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SectorCMD

Diplomacy & Betrayal

REAL-TIME STRATEGY. GLOBAL CONSEQUENCES.
BRIEFINGA browser based multiplayer RTS inspired by classic RTS controls with large scale territory control. Play in your browser on desktop or mobile.MULTIPLAYER ALPHA

SECTOR COMMAND / DEVELOPMENT ARCHIVE

DEVLOGS

Updates from development, release notes, and a look at what is taking shape in SectorCMD.

v0.7.24

SectorCMD v0.7.24

Redesigned lobby and game HUD, clear unit health and icons for desktop and mobile.

  • Lobby/theme redesign.
  • Desktop HUD redesign.
  • Unit icons across selection, production and queues.
  • Updated mobile styling and icons.
v0.7.23

SectorCMD v0.7.23

A naval fleet upgrade with new ship models, and smoother wakes.

Naval Fleet Upgrade

  • New Water Transport, Destroyer, and Battlecruiser models.
  • Updated ship turrets and cargo visuals aboard transports.
  • Broader, smoother naval wakes and visual polish.
v0.7.22

SectorCMD v0.7.22

Choose and build territory specialties in World Theater to support your forces.

  • Choose and build a specialty in a territory you fully control.
  • Medical heals units, Industry adds income, Salvage rewards enemy kills, and Logistics speeds up production.
  • Attack and destroy enemy specialty buildings, or capture completed specialties by fully controlling their territory.
  • AI commanders can build and use specialties.
v0.7.21

SectorCMD v0.7.21

More reliable building defenders, clearer ports, refined water effects, and production queue sounds.

  • Improved building defender assignment and swapping, especially around crowded buildings.
  • Made port loading and unloading areas clearer and corrected shoreline visuals.
  • Refined naval wakes, coastline foam, and water effects.
  • Production click sounds now play when units successfully enter the queue.
v0.7.20

SectorCMD v0.7.20

Hospital and Industry territories bring new reasons to capture and hold ground in World Theater.

  • Added Hospital and Industry territories to World Theater.
  • Hospitals heal nearby friendly land units outside combat in territories you control. Industry territories provide extra income.
  • Updated production buildings and added distinct hospital and industrial complexes.
  • Made ownership clearer with team colors on building walls and distinct territory control visuals.
  • Improved building defender positioning, movement around buildings, and controls when switching windows.
v0.7.19

SectorCMD v0.7.19

A new large-scale campaign, faster unit movement and more challenging combined land and naval warfare.

Operation Twin Straits

  • Added a new campaign operation spanning Yemen, Oman, the Persian Gulf and Iran.
  • Added detailed natural terrain, coastlines, mountain passes and strategic waterways.
  • Added multi-stage objectives focused on capturing territory, securing ports and maintaining supply routes.
  • Added difficult enemy naval interceptions, land counterattacks and amphibious assaults.
  • Added multiple routes and optional objectives that provide different strategic advantages.
  • Players must establish a foothold, break through the Strait of Hormuz and advance toward Tehran.

Gameplay Improvements

  • Increased the movement speed of all land and naval units by 30%.
  • Improved campaign pacing and response times for large-scale battles.
  • Improved AI coordination when defending ports, launching counterattacks and contesting captured territory.
v0.7.18

SectorCMD v0.7.18

Regional AI improvements, stronger attacks and better expansion on Hard and Insane difficulties.

AI Improvements

  • Improved Hard and Insane AI expansion, attack planning and regional decision-making.
  • AI land forces now focus on reachable land fronts instead of nearby objectives across the water.
  • Improved coordination when capturing defended neutral and enemy buildings.
  • AI now preserves useful attacks while making better decisions about reserves and defense.
  • Improved pressure against human players controlling 40% or more of the world.
  • AI continues to follow the same economy, production, combat and movement rules as human players.
v0.7.17

SectorCMD v0.7.17

Smarter AI, improved unit movement, better combat effects and easier water transport operations.

AI Improvements

  • Improved AI expansion and neutral building capture.
  • Improved Hard and Insane AI decision-making, attack planning and target selection.
  • AI now responds more aggressively to human players controlling 40% or more of the world.
  • Improved how AI divides its forces between attacking, defending and expanding.
  • Reduced unnecessary reinforcements into congested or unsuccessful attacks.
  • Improved AI command handling and reduced excessive defensive unit reservations.
  • AI continues to follow the same economy, combat, production and movement rules as human players.

