frame: fewer frozen frames.
- Settings > ACCOUNT: you can delete your account for good, your password asked again.
- At the foot of Settings, Licenses and credits names every library, font and sound author the game is made with.
- If the game's updater can't start, it offers the new version to download; and each release now checks it can update itself.
- The logistics hubs' flags fly clear of the signals post's net and the outpost's tin roof.
Version 2.22.0
Build mode redone, a new intro and a new icon
- The trees stay where a building stands in the top-left corner of your base: they no longer all vanish, in the editor or in battles.
- So do the bushes, the grass and the rocks: a building in that corner took every plant of the land with it.
- The cause: the plants are kept in groups that stand at the corner of the field, and a building there hid each group whole.
- Now only a plant that would reach into a building gives way to it, one by one, as everywhere else.
- The commander's road evened out: the medkit card now comes at level 8 and the medic at 9, so those levels bring more than dollars.
- Below them you keep a medic you researched (he fights again from 9) and an infirmary you built, idle till then.
- On a wide screen the road is dragged with the mouse again: it follows the pointer and, let go, settles on the way to a rank.
- Its arrows stand beside the rewards they turn, not by the rank's name; the wheel, ←/→ and the ranks below slide it too.
- The Dominion's alarm says which wave is coming in its main line: “The Dominion's wave 7 is attacking your base”.
- A new icon for the game, FR on orange: on the desktop, the installer, the taskbar and the phone.
- The shop's boosts redrawn in one look: the rocket salvo, the supply crate, the guard's shield and the stopwatch, each with its badge.
- The Cool Web intro at the start, redone as a short film: a soldier plants the studio's flag at dawn, then the names come up.
Version 2.21.0
A new start screen, and loading without stutters
- A new start screen: the Legion's shield over the title, your world in the corner and the latest update a tap away.
- At its foot, your rank, your level and the attacks on your base since last time, with CONTINUE, the menu, the settings and quit.
- The loading screen in the new look of the menus: where you are going over a faint picture of it, the bar and a tip.
- Going to the main menu loads its pictures behind a loading screen, once; coming back to it later goes straight on.
- A battle or the base no longer starts with a few frozen frames: the loading screen stays until they draw smoothly.
- Attack a player: the opponent's base shows in 3D, built from the game's own models, as your attack will meet it.
- Under it, its defenses by kind with how many and the highest level: bunkers, towers, anti-air, artillery, walls.
- Troops walk round the trees in the middle of the field now, as they would round a post; bullets still pass through the branches.
- A defender's JOIN that fails no longer freezes the attacker's game: the attack goes on, and the defender is told at once.
- The Dominion's bunkers turn their guns onto what they fire at, as the Legion's do: two barrels from level 5, all the way round from 15.
- A new shop: its pages down the left, the day's deals (a boost 20% off, a decoration 15% off) and the chosen ware with BUY on the right.
- A Starter Pack, once: 1,300 $ and every boost for 60 gold. Bundles go for 20% less; Aurium shows at 0, with the Looks it will buy.
Version 2.20.1
The ground and the plants are back
- The ground is back: 2.20.0 left the land bare in the base and in battles, a flat green under the buildings.
- The trees, the grass, the bushes and the rocks are back too, in every region.
- The cause: the new snow on buildings named a value the ground and the plants name too, and their shaders failed.
- Nothing else changes: the battle rules, your base and your progress are as they were.
- A new check stops a shader that names something twice from reaching a release again.
Version 2.20.0
New menus and the battle HUD
- New main menu and FIGHT! choice: tall battle cards that open under the pointer (1–4, Enter), the chosen one alive on Medium and High.
- The commander's road redrawn one rank at a time, each level's rewards and the rank's card; on a phone, one list that opens at your level.
- The purse at the bottom left counts all a battle has earned (waves, gold, crates, kills, time); every "+N $" flies into it, a tap lists it.
- The defenders' plate counts the troops at their posts, turning orange then red as they fall; attacking, it shows supply, troops and refill.
- The enemy commander's cards at the top show only those left, with short counts, so they fit at any number.
- A battle left open (the game closed under it) no longer holds you up: close it at once as a retreat and keep what you took.
- The Citadel (bunker 20) redrawn without its gold, in steel; every bunker with 2–3 guns fires from all of them, its guns alike.
- The logistics hub has three designs, one a stop (signals post, dump, outpost), with its three men and a waving flag, 10 m behind the truck.
