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Releases: AetherRadar/operation-steel-tide
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Operation Steel Tide v1.4.1
Operation Steel Tide v1.4.1. Updated Windows x64 and macOS Universal desktop packages from the latest main commit. Added an Android arm64 debug APK for device testing. This APK is debug-signed because a release keystore and Google Play AAB flow are not configured yet. SHA-256 checksum files are included beside every package.
Operation Steel Tide v1.4.0
Operation Steel Tide v1.4.0
This release moves Operation Steel Tide into Jianghai Old City, sharpens the public project presentation, corrects first- and third-person weapon handling, and adds verified Windows and universal macOS packages.
Jianghai Old City
- The operation now presents Jianghai Old City and the Tideglass Reactor as its central setting and objective.
- The project cover and squad gallery have been replaced with cinematic key art built specifically around the new setting.
- English and Chinese README pages now use a focused full-width presentation instead of the old black arsenal, inventory, and medical-wheel panels.
- Current in-engine captures remain available as clearly labeled links for readers who want an exact gameplay view.
Weapon Presentation
- First-person handgun, SMG, rifle, and precision-weapon poses now align authored hands to family-specific primary and support grips.
- Pistol support hands no longer float beside the weapon, and rifle arms no longer rotate into vertically flipped poses.
- Third-person rifle carry poses, SMG scale, and SMG weapon audio have been corrected and validated across the operator roster.
- Procedural safe wheel ownership has been corrected so exported builds shut down cleanly without a native heap crash.
Packages
- Windows x64:
OperationSteelTide-1.4.0-windows-x64.zip - macOS universal (Apple Silicon and Intel):
OperationSteelTide-1.4.0-macos-universal.zip
The macOS application is currently unsigned and not notarized. Depending on local Gatekeeper settings, players may need to approve the application manually or sign it locally before first launch.
SHA-256 checksums:
33dcadb183652f89e95a978a5f36e22862bf054cd739675e8efa13b0be2b777c OperationSteelTide-1.4.0-windows-x64.zip
0f236c3fdac4ddbecdac26cd032870a1517efbff3f6cbc0e91b54bc391d6e1ca OperationSteelTide-1.4.0-macos-universal.zip
Verification
dotnet build OperationSteelTide.csprojcompletes with zero warnings and zero errors.--validate-large-map,--validate-combat-models,--validate-hand-diagnostics,--validate-operator-carry, and--validate-weapon-audioall pass.- The final Windows archive was extracted and its exported executable passed clean-shutdown, weapon-audio, and operator-carry smoke tests with exit code 0 and no error, fatal, or crash log entries.
- Both archives were audited for their required runtime payloads and for the absence of validation or promotional capture files.
- The macOS archive contains separate Apple Silicon and Intel .NET runtimes and a two-architecture universal executable. Its runtime launch cannot be tested on the Windows packaging host.
Operation Steel Tide v1.3.6
Operation Steel Tide v1.3.6
This release makes extraction multiplayer host-authoritative, improves AI movement and inventory ergonomics, replaces the Desert Eagle placeholder with a licensed authored model, and removes recurring HUD frame allocations.
Multiplayer World Synchronization
- Creating a room now keeps the host in the deployment lobby until another player joins and the host selects
START OPERATION. - Every peer loads the host-selected map from the same seed while gameplay remains paused.
- The host sends reliable initial snapshots for enemies, AI squadmates, objectives, reinforcements, extraction, loot sources, player down/revive state, and the final outcome before releasing the match.
- Clients send player movement and requested actions to the host instead of simulating an independent mission world.
- Late joins are rejected after launch, stale LAN rooms expire, and disconnected human slots return to AI control.
Gameplay And Presentation
- AI squadmates recover more reliably on residential stairs and narrow multi-floor routes.
- Picking up a compatible firearm automatically fills the first empty primary, secondary, or sidearm slot.
- The Desert Eagle now uses ELIZION's CC BY 4.0 authored model with corrected first-person and inventory-preview framing.
- HUD health, armor, stamina, ammunition, equipment, medical, quick-slot, and compass presentation now skips unchanged values.
- Weapon HUD views no longer clone all weapon builds every frame, and medical inventory counts are collected in one pass.
- The Godot GPU profiler timestamp capacity is raised to avoid overflow during long profiling sessions.
Verification
The project builds with zero warnings and zero errors. The HUD performance diagnostic completes 20,000 stable updates with 24 bytes allocated, no Gen0/Gen1/Gen2 collections, and no redundant presentation updates.
The following Godot diagnostics pass: --validate-hud-performance, --validate-quick-slots, --validate-tactical-hud, --validate-medical, --validate-weapon-ui, --validate-backpack-tab, --validate-loot, --validate-stamina, --validate-performance, --validate-crowd-performance, and --validate-squad-performance.
A 38-operator stress run averages 16.6 ms with no slow frames, while the close-squad test averages 16.5 ms with no over-budget frames. A 12-minute 49-second graphics-profiler session did not reproduce a multi-second freeze; steady-state GPU usage averaged about 9.1% and dedicated video memory stayed near 942 MB on the validation machine.