Unit Movement

  • Improved friendly-unit passing so units can move around each other more effectively.
  • Reduced unit congestion, especially around narrow passages and chokepoints.
  • Improved movement recovery when units become blocked.
  • Reduced spacing between units when moving in groups.

Combat Visuals

  • Infantry gunfire now comes from the end of the weapon barrel instead of the unit's body.
  • Heavy Infantry rockets now launch from the shoulder-mounted rocket launcher.
  • Improved weapon firing alignment during movement and rotation.

Water Transports

  • Land units ordered to board a water transport can now automatically coordinate movement to a suitable coastal loading location.
  • Water transports now unload units one at a time in quick succession.
  • Unloaded units are placed at nearby available shoreline positions instead of around the port building.
v0.7.16

SectorCMD v0.7.16

Gameplay fixes, cleaner mobile missions, improved minimap visibility and better match-end behavior.

  • Removed the Patrol command from Water Transports.
  • Added collapsible Objectives panels for Campaign and Tutorial missions on mobile.
  • Removed live mission event popups from mobile Campaign and Tutorial gameplay to reduce screen clutter. Events remain available in the Event Log.
  • Combat now stops when a match has ended.
  • Reduced building marker sizes on the mobile minimap for better visibility.
  • Improved first-match startup and loading behavior so controls and battlefield assets are ready before entering the game.
  • Added a deployment loading screen so enhanced unit assets can prepare before the battlefield is shown.
v0.7.15

SectorCMD v0.7.15

New Tank model, turret and hull movement and track dust effects.

  • Added a new detailed Tank model with full and reduced versions for different viewing distances.
  • Added independently moving Tank hull and turret visuals for more natural movement and combat.
  • Added team-color identification markings that are visible from multiple camera angles.
  • Added cannon recoil and muzzle-flash effects.
  • Added track dust that grows more noticeable as Tanks reach full movement speed.
  • Improved Tank loading and fallback behavior so the original lightweight Tank remains available if enhanced assets cannot load.
  • Mobile support with the reduced Tank model and existing touch controls.
v0.7.14

SectorCMD v0.7.14

New infantry models and animations. Improved healing and repair visuals. Better unit selection, health bars and battlefield readability.

  • Added new animated character models for Marines, Heavy Infantry, Medics and Mechanics.
  • Added new idle, walking, jogging, combat, support and death animations for infantry units.
  • Added scalable animated medium-detail infantry so large battles keep moving naturally without units sliding across the battlefield.
  • Improved Marine movement with separate walk and jog behavior, relaxed weapon handling during normal movement and combat-ready posture during attack-move and combat.
  • Updated Marine team identification with colored vests.
  • Added Heavy Infantry visuals with a combat helmet, RPG launcher and improved movement and death animations.
  • Added Medic with a combat helmet, medical markings, healing device and dedicated healing animations.
  • Added Mechanic with repair markings, a repair tool and dedicated repair animations.
  • Added live Medic healing beams and Mechanic repair effects that follow the correct target and remain visible while units are being supported.
  • Medics and Mechanics now turn toward the unit they are actively healing or repairing.
  • Reduced infantry selection-circle and health-bar sizes to better match the new character models.
  • Friendly health bars remain green while enemy and neutral-defender health bars are now red for easier battlefield identification.
  • Fixed unit and building selection inaccuracies caused by graphics hardware scaling.
  • Improved double-click selection so matching units and buildings are selected based on what is currently visible on screen.
  • Improved infantry rendering and resource management for large battles, reconnects and long-running matches.
  • Added automatic fallback rendering so units remain playable if enhanced character assets are unavailable.
v0.7.13

SectorCMD v0.7.13

Iron Tide campaign start. Improved naval visuals and combat visuals. New operation selection flow

  • Added the new Iron Tide campaign start, showcasing objectives, amphibious combat and mission progression.
  • Added a new Play Campaign menu and made Iron Tide available from the Create Operation map list as a campaign map.
  • Updated the Join Operation flow with room-code joining and active public operations in one place.
  • Improved naval presentation with more natural ship wakes, subtle floating motion.
  • Improved land combat with lightweight battlefield effects.
  • Improved Iron Tide roads, building foundations, Watch Island access and several other map details.
  • Created a map detail system so added doodads and other things like roads is easier.
v0.7.12

