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!
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!
🔥2❤1💋1
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.
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.
🔥2❤1
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.
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.
❤6
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).
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).
❤5
Gamers, we offer a poll! What will you do when the mission does not go according to plan?
Anonymous Poll
46%
I will try to save everyone, even the enemies (what if they change their mind?)
17%
I will run to the evacuation point to save myself and my squad.
9%
I will turn on "Tiger Mode" and go ahead, just in case it works
20%
I will stop for 2 seconds and reread the objective
9%
I write in the chat: "Guys, who has a backup plan?"
❤4💋1
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?"
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?"
❤7👎1
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.
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.
🔥2❤1
You got into the game even before it appeared in the search. You can:
✔️ View the "before/after" comparisons - we publish visual edits as they are ready.
✔️ Get access to early builds: there will be test versions for subscribers of the channel.
✔️ Suggest a mechanic edit - real ideas from the comments go into development.
Thus, you can leave your mark on the history of the game industry and influence the development of Invasion Protocol.
✔️ View the "before/after" comparisons - we publish visual edits as they are ready.
✔️ Get access to early builds: there will be test versions for subscribers of the channel.
✔️ Suggest a mechanic edit - real ideas from the comments go into development.
Thus, you can leave your mark on the history of the game industry and influence the development of Invasion Protocol.
👍5
How we doubled the graphics of Invasion Protocol without losing quality
Over the past two weeks, we:
- reworked shaders and lighting system;
- optimized LOD-chains and texture atlases - detail increased with the same amount of VRAM;
- implemented dynamic loading of resources: now scenes are scaled to the GPU capabilities without manual tuning.
The result: the visual has become noticeably denser: deeper shadows, livelier materials, clearer distant objects.
No compromises. Only evolution. We continue to improve the game.
Over the past two weeks, we:
- reworked shaders and lighting system;
- optimized LOD-chains and texture atlases - detail increased with the same amount of VRAM;
- implemented dynamic loading of resources: now scenes are scaled to the GPU capabilities without manual tuning.
The result: the visual has become noticeably denser: deeper shadows, livelier materials, clearer distant objects.
No compromises. Only evolution. We continue to improve the game.
🔥5
Publishing the development status of the invasion Protocol game.
The last month has been spent on two important areas.
First of all, we've put together the first playable version — it's not even alpha yet, but rather a "prototype sandbox" where you can play against a bot for the first time.
Secondly, we are actively working on the visual universe: the first concept of the alien building is ready, it is on the photo attached to the post.
That's all the news for today, don't switch! Then it gets more interesting.
The last month has been spent on two important areas.
First of all, we've put together the first playable version — it's not even alpha yet, but rather a "prototype sandbox" where you can play against a bot for the first time.
Secondly, we are actively working on the visual universe: the first concept of the alien building is ready, it is on the photo attached to the post.
That's all the news for today, don't switch! Then it gets more interesting.
🔥6❤1
Invasion Protocol is not a remake. It is not a retro-stylе.
It is an attempt to combine what was appreciated in games of the 2000s: clear mechanics, tactical planning, "heavy" gameplay with modern capabilities. This is:
• physically correct lighting and post-processing;
• advanced AI navigation (without "getting stuck in doors");
• a modular system of weapons and shelters, without crutches at the code level.
There are no QTEs, no "movie" noscripted scenes, just control, decision-making, and consequences. It's like those old games where the difficulty was in the balance, not in punishing the player for making mistakes.
If you remember what it was like to think in combat instead of just reacting, you'll find it interesting.
It is an attempt to combine what was appreciated in games of the 2000s: clear mechanics, tactical planning, "heavy" gameplay with modern capabilities. This is:
• physically correct lighting and post-processing;
• advanced AI navigation (without "getting stuck in doors");
• a modular system of weapons and shelters, without crutches at the code level.
There are no QTEs, no "movie" noscripted scenes, just control, decision-making, and consequences. It's like those old games where the difficulty was in the balance, not in punishing the player for making mistakes.
If you remember what it was like to think in combat instead of just reacting, you'll find it interesting.
🔥4
In this channel, we not only share news about the development of the Invasion Protocol game, but also provide you with news from the gaming industry.
Subway Surfers will get a sequel next month.
The Danish studio Sybo has announced Subway Surfers City, a full-fledged sequel to the iconic mobile runner Subway Surfers, in which street artists escape from a tireless security guard along endless train tracks.
The announcement was accompanied by a cinematic trailer, which immediately revealed the release date — Subway Surfers City will launch on iOS and Android on February 26 and will be distributed under a free-to-play model.
By and large, the gameplay remains the same. In the sequel, the developers offer three game modes: classic endless running, missions, and temporary events.
Subway Surfers will get a sequel next month.
The Danish studio Sybo has announced Subway Surfers City, a full-fledged sequel to the iconic mobile runner Subway Surfers, in which street artists escape from a tireless security guard along endless train tracks.
The announcement was accompanied by a cinematic trailer, which immediately revealed the release date — Subway Surfers City will launch on iOS and Android on February 26 and will be distributed under a free-to-play model.
