About the Game
ICBM is a real-time strategy game of nuclear destruction. Research new technologies, build up your nuclear stockpile and use a combination of ships, planes and missiles to strike at the heart of your opponents’ cities while keeping your population safe from harm.

Take command of one of the continents of the world and prepare yourself for global nuclear conflict. It is your job to ensure the complete and total destruction of your enemies, while you do all in your power to prevent enemy retaliation against your peace-loving citizens.

Research and develop your nuclear arsenal. Will you focus on developing new technologies, or mass producing existing ones? It takes a true strategist to research and build a balanced force that can deal with a multitude of enemy tactics.

In ICBM, you can try out different strategies every time you play. Will you overwhelm your enemy with intercontinental ballistic missiles? Use bombers to deliver massive payloads? Or maybe use submarines to deliver nukes from the least expected locations? These strategies and more can all be used to ensure victory. ICBM has 20 unit types and 12 nuclear weapon types to use, plus 44 technologies to explore.

Take the time to carefully plan your next move, or just nuke your opponents as fast as you can. Increase the contamination speed for a swift and painless nuclear war, or slow it down for an endless nightmare. In ICBM, you can constantly adjust the game speed to your own pace.

Use diplomacy to gain strategic advantages. Share information, technologies or even the location of your nukes with your allies to wage war against common enemies. Be aware however that these alliances do not have to last and you might find yourself fending off attacks by your former friends.

Reduce micro-management by making use of the strike planner. Set up detailed plans in advance, targeting specific structures, units and cities and synchronise your ICBM launches to overwhelm the enemies defences.

Play with up to seven other players in multiplayer matches. Play in free for all, fixed teams or coop games, all while improving your ELO score as you climb the leaderboard.

Up for something different? ICBM comes with full modding support out of the box. Add or change maps, units, technologies, rules, graphics and much more.

Take command of one of the continents of the world and prepare yourself for global nuclear conflict. It is your job to ensure the complete and total destruction of your enemies, while you do all in your power to prevent enemy retaliation against your peace-loving citizens.

Research and develop your nuclear arsenal. Will you focus on developing new technologies, or mass producing existing ones? It takes a true strategist to research and build a balanced force that can deal with a multitude of enemy tactics.

In ICBM, you can try out different strategies every time you play. Will you overwhelm your enemy with intercontinental ballistic missiles? Use bombers to deliver massive payloads? Or maybe use submarines to deliver nukes from the least expected locations? These strategies and more can all be used to ensure victory. ICBM has 20 unit types and 12 nuclear weapon types to use, plus 44 technologies to explore.

Take the time to carefully plan your next move, or just nuke your opponents as fast as you can. Increase the contamination speed for a swift and painless nuclear war, or slow it down for an endless nightmare. In ICBM, you can constantly adjust the game speed to your own pace.

Use diplomacy to gain strategic advantages. Share information, technologies or even the location of your nukes with your allies to wage war against common enemies. Be aware however that these alliances do not have to last and you might find yourself fending off attacks by your former friends.

Reduce micro-management by making use of the strike planner. Set up detailed plans in advance, targeting specific structures, units and cities and synchronise your ICBM launches to overwhelm the enemies defences.

Play with up to seven other players in multiplayer matches. Play in free for all, fixed teams or coop games, all while improving your ELO score as you climb the leaderboard.

Up for something different? ICBM comes with full modding support out of the box. Add or change maps, units, technologies, rules, graphics and much more.

Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Here is a new update for ICBM.
Changelog:
+ Added Italian language - Provided by Gorthan
Thanks Gorthan for the time and effort spent on the game and the translation you made
View on Steam
Changelog:
+ Added Italian language - Provided by Gorthan
Thanks Gorthan for the time and effort spent on the game and the translation you made
Hello everyone,
today we are releasing a new update for ICBM, here is the changelog:
1.2.2
* Fixed the crash on some hardware while loading webP image files
* Fixed the Discord link
* Fixed Strike Plans continue to fire surrended factions
* Fixed incorrect surrendering when a faction has too big population
+ Performance optimizations
View on Steam
today we are releasing a new update for ICBM, here is the changelog:
1.2.2
* Fixed the crash on some hardware while loading webP image files
* Fixed the Discord link
* Fixed Strike Plans continue to fire surrended factions
* Fixed incorrect surrendering when a faction has too big population
+ Performance optimizations
ICBM - v1.1.9 Update
• Fixed InRange modifiers not updated when switching the weapon config
• DoT now brings points
• InRangeStringID missile property now works for cities as well
• Supported pathfinding for Land units
• Supported Submarines moving under arctic ice cap
• You can now target by espionage the technologies that are only being researched
• Added CanSeeUnderIce property to the radar
• Added DynamicBorderScaling property to the map - to draw thinner borders on big zoom
• GDP modifiers are now calculated separately from population drop, so they affect GDP lineraly
• (mod tool) Added generation of the borders from SVG file
• Now correctly shows the number of built-in carried units in the build queue
• Now counting hosted units against the MaxNumberOnMap property
View on Steam
• Fixed InRange modifiers not updated when switching the weapon config
• DoT now brings points
• InRangeStringID missile property now works for cities as well
• Supported pathfinding for Land units
• Supported Submarines moving under arctic ice cap
• You can now target by espionage the technologies that are only being researched
• Added CanSeeUnderIce property to the radar
• Added DynamicBorderScaling property to the map - to draw thinner borders on big zoom
• GDP modifiers are now calculated separately from population drop, so they affect GDP lineraly
• (mod tool) Added generation of the borders from SVG file
• Now correctly shows the number of built-in carried units in the build queue
• Now counting hosted units against the MaxNumberOnMap property
We have released a new patch for ICBM
Check out the full changelog below:
- Added the Campaign mode support
- Added Briefing, and Debriefing for Missions in Campaign mode
- Added Mission control actions
- Added possibility to write blocks of actions and execute them by events
- Added possibility to implement complex events using AND, OR, THEN and NOT operators
- Fixed a crash when Laser is fired
- Fixed the Tutorial - 2 not finishing bug
- Fixed the "disconnect" problems in MP in a number of cases
- Added the possibility to legally define AIVarietyHint or Helper unit property, followed by any string or ident. The values are ignored, but can be useful for some mods.
- Fixed incorrect speed drawing for missiles that cannot be launched under water
- Not printing range for movable ground units
- Now showing the hosted units for aircraft on land
- Not drawing weapon config for the hosted units without any weapon
- Not drawing missile count when it is more than 10000
- BOARD_TOLERANCE is now configurable per-map
- HOST_TOLERANCE is now configurable per-map
- Air-dropped units cannot be collected anymore unless the host aircraft has CanHangInTheAir property
- Units with CanHangInTheAir property now use fuel while hanging
- Added possibility to control MipMapping for individual units or for all units of some specific map
- Printing the Mission Objectives for Scenario mode instead of the scores
- Now you can hold SHIFT while changing weapon config to set this config for ALL units of this type
- Added the protection against leaderboard cheating
View on Steam
Check out the full changelog below:
- Added the Campaign mode support
- Added Briefing, and Debriefing for Missions in Campaign mode
- Added Mission control actions
- Added possibility to write blocks of actions and execute them by events
- Added possibility to implement complex events using AND, OR, THEN and NOT operators
- Fixed a crash when Laser is fired
- Fixed the Tutorial - 2 not finishing bug
- Fixed the "disconnect" problems in MP in a number of cases
- Added the possibility to legally define AIVarietyHint or Helper unit property, followed by any string or ident. The values are ignored, but can be useful for some mods.
- Fixed incorrect speed drawing for missiles that cannot be launched under water
- Not printing range for movable ground units
- Now showing the hosted units for aircraft on land
- Not drawing weapon config for the hosted units without any weapon
