DevBlog Returns: A Look Behind the Scenes
Silica Patch Notes — June 22, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
It's been a while, but we're back with a new style of DevBlog. From now on, we'll be sharing regularly more work-in-progress content and giving you a closer look at what we're building behind the scenes.
Let's dive into some of the latest developments.
A New Ride for the Centauri
One of the most anticipated vehicles in development is the Centauri Hoverbike, designed as the counterpart to the sleek Sol Hoverbike.
While Sol technology emphasizes advanced engineering and smooth lines, the Centauri approach is far more rugged. Think of it as a massive jet engine with a seat attached; exposed pipes, visible cables, and plenty of raw thrust.

Several distinct vehicle concepts were explored, from early design ideas...

...to detailed modeling...

...and finally to a more polished take on the chosen direction.

We're very happy with the final look and can't wait to show it in action.

Brighter Nights in the Industrial Quarter
We've been revisiting the lighting of the Industrial Quarter, especially during the nighttime.
Previously, the area could become too dark, making navigation and combat more difficult. The updated lighting improves visibility and readability for both FPS and RTS players while preserving the atmosphere of the district.

Performance Improvements Continue
Optimization remains one of our major priorities.
Recent work has focused on improving performance during large battles. Earlyresults show improved performance and help deliver smoother gameplay during some of the most chaotic engagements.
Of course, game development is rarely without surprises.
During one optimization pass, projectile scaling accidentally stopped working, producing some rather... oversized results.

Should we fix this, or keep it as an April Fool's feature?
More Tools for Creators
Work on the Editor and Sandbox continues, with new features aimed at expanding mission creation possibilities.
One recent addition is UnitPath recording. Players can record the movements and actions of units and replay them later, making it easier to create scripted events, cinematic sequences, and custom scenarios 
These same tools are also helping us build the Campaign internally, ensuring that improvements benefit both developers and players.
Improving Battlefield Readability
We're also working on making information easier to read during battles.
New RTS icons provide clearer feedback when commanding your forces from above, helping players quickly identify units and battlefield situations.

Meanwhile, end-of-match screens are finally coming online, complete with victory and defeat screens and statistics to help you review your performance.

What's Next?
This is only the beginning.
We'll continue sharing more work-in-progress content in future DevBlogs and giving you a closer look at the systems, vehicles, environments, and features currently in development.
And if you'd like to see things even earlier, join our Discord, where developers regularly share previews and discuss upcoming changes with the community.
Or join us on our other social media:
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