SectorCMD v0.7.12

New patrol controls, transport rallying and gameplay improvements

  • Added a new Patrol command for land and naval units, including queued patrol orders.
  • Production buildings can now rally directly to a Water Transport so newly produced units automatically attempt to board it.
  • Improved desktop edge scrolling with faster camera movement and smoother acceleration near the screen edges.
  • Improved ocean visuals with subtle low-poly water movement and detail while keeping performance lightweight.
  • Improved mobile event notification placement so alerts no longer cover the Treasury and income display.
  • Moved Leave Operation next to Diplomacy on mobile and added a confirmation before leaving a match.
  • Refined queued Attack and Patrol controls for faster, cleaner command input.
  • Added an expandable mobile minimap so players can quickly switch between the compact view and a larger full-width tactical view.
v0.7.11

SectorCMD v0.7.11

Unit voices have arrived across the battlefield

  • Added voice lines for nearly every unit in SectorCMD, including infantry, support units, tanks and naval forces.
  • Units now respond to selections, movement, attacks, holding position and other important commands.
  • Added unique voice behavior for Medics healing, Mechanics repairing and Water Transports loading and unloading troops.
  • Expanded under-attack voice alerts so units can warn you when fighting breaks out away from your camera.
  • Added a Command voice for important battlefield events, objectives and strategic warnings.
  • Improved voice volume, cooldowns and anti-spam behavior so large armies respond without turning into constant chatter.
  • Existing weapon, production, death and combat sounds remain in place alongside the new voices.
v0.7.10

SectorCMD v0.7.10

SectorCMD is now playable on mobile phones

  • Added mobile phone support with dedicated touch controls and a mobile-specific HUD.
  • Added touch camera panning, pinch-to-zoom, tap selection, Select Area, Move, Attack, Stop and Hold controls.
  • Added mobile production controls, minimap navigation, rally-point placement and Water Transport loading.
  • Reworked the mobile layout for both portrait and landscape, including iPhone Safari safe areas and dynamic browser viewport resizing.
  • Added mobile audio unlock/recovery so music, UI sounds and combat audio work correctly on iPhone.
  • Mobile and desktop players can play together with the exact same units, economy, combat and game rules.
  • Desktop keyboard/mouse controls and HUD remain separate and unchanged from the mobile control layer.
v0.7.9

SectorCMD v0.7.9

AI Milestone, Insane Difficulty, Income Tick 45 Seconds, 17% Movement speed increase, AI Bugfixes

  • Major AI Milestone. AI Opponents are doing well now. Lots of bug fixes and Strategy improvements.
  • Insane Difficulty added for AI Opponents.
  • Income Ticks are now 45 seconds instead of 60.
  • All unit movement speed increased by +17%.
  • Destroyer speed increased by 3% ontop of the 17% for a total of 20%. Idea is so they can chase down transports.
  • Increased Mechanic heal by +50%
  • AI now captures Australia and surrounding islands.
  • Coastal pathing bug fixed. Shoreline projection created overlapping destinations.
  • Taiwan has been moved eastward by 24 would units and Kyushu by 32.
  • Korea's building moved 16 units inland.
  • Added Win and Loss music.
v0.7.6

SectorCMD v0.7.6

Added Mechanic Unit, Added Map Selection and Tutorial

  • Added Mechanic unit heals tanks and naval units.
  • Added Map Selection
  • Created Tutorial map/operation
  • Tutorial has server-side objectives and triggers, which will be a big addition to our SectorCMD Map Editor
  • Next objectives for Maps and Editor: Rally Points, Territory income and Defender replacement.
v0.7.4

SectorCMD v0.7.4

Map Editor and Map Data File, Chat/Name filter

  • Map Editor v0.2.0
  • Added more functionality into the Map Editor.
  • Added real land and naval navigation overlays using SectorCMD's actual movement/pathing logic.
  • Added path test tool
  • Real playtest current map workflow that exports the edited map and launches SectorCMD locally using that map.
  • Map data files - Maps are now data-driven architecture vs geography to be manually maintained accross unrelatedd game code.
  • The new architecture is being designed so future features such as multiple selectable maps, campaign maps, custom scenarios, and eventually community maps can all use the same SectorCMD engine.
  • Chat and Name sanitizer
v0.7.2

SectorCMD v0.7.2

Map overhaul, Map editor in the works

SectorCMD Map Editor

I've been working on the map lately and started work on a map editor for SectorCMD.

The plan is to eventually release the map editor to the community and anyone will be able to create their own oprations for solo play or multiplayer.

  • Basic working v0.1.0 of the internal map editor
  • Paint: Land, Water, Forest and Mountains
  • Erase Objects
  • Place and move Buildings
  • Turn existing buildings into a spawn. Remove a spawn
  • Edit Port Orientation
  • Load, Save and Export
  • Validate shows errors and warnings with clickable obect references. Map statistics and minimap update on commited changes.

