Updates

The v1.2 patch notes for Supreme Commander 2 have been posted to the blog. This can easily be considered the largest patch to date for Supreme Commander 2. There are tons of changes to the balancing and the AI. Numerous improvements and general fixes have also been made. Head over to the blog to read more.

The v1.15 patch notes for Supreme Commander 2 have been posted to the blog. There are some changes and additions as well as a few AI improvements. Head over to the blog to read more.

The v1.14 patch for Supreme Commander 2 has just been released. There are a few minor changes and a few AI improvements. Head over to the blog to read more.

The v1.13 patch for Supreme Commander 2 has just been released. There are a few minor balance changes to address "ACU rush" concerns. Head over to the blog to read more.

The v1.12 patch for Supreme Commander 2 has just been released. There are a few new features and improvements as well as a some fixes. Head over to the blog to read more.

Downloads Section Updated
April 16, 2010
If you love your faction as much as we do, sport it on your desktop or laptop. Wallpapers for each faction have been added to the site for you to enjoy. They come in seven different resolutions so you can find the one that fits you best.

Site Section Updates
April 15, 2010
The faction specific units page has been updated for each faction. The video section under media has also been updated. Last but certainly not least the maps page has been updated with fly-over footage of 25 different maps including one for the Xbox 360. There are still more site updates to come so stay tuned.

There is a new Supreme Commander 2 demo out on the Xbox 360 for Gold Members today and all other Members on April 14, 2010. For those who have been debating on whether or not to buy this game, try it out. More details can be found at http://release.square-enix.com/na/2010/04/08_01.html

The UEF's Air Fortress, the Illuminate's Pulinsmash and the Cybran's Kraken have all been added to the Experimentals page along with supporting video for each.

More Experimental Videos
March 26, 2010
As promised there are now videos of each Experimental. There are still three Experimental Units however, that are still classified but a source tells us they should be listed soon. Enjoy!

Infinite War Tournament
March 19, 2010
Enlist now in the Infinite War Tournament! You'll face fellow commanders in a series of head-to-head battles for your chance to win a share of $2,500 in cash prizes. Registration for this PC tournament is open until March 27th for select residents of the United States and Canada. Go to http://www.alienwarearena.com/event/infinitewar/ for all the details.

Control Section Updated
March 17, 2010
The Controls section has been updated with information for both PC and Xbox 360. Also another video has been uploaded to the Experimentals section with more to come.

Xbox 360 Map Pack
March 16, 2010
If you have purchased your copy of SUPREME COMMANDER 2 for Xbox 360 from GameStop, Amazon.com or Best buy, it may appear that you are missing the Map Pack code. However, you should have two SQUARE ENIX MEMBERS Point Cards that were included in the retail package. One of these is actually the Map Pack code used for Xbox 360 registration. Here is how you can distinguish one from the other.

The Experimentals Section has been updated. For those of you wanting to see a few of them in action go take a look. Over the next week we hope to be adding even more content to that section.

System Section Updated
March 8, 2010
A few sections of the System area have been updated. So if you want to learn a little more about the different types of game options, come take a look.

The first set of patch notes for Supreme Commander 2 have been posted to the blog. There are a lot of minor changes and some fixes that have been made. Head over to the blog and check them out.

Structures
March 5, 2010
You love structures, they love structures, we all love structures! After all, without these puppies how would we be able to build out our units, gather the resources to pay for units and launch long-range attacks? They might not be able to carry out a frontal assault or flank the foe from either side, but trust me you will want to protect these more than your prize winning science project. Besides, I don’t think your science project can build a massive army that could potentially reign terror upon your enemies.

Research Section
March 4, 2010
Researching is not just for school papers anymore. The Research ability in Supreme Commander 2 allows the player to unlock, upgrade and even give temporary boosts to a player's units. Now that is the kind of research we are talking about! So study hard fellow commanders, you'll need it.

From the Producer's Desk
March 4, 2010
Wow, time flies when you are having fun! Supreme Commander 2 for the PC has gone live here in N. America and I checked in on our friends in EU and see that it was unlocked a few short hours ago. The 360 version is ready and now in replication so it should be only a matter of time for the 360 users!

