Home Wars Patch Notes — June 10, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello, Generals!
Hoping you'll enjoy it, I'm sharing the news just released about my new co-op multiplayer FPS game "Home Wars: Battlefield" in development (ADD it to your WISHLIST):
"Hello, mates!
I recently purchased an asset that allows the player to clearly visualize their status effects.
What does this mean?
For example, if the player is on fire, they'll see flames at the edges of the screen, while if they're on acid, they'll see green drops falling on the screen, or if they're on suppressive fire, they'll see the edges of the screen blackened.
I don't want these effects to be too invasive on gameplay, except for a few effects, such as an acid explosion that would cover the player's screen like the old Boomer from L4D.
What do you think?
It seems like a nice feature to help the player immerse themselves in what they're experiencing.
At this point, it seems reasonable to talk for a moment about the status effects that could be present in the game, since all of them are still being developed except for fire.
What effects will be present (for now)?
- Fire: caused by weapons like Molotov cocktails and flamethrowers.
Effect: Damage over time.
- Napalm: Caused by napalm weapons, obviously.
Effect: Damage over time, for a long time.
- White Phosphorus: Caused by white phosphorus weapons:
Effect: How would you differentiate it from the first two? I was thinking the usual damage over time, perhaps high and penetrating, and perhaps a slowing of the unit hit.
- Nerve Gas: Caused by chemical weapons.
Effect: Damage over time and slowing of the unit.
- Poison: Caused by animals capable of producing poisonous substances.
Effect: Damage over time, for a long time.
- Acid: Caused by animals capable of producing acidic substances.
Effect: High damage for a short time, penetrates armor.
- Slime: Caused by animals capable of producing viscous substances.
Effect: Strong slowing of the unit, little or no damage over time, poor visibility if it hits the player.
- Super Poison: Caused by animals capable of producing highly poisonous substances.
Effect: High damage over time, for a long time.
- Stun/EMP: Caused by very strong hits or EMP weapons.
Effect: The unit cannot move and cannot attack for a short time.
- Suppression: Caused when the player is under suppressive fire (currently only affects the player, not bots).
Effect: Peripheral vision is decreased, and movement speed may also be slowed.
For now, these are the status effects planned for the game's release. It's not guaranteed that they will all be there, and there may be more.
It's very important to me, NOW, that you give me feedback on your thoughts, so I can properly guide the game's development, considering that these are features that are quite time-consuming to implement.
What would you add?
What do you consider unnecessary?
How would you modify their effect?
Keep in mind that I'm the FIRST to want to release the demo as soon as possible, but consider that for a game like this, almost all the features must already be ready to release the demo. This is also why the demo's release is being delayed, and that's why I'm not making any predictions about the demo's release from now on. BUT, I will truly do my utmost to ensure it arrives as soon as possible.
See you in the comments!
THE ONLY GOOD BUG IS A DEAD BUG!"
This is the link to the new game, add it to your WISHLIST: