Invasion Protocol: Gamers Community – Telegram
Invasion Protocol: Gamers Community
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Official Telegram channel of the game Invasion Protocol.
Welcome aboard, gamer!
Are you ready to plunge into a world of chaos caused by an alien civilization that will stop at nothing to turn our planet into ashes?
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Hyrule Warriors: Age of Imprisonment has been release

We continue to introduce you to the world of the gaming industry and share news from this field. Recently, developers from Koei Tecmo Games delighted the Nintendo audience with the release of Hyrule Warriors: Age of Imprisonment, a new spin-off of the Zelda series, which is made in the traditional mousou genre for the Warriors franchise.

In the story, during the clash with Ganondorf, Princess Zelda falls into the distant past and joins forces with the founders of Hyrule in order to confront the great evil.
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Invasion Protocol is not your typical RTS. Yes, there are bases and resources, but they're not just "crystals on the map" or "dragon towers."

A base is a real military infrastructure, such as a captured airfield. It's not just about "putting it down" - it's about occupying, restoring, and maintaining it. Losing a base means losing intelligence and communication.

Resources are fuel, ammunition, medical supplies, spare parts, and... trust. They are not mined from the ground, but obtained:

→ through air or land flights (if the corridors are open),
→ by capturing enemy warehouses (including alien ones),
→ or as a result of diplomatic decisions (yes, you can negotiate with "foreign" units).

All of this takes place in a divided world: aliens attack everyone, but NATO, the Collective Security Treaty Organization, and other forces do not automatically unite. It's up to you to decide whether to cooperate, compete, or survive on your own.

Development is in the final stage. The release is coming soon.
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We are currently actively refining the Invasion Protocol interface, striving to make it truly user-friendly and intuitive — even with all the depth of tactics and complexity of the world.

We are just in search of the best format for the left panel: we are going through several options for the arrangement of units — from horizontal rectangles to a compact grid — and testing which one gives an instant understanding of the situation without overloading.

The map remains as clean as possible: shelters, threats, and targets pop up only when they are needed. Contextual actions appear dynamically on the right - orders, maneuvers, diplomatic commands - but without overload, only relevant at the moment.

There is a strategic panel at the top: base status, stocks, threat by sector, communication with allies — everything is compact, without pop-ups. The pause becomes not just a time stop, but a tactical tablet: the player plots routes and synchronizes actions visually - without diving into multi-level menus.
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A few more words about the interface of the Invasion Protocol game.

We constantly adjust it in an effort to bring it to perfection. Even in the final stage of development, we are reviewing the layout of the panels, redrawing the icons, simplifying the chain of command, and testing different squad display options. We are currently trying three formats: horizontal rectangles, a compact grid, and a linear list.

The main criterion is the speed of perception: the player must instantly understand the state of the fighters, the available actions and the threat level, even under stress and limited communication.

We conduct internal tests, involve external players, record where there is a pause "what's here?", and eliminate these moments.

Important thing for us: the interface doesn't just have to work, it has to let you think.
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Why is the plot of the Invasion Protocol catchy from the very first minutes?

Imagine: the Earth is not under threat. Earth has already been captured.

The alien civilization did not arrive with "goodwill" or a "diplomatic visit." They came according to protocol. Cold, calculated, ruthless. Their technology is not "better" than ours. It is of a different order: biomechanical structures, quantum consciousness suppressors, neural networks that rewrite reality inside the human brain.

But the worst part is not the invasion. The worst thing is the split.

While some countries resist, others voluntarily enter into a "Symbiosis" — promising stability, immortality and order in return for freedom and memory. People are divided not into "heroes" and "traitors" — but into those who remember, who agree to forget, and who are no longer human.

Thus, according to the Invasion Protocol, you are making choices where there is no "good" outcome: to preserve humanity at the cost of chaos and pain, or to accept a "new era"?
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Why is the Invasion Protocol, and not just an "invasion"?

Because it's not chaos, it's not emotions, it's not "flying in and attacking."
This is a procedure.

The invaders don't have a plan "just in case." They have an approved protocol: the stages of suppressing communication, neutralizing resistance, integrating elites, and reprogramming the masses. Everything is as described in the technical documentation. Without hate. Without a doubt.