- The anti-aircraft truck sets its jacks down only once parked; the troop truck is taller, and its guard rides in and jumps off at the stop.
- Walls, sandbags and wire crumble without smoke or fire to save frames, kept on Ultra (PC only); snow settles on roofs and helmets.
- Lighter everywhere: a Mobile level for phones (no shadows, simpler ground), and the base redraws its shadows only when something moves.
- A plane shot down falls like a real one: wing torn, it spirals or dives in nose first and breaks up where it lands; full fire on Ultra.
Older versions, 2.19.0 and before
Version 2.19.0
- The troops' buildings redrawn as one family of field camps: tents to level 4, concrete with the troop's mark on the roof from 5.
- Defenders without sandbags keep out of the open, behind a wall or a building near their post, and now and then patrol the base.
- A plane shot down kills the soldiers it comes down on, either side, like a heavy shell.
- A front is won base by base: one star beats a base, and once every base is beaten the next front is on the map at once.
- Three stars for a clean win too: the headquarters, every armed building and half the rest down, at most a quarter of your men lost.
- In the base editor, turn the view: drag with the middle button, Ctrl + wheel, or two fingers turned; BASE brings it back.
- The attack's intro redone: vehicles one after another, engineers on foot raise the tents and lay the sandbags; a skip starts the battle.
- The machine gunners' camp fires its guns at enemies within reach, for show: no damage. The poles' cables come up out of the ground.
- The manual's level picker shows only the levels with a new look (1, 5, 10, 15, 20); the next tier's figures sit under it.
- The first Android build: the phone's Back button does what Esc does, the screen stays on in battle, and it starts on Low at 30 frames.
- The performance panel opens without a keyboard: turn on the frame counter and hold a finger on it; tap the panel to copy it.
- After every online battle the game sends a short performance summary (frame rate, draw calls, chip), kept 14 days; nothing personal in it.
Version 2.18.0
- The commander's road goes on to level 50: past the General come six new ranks, each with its own insignia.
- The new ranks: General of the Army, Marshal, Field Marshal, Grand Marshal, Supreme Commander and Legend of the Front.
- Every level past 20 pays dollars (level × 50), and every rank more gold than the last: from 20 up to 100 for the Legend.
- Experience you gathered at level 20 still counts: your next battle pays every level it has already reached past 20.
- The road has a new look: your rank and progress on top, a rail of all eleven ranks to jump along it, clean reward tiles.
- Past wave 20 the siege sends its best troops, not more riflemen: a captain, a rocket man, a flamethrower and a grenadier a wave.
- Gas troopers join from wave 22 and snipers from 23; from wave 26 each wave brings two more rocket men, flamethrowers and gas troopers.
- The siege's captains rise in rank with the waves: a Major from wave 10, a Colonel from 15, a General from 20, each in his rank's coat.
- On the war map, zooming out no longer swells the bases off the island: they shrink with it, and only their names stay large.
- In the manual, the troop or building you open turns in 3D; drag it to turn it yourself.
Version 2.17.0
- Troops at a rally point each take a spot of their own around the flag, in rings, and no longer push one another about.
- Plant the flag ahead of your troops and the captain calls GO, GO, GO! Plant it behind them and he calls FALL BACK! REGROUP!
- Soldiers no longer stand frozen behind a friend who holds his post in their way: they get him to make room.
- The flamethrower wears armor now, a steel breastplate and twin tanks. When he falls they burst: 80 on all within 3 m, both sides.
- Men set on fire run from the flames instead of fighting, and roll on the ground once the fire is out.
- The gas trooper is a chemist with a sprayer: poison in a cone that hurts 4 s after the last puff, and guns it reaches fire at half rate.
- A battle decided by a headquarters falling ends on it in slow motion: the base sinks into its dust, then a title card and the results.
Version 2.16.1
- The rocket man is rebuilt: a rack of spare rockets on his back, goggles and ear guards. His rockets hit harder too (56 damage).
- He kneels to reload when he stands still, and reloads on the move when he walks.
- The grenadier carries a drum launcher and fires his grenades instead of throwing them.
- Under focus fire grenadiers launch a grenade a second, arcing over walls, as accurate as before: close, not perfect.
- The watchtower goes on to level 25 (commander 20): its sniper fortress holds two snipers, each on a target of his own, louder.
- The night deepens with the clock: darker and darker until midnight, the darkest until five, then lighter toward sunrise.
- The radar dish of the anti-aircraft gun shows from every side now.
- The medic is a front-line medic now: a white helmet and armbands with red crosses, a big aid pack and a bag of kits at his hip.
- He takes a kit from his bag and lobs it underhand: it opens where it lands, a green cross rises, and a cross lifts off each soldier healed.
- The Strike Team falls under its chutes in its own commando kit, not as riflemen.
- F8 opens a performance panel (frame time, draw calls, soldiers, particles) on any screen, and F9 copies it, to send us.
Version 2.16.0
- The paratrooper card is now the Strike Team: five special forces commandos jump in. The rally point can be planted anywhere.
- The captain fires from 13 m. From Major he carries an assault rifle, shouldered to fire in short bursts, reaching 1 m farther still.
- The anti-aircraft gun gets a new look every five levels: a field pit, concrete, an armored platform, and at 15 the flak tower.
- It fires each barrel in turn, spent cases bounce on its floor, and its searchlight sweeps the night sky and follows the target.
- The sniper bastion, the watchtower at 20, is all concrete now: no green, a flat foundation, its cabin carried out on brackets.
- Attacks open with your convoy rolling in: the tank and the trucks drive up and park, and engineers raise the tents.
- At each stop past the camp your engineers put up a logistics hub that can be destroyed; near the enemy base, none.
- Your troops talk over the field radio: a click as each call opens, the squelch as it ends, ROGER THAT! after your orders.
- The war map has a new loading screen and top bar, the sea reaches the screen’s edges, and the roads between bases are gone.
- Other players’ bases stand on the map as miniatures of what they built, those under a shield under a dome.
- A frame limit in the graphics settings (30 to 144, or MAX), and EXIT GAME in the menu of the desktop game.
- The game opens with the Cool Web Design signature: a line of code becomes a front, and a soldier plants the studio’s flag.
Version 2.15.0
- The war map is a tabletop model now: the game’s own trees and snowy peaks, and every base a miniature of its real buildings.
- Tap a base: a gold ring and a marching route lead to it from home, and a bar along the bottom has the target, what it pays and ATTACK.
- The attack is set up in three steps: troops, cards, then the truck’s guard and ATTACK. The target stays in sight at the top.
- Every star on the map taken? FIND OPPONENTS calls up the next front: seven new Dominion bases, stronger, that pay more.
- The Dominion now attacks your base twice a day, wave after wave. Every wave your base holds brings a stronger one.
- A wave held pays 1,000 $ at the first, 200 $ more every wave, and 5 gold every fifth wave. A wave lost comes again.
- The watchtower and the bunker go up to level 20, with a new look every five levels: the sniper bastion and the citadel at 20.
- From 15 on the watchtower gains damage, not range; the bunker’s turret turns all the way round only from level 15.
- Walls break as they lose their life: a ragged bite below half, a broken stump below a fifth, each in its own way.
- A destroyed building leaves a ruin of its own: the stumps of its walls, a corner still standing; a tower only its base.
- The artillery looks new: up to level 4 a light gun, two mortars or a rocket rail in a field position.
- At 5 its heavy pieces stand on concrete. Its crew get down when it fires, then the loader feeds it again.
Version 2.14.0
- The leaderboard is new: the top three on a podium, your place always in sight, and the season with the way to your next league.
- The main menu has small scenes: your base at sunset, the attack at dusk, the duel, the siege at night and the defense at dawn.
- Rain no longer splashes on the ground: the splashes slid along as the view moved. The drops and the rings on the puddles stay.
- Moving the mouse to the screen's left or right edge pans in battle too, and keeps panning past the edge of the window.
- The tank fires like a real one: a ball of fire, a ring of smoke rolling out, dust kicked off the ground, the turret kicking back.
- The machine gun on the tank's turret fires bursts at the same target as the cannon, with the sound of a heavy tank machine gun.
- The Dominion's tents are taller, so the troops coming out of them no longer stick their heads through the roof.
Version 2.13.0
- The Dominion's tank in the siege is far harder: twice the health and a heavy shell every 0.75 s that bursts on four.
- Sending every barracks on the attack no longer breaks it in the second wave; a good assault with cards still can.
- The missions page is new: three cards, each mission inside a ring of its progress, and one CLAIM on the one that is done.
- At the top, when new missions come and today's gold so far; the other ways to gold are chips, the details on hover.