By and large, the gameplay remains the same. In the sequel, the developers offer three game modes: classic endless running, missions, and temporary events.
❤2
Attention! Your reconnaissance drone has detected an enemy... but the signal is starting to falter. What do you do in the first three seconds?
Anonymous Poll
56%
I immediately recall the drone. Better to lose the data than give away the base's position.
25%
I give the command: "Stay, transmit coordinates, and disconnect."
6%
I switch to it and control it manually—until the last frame. I want to see who's there.
13%
I transmit the data to the squad and order an attack on the last coordinates
Invasion Protocol is an RTS. Goal: 2026, category: "Best in Genre."
We don't set this as a slogan. It's a working hypothesis that we test every sprint.
To achieve this, the game is built around three principles:
1. Tactics over speed. There are no mechanics requiring >150 APM. Regrouping, changing positions, suppressing, flanking—all of this can be controlled through contextual commands, not hotkey chains.
2. The battlefield is a physical space. Terrain affects communication range, ATGM effectiveness, and detection. Destruction is localized and logical: a wall partially collapses after 2-3 hits, but the foundation remains, forming new cover. Weather and time of day are not visual effects. At night, the accuracy of unguided systems decreases; fog limits drone scanning.
3. AI that doesn't "wait its turn." The enemy analyzes the frequency of flanking attacks, the use of smoke, and their behavior when losing units. After two or three similar tactics, they change their behavior: they begin setting false targets, faking a retreat, and calling for an ambush.
We're not declaring a "game of the year" in advance, but this is the level we're aiming for during development.
We don't set this as a slogan. It's a working hypothesis that we test every sprint.
To achieve this, the game is built around three principles:
1. Tactics over speed. There are no mechanics requiring >150 APM. Regrouping, changing positions, suppressing, flanking—all of this can be controlled through contextual commands, not hotkey chains.
2. The battlefield is a physical space. Terrain affects communication range, ATGM effectiveness, and detection. Destruction is localized and logical: a wall partially collapses after 2-3 hits, but the foundation remains, forming new cover. Weather and time of day are not visual effects. At night, the accuracy of unguided systems decreases; fog limits drone scanning.
3. AI that doesn't "wait its turn." The enemy analyzes the frequency of flanking attacks, the use of smoke, and their behavior when losing units. After two or three similar tactics, they change their behavior: they begin setting false targets, faking a retreat, and calling for an ambush.
We're not declaring a "game of the year" in advance, but this is the level we're aiming for during development.
🔥2
Color in Invasion Protocol is for tactics, not visuals.
The palette was chosen based on three criteria:
Legibility. Friendly units use warm tones, enemy units use cool tones.
Important states (suppression, overheating) are highlighted not in red, but in neutral accents (white, pale yellow) to avoid blending with explosions.
Setting. Conflict zones, abandoned infrastructure—no neon. Base: faded camouflage (NATO, EMR), dust, rust. Alien technology—matte black and interference coatings (change hue depending on angle), without the "futuristic" violet.
Performance + consistency. Single tone operator (ACES), but with desaturation in shadows. Fog has been replaced with aerosol haze—the color varies by location, but doesn't interfere with visibility.
Result: In tests, players were 22% faster at spotting flanking threats, and 9 out of 10 were able to correctly identify unit status without a HUD.
The palette was chosen based on three criteria:
Legibility. Friendly units use warm tones, enemy units use cool tones.
Important states (suppression, overheating) are highlighted not in red, but in neutral accents (white, pale yellow) to avoid blending with explosions.
Setting. Conflict zones, abandoned infrastructure—no neon. Base: faded camouflage (NATO, EMR), dust, rust. Alien technology—matte black and interference coatings (change hue depending on angle), without the "futuristic" violet.
Performance + consistency. Single tone operator (ACES), but with desaturation in shadows. Fog has been replaced with aerosol haze—the color varies by location, but doesn't interfere with visibility.
Result: In tests, players were 22% faster at spotting flanking threats, and 9 out of 10 were able to correctly identify unit status without a HUD.
❤2
A few words about the game's lighting
In Invasion Protocol, we didn't just "flip the switch"- we built a dynamic lighting system that enhances atmosphere, gameplay, and immersion.
Realistic shadows - from a single spotlight beam to the chaotic flashes of explosions — all impact the perception of space and tactical decisions.
Weather and time cycles - night isn't just darker, it's more dangerous. Fog, rain, and dust storms alter light refraction, obscuring enemies and making aiming more difficult.
Light sources as a too l - you can use or suppress lighting: extinguish enemy base lights to conceal landings, or, conversely, light signal fires to coordinate an attack.
Optimization without compromise - despite complex shaders, volumetric lighting, and reflections, the game maintains a high FPS even in large-scale scenes.
In Invasion Protocol, we didn't just "flip the switch"- we built a dynamic lighting system that enhances atmosphere, gameplay, and immersion.
Realistic shadows - from a single spotlight beam to the chaotic flashes of explosions — all impact the perception of space and tactical decisions.
