The Atlas is where long-term decisions begin. Every place needs to be clear enough to understand on a phone, but the world should still feel broader than a collection of buttons.

Recent work has focused on separating the rules of the strategic grid from how the world is presented. Routes, forces, settlements, and points of interest can remain readable while movement and atmosphere feel less rigid. That gives us a stronger foundation for larger worlds without making the screen noisy.

We are also building more varied spaces for future battles. The aim is not complexity for its own sake; it is to create places where terrain, defences, and the position of your forces lead to different decisions.