- Medals stand in a case, a row for each metal, gold on top: the ones you won lit on their ribbons, the rest dark with their gold.
Version 2.12.0
- Explosions dig real craters into the ground: a bowl with a lip of thrown earth, burnt black in the middle, dust thrown round it.
- A fresh crater smoulders for a few seconds; craters fade back into the ground after a while, and in the rain they fill first.
- A blast throws fewer clods of earth, and they are gone within a couple of seconds, so a heavy barrage costs less.
- The captain wears a coat of his own at each rank: a field tunic, a Major's greatcoat, a Colonel's leather coat, a General's cape.
- Focus fire can be ordered on a building up to 35 m from your troops (30 before).
- In the siege, downed enemies drop cards far less often: about a third as many over the whole siege.
- On a base seen from the far end (your own base attacked, duels), decorations are mirrored as their owner placed them, not turned round.
Version 2.11.0
- Puddles are part of the ground now: they gather in the paths' ruts first, then in the hollows, and spread as the rain goes on.
- Their edges are dark, shining mud, with no hard rim, and the marshes flood further than the plains.
- The water mirrors the grey sky and its drifting clouds, the more as you look across it.
- Every drop rings the water and the rings bend the reflection; the harder it rains, the more rings.
- Lightning flashes in the puddles too, and at night they hold the dark of the night sky.
Version 2.10.0
- Day and night follow the clock: after dark your battles are fought at night, and your base stands in the night with its lamps lit.
- The sun rises and sets with the seasons, later in winter; the defense's Time can still be set to day or night by hand.
- It can snow on any map now, not only in the Frozen North: clear skies, rain, fog or snow, each region with its own leaning.
- Snow settles on the trees as it falls: the crowns and the fir tiers whiten on top, and it settles sooner.
- Every battle has a wood at both ends: the attacker's camp backs onto one too, its convoy's road cut through it.
- A few trees stand out in no man's land, in the middle of the field, never in anyone's territory.
Version 2.9.0
- Troop voices: your captain answers your orders over the field radio, ROGER THAT! as you send troops or call MOBILIZE.
- He calls FOCUS FIRE with GO, GO, GO!, a rally with HOLD!, the first contact with LOOK OUT!, a building down with TARGET DESTROYED!
- Your men shout now and then, from where they stand: RELOADING!, COVER ME!, FIRE IN THE HOLE!, GET DOWN! as shells come in.
- Defending your base, your captain has his own words: SUPPRESSING FIRE! and TARGET ENGAGED! as the enemy comes.
- The enemy's men are heard far off and muffled. One voice at a time; off in Settings, Sound, apart from the bubbles.
- The first five troops each have a building of their own, each with its own shape, so you can tell them apart from afar.
- Riflemen live in a tin hut, machine gunners in a log nest, snipers up a tower, grenadiers in a magazine, RPG gunners in a workshop.
- Each looks the same from level 1 to 4, as a field camp, and becomes a permanent building of concrete and steel at level 5.
- On the right side of the field, a Legion base's machine guns and sniper rifles now face its enemy, not its own headquarters.
- Troops come off the truck and run on round it, never through it, at a pace that fits, until they catch up with their squad.
- Troops come out of their building's door, or out of the Dominion's tent, and walk round the building instead of appearing beside it.
- When the truck is hit with men still inside, they all jump out at once and stay down dazed for a moment.
Version 2.8.0
- Troops move smoothly: no more twitching when a soldier changes his mind, and his feet no longer slide at any speed.
- Soldiers turn with weight: their legs go the way they walk while their upper body and weapon swing onto the target.
- Soldiers no longer bob up and down when a target goes in and out of range: they kneel and stand up with a moment's hold.
- The rocket man reloads as he walks, and every special motion now has a place to grow from.
- Troop callouts: short bubbles over your soldiers, MOVING OUT!, RELOADING!, MAN DOWN!, never more than three at once.
- Your captain calls your orders, ON ME! or ALL ON THAT BUNKER!, with a ring pulsing under him. Off in Settings, Graphics.
Version 2.7.0
- New trees, made like a top-down game's: oaks, limes and birches of leafy puffs, firs of layered boughs, and pines.
- Each land grows its own trees: oaks and limes on the plains, firs and pines in the hills, firs in the north.
- Fewer trees, further apart: the wood behind your base is about half as thick, with light between the trees.