Packages
OperationSteelTide-1.3.6-windows-x64.zipOperationSteelTide-1.3.6-macos-universal.zip
SHA-256 checksums:
6f3b802c7607291b813cdd06047587675224d35f5c090593edb3b211627d348e OperationSteelTide-1.3.6-windows-x64.zip
fcd4587bf5f4ccd55d96cc246ee970cfa46b40b4b4b153358a96222141d610d5 OperationSteelTide-1.3.6-macos-universal.zip
Operation Steel Tide v1.3.5
Operation Steel Tide v1.3.5
This hotfix restores macOS-to-Windows LAN joining when the Mac can discover a room but the ENet connection times out.
LAN Connection Fixes
- The macOS app now declares
NSLocalNetworkUsageDescriptionin its packagedInfo.plist. - Opening the LAN room browser sends a minimal permission probe so macOS requests Local Network access before the player attempts to join.
- Connection failure text now points to Local Network permission and host UDP
28960access. - The real host/client diagnostic accepts an isolated endpoint and waits for an actual connection instead of relying on a fixed startup delay.
- LAN troubleshooting documentation now covers the macOS Local Network toggle and Windows active-profile firewall access.
On macOS, accept the Local Network prompt. If permission was previously denied, enable Operation Steel Tide under System Settings > Privacy & Security > Local Network, quit the game completely, and reopen it.
Verification
The project and Windows release pipeline build with zero warnings and zero errors. The following Godot diagnostics pass: --validate-lan-discovery, --validate-network-endpoint, --validate-operations-office, --validate-demolition-briefing, --validate-demolition, and --validate-squad.
A real two-process ENet host/client pair also passes connection establishment, remote human replacement, shot relay, ability relay, and cooldown gating on an isolated diagnostic port. The final macOS package was inspected to confirm version 1.3.5 and the NSLocalNetworkUsageDescription key inside the application bundle.
Packages
OperationSteelTide-1.3.5-windows-x64.zipOperationSteelTide-1.3.5-macos-universal.zip
SHA-256 checksums:
323bf57ec6bba43ac07a56dd418da1e7f3749fa0680a4d0f04d4036c035af96e OperationSteelTide-1.3.5-windows-x64.zip
aba5d5925fae425b4b58c05a325fc39e8038abda811e1f55cb95d655544c8b15 OperationSteelTide-1.3.5-macos-universal.zip
Operation Steel Tide v1.3.4
Operation Steel Tide v1.3.4
This release adds automatic LAN room discovery for extraction and demolition sessions while preserving manual IP and tunnel connections.
Multiplayer Improvements
JOIN GAMEnow lists compatible hosts found on the same Wi-Fi or wired LAN.- Selecting a room fills the host endpoint, switches to join mode, and selects the host's map.
- Hosts advertise their game mode, map, player count, capacity, gameplay port, and exact game version.
- Room advertisements continue while the host is playing and expire automatically after the host disappears.
- Full rooms are visible but cannot be selected, and incompatible game versions are ignored.
- Manual
host:portentry remains available when broadcast discovery is blocked. - Gameplay uses UDP
28960; LAN discovery uses UDP28961.
Verification
The source passes dotnet build OperationSteelTide.csproj with zero warnings and zero errors. The following Godot diagnostics pass: --validate-lan-discovery, --validate-network-endpoint, --validate-operations-office, --validate-demolition-briefing, --validate-demolition, and --validate-squad.
Both lobby layouts were captured in join mode with a discovered room and visually checked for clipping or overlapping controls.
Packages
OperationSteelTide-1.3.4-windows-x64.zipOperationSteelTide-1.3.4-macos-universal.zip
SHA-256 checksums:
e0336fd3410530e56b5aa4b49d8e57016046cebfa94eecd00881ec88b38e65ee OperationSteelTide-1.3.4-windows-x64.zip
7ccadd57fe33fdcafc21c1c4a98507efb9eae99011683e81d49a45427bc71207 OperationSteelTide-1.3.4-macos-universal.zip
Operation Steel Tide 1.3.3
Operation Steel Tide v1.3.3
This patch release fixes the multiplayer deployment address control and makes optional host binding functional in both extraction and demolition sessions.
Multiplayer Fixes
HOST GAMEaddress fields are editable instead of appearing disabled.- A blank host address listens on all network interfaces at UDP port
28960. - Hosts can enter a local bind IP or
IP:PORTfor a specific network interface or port. - Invalid host bind addresses are rejected in the lobby without spending deployment credits.
JOIN GAMEkeeps its existing host/IP validation and connection-gated deployment behavior.
Verification
The source passes dotnet build OperationSteelTide.csproj with zero warnings and zero errors. The following Godot diagnostics pass: --validate-network-endpoint, --validate-demolition-briefing, --validate-demolition, and --validate-squad.