Dev Diary: October 2009
March 4, 2010
There is no doubt that time is flying by now, and we’re seeing almost every aspect of the game in place. What’s left is polish, refinements, the addition of last minute elements, and in some cases, something that was overlooked.

This past month, like the previous one, has been a whirlwind. In both big and very subtle ways, the game is moving through the last phase of development. For the design team, the amount of things we can change is becoming more and more limited each day, as we have to lock down final design decisions. For example, we recorded all of the final V/O early this week so we had to make the final decisions on the dialog. Slowly but surely (well, perhaps not so slowly), we are locking down each of these parts of the game.

Game in Stores Now
March 2, 2010
Everyone has those jars of pennies lying around the house, collecting dust and waiting for that rainy day. Well whether today is rainy or not those pennies will come in handy.
The wait is finally over. Supreme Commander 2 has made its way to stores and is available for purchase. There is no better time than the present to create massive armies, launch tactical assaults and combat your way to victory.

Where did the last month go? This has been a whirlwind, and with Gamescom, PAX and the Gamestop shows behind us, we are in a good position to start the last phase of the project, wrapping it all up!

I like to think of this part of the production process like a plane deploying its landing gear. We’ve got a huge amount of the content in the game, and now, as we head for the finish line, our focus is on the finishing details of the game. But before we look ahead, let’s first look at some of the major additions to the game this past month.

Naval Units
March 1, 2010
Anchors aweigh! If the sea air doesn't get you started in the morning, a broadside from the UEF and Cybran navies will.
Air Units
February 26, 2010
Please make sure your seat backs and tray tables are in their full, upright positions, and that your seatbelts are fastened securely. The UEF, Illuminate and Cybran air units have begun their final approach.

Please turn off all electronic deivces until we are parked safely at the gate. Thank you.
Cybran Land Units
February 25, 2010
The Cybran Nation wishes to be left alone. That being said, their land units have decided to join the fracas. If their words don't get the message across, their plasma grenades will.
Dev Diary: August 2009
February 25, 2010
Let's kick this off by talking about one of the biggest and coolest additions to the game, the creation of Strategic Mode. Back in the original Supreme Commander design, we simply envisioned a game which allowed the player to manipulate all the units in the game by selecting the little strategic icons. This was all good and fine on a PC, but on the 360 this simply didn't work.

We developed a new UI Mode, called Strategic Mode, and have it up and running on the 360 (the PC will follow shortly). The close-up view, by extension, is called Tactical Mode (this is the traditional mode of play for most RTS games). When the player is in Strategic Mode (SM), a group of units that are associated together are "clumped" and represented by a single SM Icon.

PC Demo Available Now
February 24, 2010
The PC demo is now available through STEAM. Contents include two levels of the tutorial and two UEF missions.

Strike While Cold

The Cybran invasion force is on the run. Sensors have picked up a number of operational Cybran Mass Extractors off the coast of the Weddell Strait. Players will need to explore the islands in the strait and successfully destroy the extractors.

Features: Naval Battle, Kraken Experimental.

Dev Diary: June 2009
February 23, 2010
Three awards from E3 and nomination for Critics Choice, E3 was a great success, to say the least. We couldn't be happier with how the show went this year. From the great booth design and trailer video, to each and every demo presentation, things went beautifully. The game did not even crash once during the presentations, which is huge, and I couldn't be more proud of the team and all their hard work going into the show and demo. The best part of all, only a few weeks later, we're delivering another great milestone.

Illuminate Land Units
February 22, 2010
Whether your foes come by land or sea, the Iluminate land units are prepared to meet them. (Except for the Harvog Assault Bot. That guy just can't catch a break.)
UEF Land Units
February 19, 2010
Waiting for those units to come out of the queue sure can be stressful. If you're a UEF commander preparing a terrestrial assault, stress no longer.