Map Overhaul

  • Map looks more like a world map. Not a 1 to 1 but alot better than what it was.
  • Islands and other land bodies dont touch anymore
  • Very small areas and passages have been made bigger
  • Ports shared land and water have been tuned to work better
v0.7.0

SectorCMD v0.7.0

Core Engine refinemnt and optimization. Network egress audit and fixes, AI, Max unit cap 750

  • Maximum Unit Cap Set to 750 vs 350
  • Core engine optimizations
  • Netowrk egress auditing, 500KB/s was being downloaded per player in a full game with AI
  • Network egress fixes, now down to 25 KB/s per player in a full game with ai.
  • After network optimization, we did not lose update cadence, or lose performace.
  • AI worked on and improved a bit.
v0.6.0

SectorCMD v0.6.0

Command Icons, Command que fix, dead target glitches

  • Created Swap Defense Icon
  • Created Unload All Icon
  • Movement attack que fix, left click gets you out instead of staying locked in
  • Dead targets would lock attack and move commands on the mouse
  • Clear object references correctly
  • Invalid objects and incompatible terrain now resolve correctly
v0.5.0

SectorCMD v0.5.0

Major AI Improvements on Strategy, Order ques visuals, Transports loading

  • AI: Expanding glitches fixed.
  • AI: Naval navigation and avoidance.
  • AI: income focused strategy improvement.
  • Qued order visualizations
  • Transport loading fixes
  • Transport unload all available now with shift/que orders
  • 'F' Focus now brings you into default zoom, fixed default zoom on match start.
  • Ability to select enemy units and buildings for information
  • Move or Attack commands now work for individual targets
v0.4.0

SectorCMD v0.4.0

Sound System, AI Improvements, World Pings

  • Proper Sound System, Sound/Distance Attenuation, Music and Sound Effects
  • Major AI improvements, option for multiple AI, AI Difficulty option. AI Strategy, Income and operations overhaul.
  • Water Transport movement speed bug fix
  • Unit Production hotkeys
  • Swap Defender command rework.
  • Balance of Power layout and sorting
  • World Pings on minimap
v0.3.2

SectorCMD v0.3.2

Naval attack glitch. Starting Spawns

  • Building Defenders now attack all units including naval
  • Buildings 12mm gauss cannon now attack all units including naval
  • Players and AI now spawn randomly through the world map instead of a set location based on who joined first.
v0.3.1

SectorCMD v0.3.1

Map playability, Balances and Pathing bugfixes

  • Imporoved map playability and spawn locations.
  • Widened land choke areas and sea areas.
  • Java and Hisponiola gained usable staging land.
  • Map tests and audits
v0.3.0

SectorCMD v0.3.0

CR Cap, minimap cmds, Transport visuals, Global chat

  • CR Cap set to 250 per player.
  • Sending Movement or Attack commands through the minimap now work.
  • Transport Cargo vizuals added.
  • Global Chat touchups and scrolling.
v0.2.0

SectorCMD v0.2.0

New Units and refinement

Additional land units have been added. Updated the UI and added command visuals.

New Units

Added two new units Heavy Infantry and Medics

  • Heavy Infantry is more of a counter to mechanical units.
  • Medic heals biological units.

Refinements

  • UI adjustments
  • Command visuals added
  • Lots of deployment tests
  • Authoritative server audits
v0.1.0

SectorCMD v0.1.0

Alpha Multiplayer SectorCMD concept

Welcome to the SectorCMD devlog. This is where we will share development progress, explain changes, and keep a record of each update.

The current alpha

SectorCMD brings real-time world conquest to your browser. Build your forces, capture strategic buildings, and take the fight from land to sea.

  • Territory control and income.
  • Land forces and naval operations on the world map.
  • A multiplayer alpha you can play directly in your browser.

Tech Stack

  • SectorCMD is built using TypeScript.
  • Colyseus is the multiplayer/networking framework.
  • 3D Game client is rendered with Babylon.js
  • The RTS simulation, unit movement, combat, production, economy, territory control, AI, pathfinding, transports and game rules is custom SectorCMD code that runs along side the frameworks above.
  • Node.js multiplayer server is authoritative, which means gameplay decisions are validated and simulated server side.

What comes next

Future entries will cover new features, balance changes, and bug fixes as development continues. Check back here for the next update.

Ready to deploy? Play the alpha or read the field manual.