- The new trees cost less to draw, so the battlefield runs smoother on every graphics level.
- Firs and birches never blossom: the pink and white blossom stays on the oaks and limes.
Version 2.6.0
- Duel: the player on the second side can send troops again; they were refused while the supply sat full.
- A duel's field is longer: 140 m of open ground between the bases, room to send your troops out and gather them.
- In a duel, RALLY gathers only the troops you send yourself, from the truck or with the number keys.
- New in duels: MOBILIZE (P) calls your base's garrison out to war at a flag both players see.
- Mobilized defenders leave their barracks, which send new ones; MOBILIZE recharges in 60 s.
- The RPG's rocket flies like the barrage's: a bright motor, a thick trail of smoke that hangs, a blast that throws men.
- The base's rocket launcher fires 4 rockets a salvo instead of 6.
- Base editor: move the mouse to the left or right edge of the screen to pan the view.
Version 2.5.0
- A new main menu: one button into your base, four tiles for Attack, Duel, Survival and Defend, and a dock for the rest.
- DUEL has its own tile on the main menu: it opens your friends and shows how many are online.
- Riflemen cost 20 supply instead of 30 when you send them, in attacks and duels; the Dominion still pays 30.
- Bunkers hit harder, 8 a bullet instead of 5, and answer machine gunners from level 1, out to 24 m.
- Focus fire works only on a building within 30 m of your troops, from 1.5 times their range, and recharges in 17 s.
- Troops come out of a building only where there is room, never on top of each other; at a crowded door they wait a moment.
- Tents, barracks and your headquarters take an order on their menu: HOLD by the base, or ATTACK the enemy.
- The troop truck's health grows a little slower past level 5: 3080 at level 25 instead of 3600.
- Base editor: double-click a building to move it; while you place one, thin lines show every edge of your ground.
- Trees beside a building shrink to fit instead of vanishing, so the edge of the wood stays whole.
- Full screen shows the battlefield again, the bunker's gun is louder, and BUILD and FIGHT are a little smaller.
- Fixed: a friend pressing READY in the duel's lobby no longer throws you out of picking your army.
Version 2.4.0
- Duel your friends live, base against base: DUEL on a friend's row, each picks an army in the lobby, then 8 minutes to win.
- A duel's field stretches with your bases, so there is always open ground between them, with a wood at both ends.
- In a duel your truck stands in front of your base: down the other headquarters, or raze more of their base by the end.
- A player who drops pauses a duel for up to 30 s in all, then forfeits. Your duel record is kept for each friend.
- Base editor: rest the mouse on a building for its quick actions: M move, R rotate, U upgrade, I menu.
- The keys work on the building under the mouse, with no need to select it first; the menu's tiles show their keys.
- Moving a building gives the grass and bushes back where it stood.
- The camera moves further up and down, to see the field's edges.
- Trees like a diorama: puffy crowns of small clumps, vivid greens, pink and white blossoms, hedges along the edges.
Version 2.3.0
- Sieges pay as you hold: every wave repelled brings dollars, more the further you get, and every fifth wave brings gold.
- The bigger your headquarters, the more each wave of a siege pays.
- Promote your captain in the research center: Major at level 10, Colonel at 15, General at 20, each with more health.
- A promoted captain looks the part: rank stars on his shoulders, a braided cap, and a cape for the General.
- The truck's tailgate drops and its troops jump out one by one, landing in a crouch before they run on.
- A slimmer siege bar: the time held, the wave, both headquarters and the enemy's cards in one small strip.
- A plane your anti-air hits hard comes down in flames and burns; its wreck leaves a crate of dollars, and sometimes a card.
- Nicknames with an everyday word that hides a reserved one, like Badminton, are allowed now.
- Defend your base live: when another commander attacks it, JOIN THE BATTLE on the alarm and play your base's cards yourself.
- Joining, your game catches up with the battle in a few seconds, and the attacker hears a counter-offensive is coming.
- A base you hold live pays: the crates your kills leave and, when it holds, 60 $ and 1 gold, up to 3 times a day.
- Lost the connection while defending live? Your base fights on alone, and the defense log tells what you defended live.
Version 2.2.0
- The Dominion reads your base: walls bring rocket launchers and grenadiers, towers bring snipers, a strong base meets bigger waves.
- The enemy commander uses smoke cleverly: over the guns in its way, over your packed troops, or to hide its men crossing.