Your land units are ready.
Land Units
February 18, 2010
It's an Engineer's proudest moment when those first units roll out of the factory.

And here those first units are! Say hello to the UEF Demolisher Artillery, the Illuminate Yenzoo Tank and the Cybran Loyalist Assault Bot.
Dev Diary: April 2009
February 18, 2010
Milestone 9 is here, and with progress on so many fronts there is no denying that we have a game that's now in "full" production, and there are so many things going on to talk about.

First of all, as production really kicks into high gear, I'm going to admit right up front, that a lot of the developments that I end up talking about are very production related. This is partly because most of the design work has been completed, and now we're starting to see how these design decisions are coming to life in the game as development and production race ahead.

From the Producer's Desk
February 17, 2010
So here we are just a short few weeks away from release of the PC and 360 game of Supreme Commander 2, and I felt it would be a great time to give all of you a bit of an update as to what has been going on behind the scenes.

Right now, we are putting the final touches on the PC version and Microsoft is giving the 360 version a final once over. It feels like my little one is at the doctor and I'm pacing outside to hear the results, but pacing is the last thing I'm doing. Rather, I've been spending my time...

About
February 16, 2010
The About section is open and ready to explain away those details like release dates (March 2 for PC, March 16 for Xbox 360) and genre (real-time strategy), as well as minimum system requirements and recommended system configurations.
Dev Diary: February 2009
February 16, 2010
Time flies when you're having fun, as here we are again for another entry into the design blog.

As the game development moves forward, there are fewer major changes to the core design and more fine-tuning of what's here. We are still, however, filling in some large sections, but the existing design is in its third and fourth revision, and getting very close to what we think the final game will be.

One could say that it is difficult to wage a war without units in the field. This is especially true for two units in particular.

Brush up on the relationship between the Armored Command Unit and the Engineer to learn the answer to the question every young commander-in-training has asked at one time or another: "Mommy, where do units come from?"
Dev Diary: December 2008
February 11, 2010
Welcome, once again, to the latest design blog. This time I am happy to say we have many new elements of the design that have been completed, and SC2 continues to take shape with each passing day.

On the design front, story, campaign and characters have been advancing on all fronts. Our goal continues to be focused around the characters, and making the game about humans fighting with powerful weapons of war, and not just about the weapons. We think this will be cleaner moving forward.

Dev Diary: November 2008
February 9, 2010
More than any game that GPG has ever developed, we are working to make sure that we cover every aspect of the game that we can think of ahead of time, which will hopefully eliminate confusion and wasted effort throughout the rest of development.

A couple of important things came out of the tech tree development. First, I was able to take the first round of unit assumptions from the GDD and integrate them to see if they made sense. Some integrated nicely, and some did not. A lot of new functionality for units across the board was developed and expanded upon. Our Square Enix Producer, David Hoffmann asked me to consider the idea that experimental units would not always work as expected, and so the team and I developed the notion of "Half Baked" units, and a section on this concept has been added to the design.

The Three Commanders
February 8, 2010
While the galaxy has largely been at peace for the 25 years that have passed since the Infinite War ended, the Colonial Defense Coalition is slowly unraveling. Its newly elected president has been assassinated, and each of the Coalition members denies involvement and blames the others.

Over the course of three separate campaigns in Supreme Commander 2, you control one commander from each faction. Each commander is profiled in his or her faction's newly opened Characters section.
Dev Diary: October 2008
February 5, 2010
There are many elements that are coming together, and most of the excitement is centered on the unit roster. This is the most important part of the new design, especially as it ties into the tech research trees.

I spent a good amount of time figuring out, and working with the team, how these would work. We have already prototyped this new concept in the game engine, and are confident that this new direction will be very successful and ultimately will have a huge impact on the RTS genre. It's like, "Wait till they get a load of this!" We're excited about it to say the least.

The Three Factions
February 5, 2010
Become acquainted with the milieu and major powers of Supreme Commander 2 in the newly updated Story section.
Official Site Relaunch
February 4, 2010
The Supreme Commander 2 Official Site is relaunching. Watch this space for more details!