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New Maps, RMB Freelook, Bot-only Matches, New Difficulty, Saved Settings, & more

Tempest Rising · Community Announcements · April 29, 2026

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Got the plans right here, Commander.

On Friday, we marked the one-year anniversary of our launch date. We recapped an exciting year and teased some big things we are working on for Tempest Rising, including map creation tools and new single-player content. We look forward to sharing more about this content in the future. Today, we are releasing another batch of quality-of-life improvements, new features, and maps to the game, alongside our usual round of bugfixes and MP balance changes. We continue to focus our efforts on directly addressing player feedback with these patches. This update notably adds long-requested features, including:

We have many more improvements and features to share, so let's dive into it!

New Features

Spectate Bot-only Matches

We’ve added the ability for players to launch ‘AI-bot only’ matches in Custom, with players able to watch using a Spectator slot. To set up a bot match, go to Multiplayer > Custom > Create Game, add AI bot players, and select Spectator.

RMB Freelook

Many players have requested that the camera ‘Freelook’ behave the same as in classic RTS games. We have added a “Freelook Delay” checkbox in the Controls settings that assigns freelook to the Right Mouse Button (RMB), while preserving the “Issue Command” action for RMB (or the “Deselect Units” action if “Classic mouse controls” are enabled). NOTE: As the name suggests, this checkbox introduces a small delay to prevent actions that use the same key from being triggered when players activate Freelook.

Seasons

With this patch, we’re introducing the ‘Seasons’ feature, which will allow players to observe statistics, older leaderboards, and their leaderboards placements for previous matchmaking seasons from the Player Profile.

Insane Skirmish AI difficulty

We have added a new, harder difficulty level for players looking for a serious challenge. The Insane AI is designed to push players' skills to their limit. It is built on the following key features:

Adaptive Skirmish AI behavior

The new Adaptive Skirmish AI behavior is designed to adapt to the player's pace rather than following a fixed script. It is built on the following key features:

This will give players the freedom to play at their own pace without the AI rushing too early or taking over the map if the player doesn’t. Newer players can learn without pressure, while experienced players can still trigger a challenging response by playing aggressively.

MP Balance in Campaign

We have added the highly requested option for players to play through the Campaigns using the latest Multiplayer balance changes. Note: Enabling modifiers will disable all Achievements for this Campaign profile.

Skirmish/Multiplayer Maps

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Quality of Life Updates

Additional QoL Updates

Balance Updates

As the game matures, we continue to monitor how each faction performs across the early, mid, and late stages of a match. Our balance changes this time are mainly targeting overperforming and underperforming units and strategies.

Global Defense Force (GDF)

Aside from tweaking the Drone Mauler and Queller, which have over-performed in our last patch, we are addressing the Drone Assassin’s difficulty in attacking some targets, tweaking tech timings, and making the Comms Rig a bit harder to kill.

Field Scout

With some changes coming to the Dynasty’s Tier 1 Infantry, we feel that a longer distance on the Field Scout’s Marking Mine throw will help maintain balance in the early game 

Queller

Quellers have slightly over-performed against unprepared players as anti-harvesting harassment tools. This minor adjustment to Attack Speed, along with some anti-air tweaks, is designed to make Queller usage a higher commitment and give players more time to respond.

Drone Mauler

Losing its Marking weapon weakened the Drone Mauler, and in response to this, we gave it a Health boost in the last patch. This was an overcorrection, so we are removing some Health again to increase counterplay against it.

Comms Rig

We will continue to tweak Comms Rig usage, but in this patch, we are simply increasing its Health to make it harder to take off the field.

Refinery

We are taking a bit of health off the GDF Refinery to make it a more enticing harassment target. Since we’ve also introduced a behavioral change to enable Harvesters to drop off at depowered Refineries, we are no longer allowing players to power them down manually.

Drone Assassin

We are boosting the consistency of this unit.

Riot Medic

We aim to push the Riot Medic away from being a one-stop shop for all anti-infantry, requiring backup from better damage dealers in order to get the most out of his weapon.

Satellite Uplink

GDF tech progression to Tier 2 is just slightly too fast in many games. We are offsetting this with a minor Cost increase on the Uplink.

Data Core

GDF ‘fast-tech’ is just a bit too fast currently. We are increasing the cost of the Data Core to delay Tier 3 from hitting the field. The Tempest and Drone Pod Upgrades currently take a little too long to research, so we are decreasing the Research Time for both.

Tempest Dynasty (DYN)

Dynasty Infantry units are getting some overdue attention, and we are taking another pass at the Salvage system, aiming to increase its utility in the mid and late game.

Salvage Effect

The Salvage Effect, which returns a % of the damage a Unit deals to Vehicles or Structures, is intended to be a part of how the Tempest Dynasty scales their economy into the late game. We are expanding its use to more Unit types and increasing the resources you can gain when you utilize its effect.

Call the Guard

Call the Guard is a go-to strategy in both GDF and Dynasty matches, and we are adjusting it slightly to ensure it’s less overwhelming to fight against.

Dynasty Guard

The Dynasty Guard is powerful but struggles to make an impact due to its range. We are tweaking that a bit in order to make it easier to get favorable combat encounters.

Missile Trooper

Missile Troopers are under-performing in their role as anti-tank and anti-air unit, so we’re boosting their damage.

Assault Gunner

Like the Missile Trooper, the Assault Gunner is underperforming as a deterrent and destroyer of enemy aircraft. We are rebalancing its damage to be a bit more front-loaded and improving its survivability.

Barracks Infirmary Upgrade

We are reducing the Barracks Infirmary Upgrade timer to give Dynasty T3 Infantry a bit more time to shine.

Specialist Bureau

We feel the time increase on the construction of the Specialist Bureau was overly punitive, so we’re shaving a little time off.

Boar Tank

The Boar has needed a more interesting niche, and rather than simply increasing its stats, we are adding the Salvage effect to its weapon. This should differentiate it better from other ‘shield’ units, as a way to turn armed combat into resources for the Dynasty player.

Hammerhand

We are happy with the new direction of the Hammerhand, though after reviewing usage data since the last update, we decided it needed minor adjustments.

Salvage Van

We are carefully monitoring this unit's usage rate and implementing a minor cost reduction to encourage earlier use of it in matches.

Physicist

While the Physicist’s weapon is formidable, its Electrical Field Generator ability is not used much due to its short range. We are increasing the effect area so it can serve as a more effective zoning tool for Physicist players.

Bug Fixes

General Gameplay 

UI

Text Missing Localization

The following new text strings have not yet been translated for this patch and will be localized in a future patch:

Join the Tempest Rising Discord

Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!

Submit a Support Ticket

If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue. Including a video or an image in your ticket will make it easier for us to assist you.

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