- When another commander attacks your base, ALERT! rings wherever you are in the game, with a countdown to the attack's end.
- Friends see when you are online: a green dot beside each friend who is playing now.
- A medal earned in battle is told the moment you earn it, with the gold it pays.
- Daily missions turn at your own midnight, after the clocks change too, and never reset in the middle of a day.
- The attacker's truck and the other vehicles burn out after they blow up: a big fire on High, a smaller one on Medium.
- Messages from the Frontline Rush team, some with a gift to claim, and news banners in the menu and the base.
- New + BUILD and FIGHT! buttons in the base, a matched pair in painted steel.
- In a defense, the battle's banner shows every card the Dominion holds, smoke and paratroopers too.
- Holding a card's key down no longer makes the card flicker.
Version 2.1.0
- In the Online world, see the devices your account is signed in on, sign any of them out and change your password (Settings → ACCOUNT).
- Signed in from a new device? You are told at the next start, and IT WASN'T ME signs every other device out.
- A sound mixer in Settings → SOUND: music, ambience, weapons, voices and weather, each on its own slider.
- Sharp text on 1440p and 4K screens, with Resolution and Interface size in Settings → GRAPHICS.
- Soldiers behind sandbags face the enemy, behind diagonal sandbags too, attackers and defenders alike.
- Extra Time in the shop: 3 more minutes on an attack's clock, paid in gold.
- The research center now has levels: each one takes a little off research, up to 2% at level 5.
- Two new medals: No Truck, for destroying the attacker's troop truck, and Clear Skies, for downing an anti-aircraft that guards it.
- In the Online world, the Dominion attacks your base once a day while you are in it: a siren, ALERT!, then DEFEND or IGNORE.
- Ignored, the attack is fought by the base alone; the result and the replay wait in the defense log.
- From level 5, the bunker reaches machine gunners (20 m from its walls): it answers them from their full range.
- A tidier base screen: one row of buttons at the top, and the base saves itself after every change.
Version 2.0.0
- Multiplayer: the Online world, with your account, money and base on the server, and every battle checked there.
- Attack other players for trophies; a base that was attacked gets a shield for a while.
- The defense log: see who attacked you, watch the replay and take your revenge.
- Leaderboards, monthly seasons with leagues and gold, and friends.
- On the attack map, the NPC bases wear the Dominion's colors, and real players in your range hold the free territories.
- Friends always show on the map, with a friendly attack when they are far; players out of range are greyed, with the reason.
- Nicknames: pick yours in Settings → ACCOUNT. Each one is unique and can be changed once every 7 days.
- The guided attack, in 5 steps: target, troops (with advice for that base), cards, the truck's guard, attack.
- Shift + click (or a long press) puts a troop on auto: it deploys by itself whenever it can.
- Retreating ends the battle on the spot: you lose, and the log and the replay say when you left.
Version 1.9.8
- Survival: hold your base against endless waves, with your best runs on the leaderboard.
- New troops: the medic, the captain and the special forces, then the flamethrower and the gas trooper, for gold.
- The research center, where new troops are researched.
- The commander's road: levels up to 20, with ranks and rewards along the way.
- The headquarters goes up to level 25, with a new design every 5 levels, and sets how many defenses you may build.
- The bunker, the watchtower and the flak gun go up to level 15 in three tiers, each with a new look and a new power.
- Dollars and gold, daily missions, medals and the shop.
- Worlds: up to 4 separate games on one device.
- The smoke grenade, and artillery with three firing modes.
- Snow and the Frozen North; storms with lightning and thunder.
- The game speaks English, and Romanian from the settings.
- A Windows program with three graphics levels, and from this version on the game updates itself.
Version 1.9.7
- Defenders take the sandbag line nearest the enemy first, and move up when a spot frees.
- Squads fight as one: they share their targets and keep together on the move.
- The bunker and the sniper nest fire only to their front, and the editor shows their arcs.
- Two new air cards: the heavy bomb and the A-10 strafe.
- Planes cross the field as shadows, and you hear their engines.
- Paratroopers jump one after another, float down and land ready to fight as a squad.
- Rebuilt soldiers: they hold their weapons, kneel to fire, work the bolt and flinch when hit.
- The flak gun has a crew: a gunner on its seat and a loader by the shells.
- Esc (or ☰) pauses the game anywhere, with the settings at hand.
- Bases you attack face you the right way round: their guns and doors were turned away.
What comes next is on the roadmap ›