Roadmap · from release to strategy

From tactical combat to strategic warfare

A strategic layer grows on top of the battles: a world map, hidden player bases, intel, aviation, captives, a veteran market, loyalty and spies. Where we are taking Terminal Leave — and in what order.

ReleasedFull tactical combat: squad, warehouse, economy, replays
Right afterContent: new weapons, armour, maps, items
VisionWorld map, bases, intel, aviation

Development plan

What is released — and what is next

  1. Released

    Horizon 1 · Combat core

    • Simultaneous turns and replays
    • Fog of war and cover
    • Persistent squad and warehouse
    • Economy and progression
  2. Right after release

    Horizon 2 · Content

    • New weapons and fire modes
    • Armour and gear
    • New maps and tilesets
    • Consumables and battlefield items
  3. Vision

    Horizon 3 · World and bases

    • Global world map
    • Hidden player bases
    • Base types: field, urban, underground
    • Base attack and defence
  4. Vision

    Horizon 4 · Intel and aviation

    • Multi-level reconnaissance
    • Credibility and false targets
    • Decoy bases
    • Airfields, interception, air combat
  5. Vision

    Horizon 5 · People and intrigue

    • Captives and interrogation
    • Veteran market and salaries
    • Loyalty and betrayal
    • Spies and counter-intelligence

Strategic layer

Meta-game systems

World map · bases

Hidden bases on the world map

On top of the battles — a world map with player bases. Coordinates are hidden: to find and attack an enemy base you need current intel. A base can be evacuated and moved.

Intel

Knowing about a base matters more than its coordinates

Intel is multi-level: country → region → grid square → exact coordinates. Credibility runs from rumour to confirmation, with false targets and decoy bases. Hunting bases is a game of its own.

Base types

Field, urban, underground

A field HQ is mobile and hard to spot; an urban base hides in infrastructure; an underground base offers modules, protection and growth at the price of costly construction and a hard evacuation.

Aviation

Airfields, interception, insertion

Fighters, scouts and transports. A base assault is an insertion under cover; intercepting the enemy is settled by a separate air battle. Airfields can be built and captured.

Captives · veterans

Soldiers live longer than one battle

Captives give information under interrogation; the missing in action can return. Discharged and captured soldiers reach the veteran market with their experience, wounds and service history.

Loyalty · spies

Trust you can lose

Loyalty to the player and between soldiers: a disloyal one may be left behind or shot by their own. Alliances are not guaranteed — betrayal, reputation, spies and counter-intelligence become part of the war.

A war begins with a single battle

The strategic layer is ahead — the first battle you can play right now, with no signup.