Packages
OperationSteelTide-1.3.3-windows-x64.zipOperationSteelTide-1.3.3-macos-universal.zip
SHA-256 checksums:
5abb23e2724cd79c6947745b4a66f5ceec1641f3a76d4218d106680e354148d1 OperationSteelTide-1.3.3-windows-x64.zip
2e603924125de3ec4351176aba66bd829d0b6cfa83f1ebd08a7e41dc9241358b OperationSteelTide-1.3.3-macos-universal.zip
Operation Steel Tide 1.3.2
LAN connection reliability
- Waits for a confirmed ENet connection before deploying a joining player.
- Keeps failed joins in the lobby instead of silently starting a local match.
- Shows persistent HOSTING or CONNECTED state during gameplay.
- Removes the misleading 127.0.0.1 default and prompts for the host LAN IP.
- Applies the same connection gate to extraction co-op and demolition mode.
Use matching 1.3.2 builds on Windows and macOS. LAN sessions use UDP port 28960. The macOS build is unsigned and may require approval in System Settings > Privacy & Security.
Operation Steel Tide 1.3.1
macOS release
- Universal build for Apple Silicon and Intel Macs.
- Includes the latest gameplay, squad navigation, and crowd-performance fixes through August 18, 2026.
- Built with Godot 4.6.3 Mono.
This build is unsigned and not notarized. On first launch, macOS may require approval in System Settings > Privacy & Security.
Operation Steel Tide 1.3.0
Operation Steel Tide v1.3.0
This feature release adds the standalone TIDEFORGE demolition match, expands its tactical AI, and upgrades the extraction presentation while preserving the existing extraction progression and co-op flow.
Highlights
- MR12 5v5 demolition with first-to-13 scoring, halftime side swaps, win-by-two overtime, physical planting and defusing, and isolated match wallets.
- A 15-second purchase phase before every round with exact prices for pistols, primary weapons, armor, and frag grenades. The opening $800 can buy a sidearm but cannot buy a primary weapon.
- A twelve-map briefing carousel with TIDEFORGE ARENA playable and the remaining map slots visibly locked until their geometry ships.
- Combat-first AI arbitration, clock-pressure decisions, shared sighting intelligence, route detours, site rotations, retakes, cover duties, and teammate plant/defuse handoff when the player cannot complete the objective.
- A Blender-authored rescue tilt-rotor, exterior extraction chase camera, animated ocean backdrop, improved tactical materials, and corrected optic alignment during traversal.
- Scene-authored pause, demolition briefing, and round-purchase interfaces backed by deterministic diagnostics and the repository engineering standards.
Run On Windows
- Download
OperationSteelTide-1.3.0-windows-x64.zipand optionally its.sha256file. - Extract the complete ZIP to a writable folder.
- Run
PLAY.bat.
The package contains the exported Godot client, required .NET runtime files, and the local Go mission/progression service. See ONLINE_PLAY.md in the package for internet and private-network connection options.
The release is a portable ZIP with no installer and does not request administrator access. It is not code-signed, so Windows SmartScreen may show an unknown-publisher warning.
Verification
The release source passes dotnet build OperationSteelTide.csproj with zero warnings and zero errors. Demolition arena, briefing, purchase, full-match, and weapon-interface diagnostics all report valid=True. Verify the downloaded archive with:
Get-FileHash .\OperationSteelTide-1.3.0-windows-x64.zip -Algorithm SHA256Published SHA256:
81ce3c328d21e9bd506330bdf2bcf628e76325b502673074ffcde7c41b7b13e5 OperationSteelTide-1.3.0-windows-x64.zip
Known Prototype Limits
- TIDEFORGE ARENA is the only currently playable demolition map; the other eleven carousel entries are explicit locked placeholders.
- Online co-op remains player-hosted ENet without matchmaking or a dedicated gameplay server.
- Character animation and parts of the environment remain programmer art and will continue to be replaced incrementally.
Operation Steel Tide 1.2.1
Operation Steel Tide v1.2.1
This patch release adds the project icon to the Windows executable, trims diagnostic and development-only files from the exported PCK, and corrects the packaged online-play and armor-plating documentation. Gameplay behavior is unchanged from v1.2.0.
Run on Windows
- Download
OperationSteelTide-1.2.1-windows-x64.zipand optionally its.sha256file. - Extract the complete ZIP to a writable folder.
- Run
PLAY.bat.
The package contains the exported Godot client, required .NET runtime files, and the local Go mission/progression service. See ONLINE_PLAY.md in the package for internet and private-network connection options.
The release is a portable ZIP with no installer and does not request administrator access. It is not code-signed, so Windows SmartScreen may show an unknown-publisher warning. The published SHA256 for the ZIP is:
1086485168e4ff0939749eda99fb66b39b107c98b0d8ba2cd2bb1b5d23ed019d OperationSteelTide-1.2.1-windows-x64.zip
On Windows PowerShell, compare it with:
Get-FileHash .\OperationSteelTide-1.2.1-windows-x64.zip -Algorithm SHA256For the complete feature overview and known prototype limits, see the v1.2.0 milestone notes.