The name highlights the main threat:
They don't make mistakes because they don't do what they want to do, but what they're supposed to do. #InvasionProtocol #SciFi #GameDesign
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You are not just a fighter in a squad, you are a commander in Invasion Protocol.

It means:

• You're not only covering for your partner in a shootout—you're deciding whether or not to go into that shootout at all.
• You allocate limited resources: ammunition, medicines, time. One squad is on reconnaissance, the second is to hold the base, and the third is behind enemy lines.
• You choose who to trust — former opponents, scientists with questionable data, or your own intuition.

And yes, you are responsible not only for those who are with you in the field, but also for how your decisions will affect the defense of the region... or the entire planet.

Commander here is not a rank. This is a role with a constant trade-off: save people now or increase the chances of winning later.
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Hello, gamers! We are publishing the status of the Invasion Protocol game.

We have doubled the quality of the graphics without compromising the game's performance. The details of the textures, the improved lighting, and the more lifelike materials are what we have achieved. You can see for yourself in the photos how the graphics have changed.

We have also started integrating the first control options within the game, and the first working version is already integrated. While the customization is still ongoing, we can already say that it has improved.

In the near future, we plan to refine the interface and visual of the mini-map, which is currently just a draft.

Stay tuned for updates on the development of Invasion Protocol on this channel!
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We have been working on the Invasion Protocol for quite a long time and carefully. Several specialists have already been replaced, not because of conflicts, but because quality is more important than speed.

We are looking for not just "experienced" people, but those who:

• understands how the complexity of the plot affects the gameplay, without overloading and losing the rhythm;
• ready for iterations: try, roll back, rewrite until it gets right;
• sees the difference between a "cool idea" and a "working solution", and is not afraid to choose the latter, if it is more honest.

Now the team has people with whom you can discuss the protocol of the game's behavior until two in the morning, redraw the same UI element three times, check the ENT with the balance of battles, and at the same time stay in the black in terms of deadlines.
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We continue to provide you with the latest news from the gaming industry.

In 2026, Star Wars: Galactic Racer will be released by former Criterion employees.

At The Game Awards 2025, not only the Tomb Raider series received two announcements, but also Star Wars. We have a separate article about the role-playing game, and this article is dedicated to the racing game Star Wars: Galactic Racer.

This project will be the debut game for Fuse Games, a studio founded by former Criterion executives in 2023. In the past, team members have worked on games like Need for Speed and Burnout.
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The design of the Invasion Protocol is based not on "spectacular moments", but on integrity.

Visually, there are no "bright" aliens or overloaded HUDs. The art directorate is designed in a single style: the muted colors of the captured zones, the biomechanics of the aliens are not "monsters", but the logical evolution of technology (everything is subordinated to the function: capture, suppression, integration). The interface is minimalistic, but informative — every icon has passed readability tests under stress.

Gameplay — everything is connected.

There is no "separate plot" and "separate action game". The decisions in the dialogues affect the available tactics. Tactics affect resources. Resources — for the development of the base and the trust of the factions. Even the choice of weapons is not limited to "damage vs accuracy" — each system has a tactical "price": noise, power consumption, compatibility with enemy software (yes, some rifles have a risk of hacking).
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Let's admit it honestly: we still don't know how to make aliens in the Invasion Protocol.

Not because of a lack of ideas. On the contrary, there are too many of them:

• Biological symbionts that integrate into the nervous system.
• Collective AI in the form of a scattered cloud of nanites.
• The "observer civilization", which considers the seizure an act of humanism.
• Or just... something whose logic is fundamentally incomprehensible to us.

The problem is not how to draw, but what they serve in the plot and gameplay. They should be a threat, but not monsters. They should be alien, but not an abstraction. Their technology is not "magic", but something that can be studied... and possibly deceived.

We're keeping three versions in reserve for now.
When we understand which fear is more important, the one that comes from strength... or logic, we will decide.

In the meantime, thanks to those who put up with our "let's do it again from the beginning?"
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The aliens in Invasion Protocol are strong not by might, but by logic.

They are not "cool monsters." They are a system that:

• Notices your tactics and changes the rules.
• Fakes communications, hiding places, even orders.
• Does not get angry. Not in a hurry. It just optimizes.

You will not defeat them head-on. But you can find — and exploit — a vulnerability in the protocol.
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