Devlog #3: A First Look at the New Interface
Hello, world leaders! Many of you told us the interface is cluttered and hard to read. We agree — so we've been rebuilding it from the ground up. Our third devlog is a first look at the new interface, which arrives with the next update together with a long list of fixes from your reports. It's still in progress: every screenshot in the devlog comes from the current development build, and details can still change before it ships.
One screen, one layout
- The left side is always your country. A slim icon rail replaces the grid of twelve tab buttons, with a badge where you're needed
- The right side is whatever you clicked. Provinces, other countries and wars open in a dock instead of a big window, so the map stays in view
- Readable by default: solid panels, and in-game text no smaller than 14 px at 1080p
- Every new line of text is translated into all 13 languages the game supports
Problems come with a fix
- Values are coloured by warning thresholds: inflation is judged against your central bank's target, so 58.5 % shows red
- The strip under the top bar says what needs attention, how much and what the target is — and takes you there
- Every status-bar chip opens the page behind it
Find anything
Click the search box in the top bar and type: pages, values, countries, provinces, glossary entries and actions. Nothing changes your game without your own click — "embassy gre" takes you to Greece's card, where you confirm.
A tour of the new pages
- Economy: a Budget that shows the monthly cost of every slider, a Monetary page that explains your inflation, and Markets — all 54 resources in one table, with a trade ticket docked beside it
- Military: one Forces roster, and a Recruit page that tells you why a unit can't be recruited
- Diplomacy: relations grouped from friendly to hostile, in the same colours as the diplomatic map
- Intelligence: send specialists abroad without switching country
- Politics: voters, decisions, and laws whose options you can compare side by side
- Research and goals: a research page in the sidebar, the Knowledge Network and a Goal Board
Fixed from your reports
- Ultimatums have teeth: a refused ultimatum now leads to war, and you can answer AI ultimatums from a pop-up or your inbox
- AI fleets go home after peace; damaged fleets repair in port, and stacks lose ships gradually instead of vanishing on one hit
- Airfields hold 2, 3 and 4 air wings at levels 1, 2 and 3
- Reserve auto-buy covers your monthly shortfall, industrial inputs are no longer charged twice, and trade agreements deliver from the seller's stockpile
- Request Intelligence works, and espionage buttons show their cooldowns
- Shift and Right Ctrl add to your selection, like Left Ctrl
And many more changes
- Stability no longer settles at 100 — each country moves toward its own target
- Processed goods need their inputs, and the global oil shock hits the world once instead of once per country
- New event effects and conditions for modders, and a Validate Mod check before every Workshop upload
- Thousands of translation fixes across all 12 non-English languages
Read the full devlog
20 screenshots of the new interface, page by page: read Devlog #3 on our website.
What's next
Our roadmap is public — see what we're working on. Thank you for every review, bug report and long message — they shaped this update. If you're enjoying the game, a Steam review helps a small team like ours more than you know. Join us on Discord! See you on the world stage.
This announcement was originally published by Dorlion Interactive on Steam on Oct 3, 2026.
Open the original on Steam