Weather and time cycles - night isn't just darker, it's more dangerous. Fog, rain, and dust storms alter light refraction, obscuring enemies and making aiming more difficult.
Light sources as a too l - you can use or suppress lighting: extinguish enemy base lights to conceal landings, or, conversely, light signal fires to coordinate an attack.
Optimization without compromise - despite complex shaders, volumetric lighting, and reflections, the game maintains a high FPS even in large-scale scenes.
🔥1
Time in the game
Time in Invasion Protocol runs independently, not for atmosphere, but for tactical reasons.
One in-game hour lasts twelve minutes in real life, and a full day/night cycle takes about eight hours. This allows for an operation to run from dawn to dusk without acceleration, but doesn't turn night into a marathon. The transitions between phases are gradual: twilight lasts a few minutes, at which point optics are almost useless, and night vision devices are still unstable. It's during this period that ambushes are most often triggered—not because it's noscripted, but because it's objectively advantageous.
During the day, detection range is maximum, especially for drones and snipers, but you also leave traces: the heated ground after a squad's passage retains a thermal signature for a couple of minutes—enough for the enemy to reconstruct their route. At night, those skilled in darkness have an advantage: IR sights are available, but they are noisy and degrade at long rangеs.
Time in Invasion Protocol runs independently, not for atmosphere, but for tactical reasons.
One in-game hour lasts twelve minutes in real life, and a full day/night cycle takes about eight hours. This allows for an operation to run from dawn to dusk without acceleration, but doesn't turn night into a marathon. The transitions between phases are gradual: twilight lasts a few minutes, at which point optics are almost useless, and night vision devices are still unstable. It's during this period that ambushes are most often triggered—not because it's noscripted, but because it's objectively advantageous.
During the day, detection range is maximum, especially for drones and snipers, but you also leave traces: the heated ground after a squad's passage retains a thermal signature for a couple of minutes—enough for the enemy to reconstruct their route. At night, those skilled in darkness have an advantage: IR sights are available, but they are noisy and degrade at long rangеs.
👍3
The controls in Invasion Protocol are no longer a collection of placeholders.
Previously, they were buttons that called up specific actions. Now, this is the first working version: giving orders, switching between squads, contextual actions (cover, suppression, dash), and basic interaction with the environment.
There are no frills yet: no smooth turning animations, no audio feedback for every click, and the "smart" positioning doesn't always work. But the main thing is that the logic works: units hear, understand, and execute. Sometimes, it doesn't work as expected, and then we delve into the code to figure out: is it a bug... or should it really not run into a fire zone without a "suppression" order?
It's not "ready." It's stable. And stability is the foundation for fine-tuning: delays, priorities, response to interference, fatigue, and damage.
The next step is to build tactical depth into these controls. For now, we're just happy that it's alive.
Previously, they were buttons that called up specific actions. Now, this is the first working version: giving orders, switching between squads, contextual actions (cover, suppression, dash), and basic interaction with the environment.
There are no frills yet: no smooth turning animations, no audio feedback for every click, and the "smart" positioning doesn't always work. But the main thing is that the logic works: units hear, understand, and execute. Sometimes, it doesn't work as expected, and then we delve into the code to figure out: is it a bug... or should it really not run into a fire zone without a "suppression" order?
It's not "ready." It's stable. And stability is the foundation for fine-tuning: delays, priorities, response to interference, fatigue, and damage.
The next step is to build tactical depth into these controls. For now, we're just happy that it's alive.
👍3
You've been with us for a long time—from the first concepts, nightly builds, and debates about how the alarm should sound on the edge of a world unaware that war has already begun.
And now we want to take the next step—not just show the game, but hand over control to you.
Very soon, channel subscribers will have the opportunity to be the first to test the demo version of Invasion Protocol—not as spectators, but as full participants in the process. This will be a closed test, but it's open to those who believe in the project and are willing to honestly say: "Here it works," "Here it breaks the immersion," "Here I would have done things differently."
Your experience, your reaction, even your irritation at "why is it so inconvenient?"—all of this will be part of the final game. Because we're not building Invasion Protocol in a vacuum. We're building it for people who understand that in a real crisis, there's no room for templates. There are only decisions made in a timely manner.
Registration will open in the coming weeks. Stay tuned for updates and check your pinned message.
And now we want to take the next step—not just show the game, but hand over control to you.
Very soon, channel subscribers will have the opportunity to be the first to test the demo version of Invasion Protocol—not as spectators, but as full participants in the process. This will be a closed test, but it's open to those who believe in the project and are willing to honestly say: "Here it works," "Here it breaks the immersion," "Here I would have done things differently."
Your experience, your reaction, even your irritation at "why is it so inconvenient?"—all of this will be part of the final game. Because we're not building Invasion Protocol in a vacuum. We're building it for people who understand that in a real crisis, there's no room for templates. There are only decisions made in a timely manner.
Registration will open in the coming weeks. Stay tuned for updates and check your pinned message.
🔥2💋1🫡1