Warharvest RTS

[Devlog] Fog of War on Procedural Hex Maps

xCaveman Games

Fog of war is one of those systems that looks simple until you try to make it feel good. We rebuilt ours from scratch for the hex maps, and this is where it landed.

Unexplored ground now sits under a dense violet cloud. It is heavy enough to hide the terrain underneath, so pushing into it is a real decision. Once a squad has scouted an area, the fog thins into a pale haze: you keep the terrain you discovered, but you do not keep the enemy that walked through it.

The cloud itself is a volume rather than a flat overlay. It has height, drifts slowly, and softens at the edges, so the boundary between "seen" and "unknown" reads as weather instead of a hard mask. Vision, enemy visibility, and what you are allowed to attack are still resolved per hex - the fog is presentation, not permission.

Every map these matches run on is generated, not authored: rivers, plateaus, ridgelines, and the passes between them decide where your army can go and where it is worth building.

This announcement was originally published by xCaveman Games on Steam on Oct 19, 2026.

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Warharvest RTS

base-building · early-access

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