The Last Road made me build a better base
Mission 4 turns a cramped settlement into a convoy staging base. A Normal run reached 111 supply, staffed both bunkers, and rescued 57 colonists.
The first problem with The Last Road was right at home. Bracken looked like a base, but there was barely room for one. The mineral line crowded the Colony Hub, the Aether Tap sat beside it, and stretches of flat ground rejected new buildings. Then a truck would leave and the escort was still waiting for Riflemen.
Build around the road
The mission sends trucks automatically. Your job is to get 50 colonists to the colony ships. I opened construction space on the settlement’s flat ground and kept the convoy lane clear. The placement grid now marks the terrain restrictions you hit when placing a building. In a construction check, Pioneers completed a Silo, a Muster Hall, and a Field Armory on the revised map.
Give the escort a steady supply of troops
The automated pilot now builds Silos before it runs out of supply, trains enough Pioneers to work the crystal line and gas tap, and reserves crystal for buildings while workers walk to the site. Three Riflemen and a Torchguard fill each roadside bunker. A Pioneer handles repairs at each strongpoint, and the rest of the infantry goes with the trucks.
On Normal, the pilot rescued 57 colonists and lost seven. It peaked at 111 supply capacity, 22 Pioneers, and 57 infantry on escort duty. Both bunkers reached four occupants and the army finished both +1 infantry upgrades. The pilot still ended with 3,453 crystal and 1,439 aether. That bank shows where it can do better next time.
Watch the update
I recorded a 49-second tour with the battle simulator, campaign mutators, online lobby, and map editor. LAN parties and co-op are on the roadmap. I’m looking for help with code, maps, art, and playtesting.
Watch the narrated Starfall Command Short on YouTube.
Run the Normal playthrough
godot --headless --path games/robos-rts --script res://tests/e2e/play_evacuation.gd