- Not drawing missile count when it is more than 10000
- BOARD_TOLERANCE is now configurable per-map
- HOST_TOLERANCE is now configurable per-map
- Air-dropped units cannot be collected anymore unless the host aircraft has CanHangInTheAir property
- Units with CanHangInTheAir property now use fuel while hanging
- Added possibility to control MipMapping for individual units or for all units of some specific map
- Printing the Mission Objectives for Scenario mode instead of the scores
- Now you can hold SHIFT while changing weapon config to set this config for ALL units of this type
- Added the protection against leaderboard cheating
A new patch is now available for ICBM!
Have a look at the full changelog:
v1.1.1
* Fixed Libreville city image not changing correctly.
+ Added inertial panning
* Fixed inertial scrolling/zooming
+ Added inertial controls settings to the Config screen
* Added FatalWarning when some technology image is not found instead of a crash
* Fixed S_FACTION_ID_n and BLOCKER technologies
* Fixed the problem with sounds not re-loading when enabling/disabling the mods
+ Changed the Specular lightning algorithm - now it is shader-based
+ All used shaders are now moddable
+ Every map can use it's own set of shaders
+ Supported Normal Mapping for maps
+ Added global property modifiers for units (GlobalSpeedModifier, GlobalAircraftLaunchDelayModifier, GlobalMissileLaunchDelayModifier) and missiles (GlobalSpeedModifier)
+ Added global scale modifier for order drawing
* Fixed the bug with city selection when units are grouped very close to it
+ Added the "Collateral" property to explosions <- currently for LastingEffect only
* Fixed autobuild ignoring CanBeBuilt property
+ DefaultOff tag is added to the CanStoreMissiles property, to allow building units without automatically adding some missiles to its storage
+ DrawPollution property is added to the map.txt - defines if the pollution cloud should be drawn at all
+ Pollution clouds are now more subtle
+ Added dynamic lights from the nuclear explosions (if supported by the map texture)
* Fixed the problem with mods reloading that may lead to crashes
* Fixed the syncronization problem that was leading to disconnects and crashes
+ Strike Plans now survive disconnects
View on Steam
Have a look at the full changelog:
v1.1.1
* Fixed Libreville city image not changing correctly.
+ Added inertial panning
* Fixed inertial scrolling/zooming
+ Added inertial controls settings to the Config screen
* Added FatalWarning when some technology image is not found instead of a crash
* Fixed S_FACTION_ID_n and BLOCKER technologies
* Fixed the problem with sounds not re-loading when enabling/disabling the mods
+ Changed the Specular lightning algorithm - now it is shader-based
+ All used shaders are now moddable
+ Every map can use it's own set of shaders
+ Supported Normal Mapping for maps
+ Added global property modifiers for units (GlobalSpeedModifier, GlobalAircraftLaunchDelayModifier, GlobalMissileLaunchDelayModifier) and missiles (GlobalSpeedModifier)
+ Added global scale modifier for order drawing
* Fixed the bug with city selection when units are grouped very close to it
+ Added the "Collateral" property to explosions <- currently for LastingEffect only
* Fixed autobuild ignoring CanBeBuilt property
+ DefaultOff tag is added to the CanStoreMissiles property, to allow building units without automatically adding some missiles to its storage
+ DrawPollution property is added to the map.txt - defines if the pollution cloud should be drawn at all
+ Pollution clouds are now more subtle
+ Added dynamic lights from the nuclear explosions (if supported by the map texture)
* Fixed the problem with mods reloading that may lead to crashes
* Fixed the syncronization problem that was leading to disconnects and crashes
+ Strike Plans now survive disconnects
- Fixed Libreville city image not changing correctly.
- Added inertial panning.
- Fixed inertial scrolling/zooming.
- Added inertial controls settings to the Config screen.
- Added FatalWarning when some technology image is not found instead of a crash.
- Fixed S_FACTION_ID_n and BLOCKER technologies.
- Fixed the problem with sounds not re-loading when enabling/disabling the mods.
- Changed the Specular lightning algorithm - now it is shader-based.
- All used shaders are now moddable.
- Every map can use it's own set of shaders.
- Supported Normal Mapping for maps.
- Added global property modifiers for units (GlobalSpeedModifier, GlobalAircraftLaunchDelayModifier, GlobalMissileLaunchDelayModifier) and missiles (GlobalSpeedModifier).
- Added global scale modifier for order drawing.
- Fixed the bug with city selection when units are grouped very close to it.
- Added the "Collateral" property to explosions <- currently for LastingEffect only.
- Fixed autobuild ignoring CanBeBuilt property.
- DefaultOff tag is added to the CanStoreMissiles property, to allow building units without automatically adding some missiles to its storage.
- DrawPollution property is added to the map.txt - defines if the pollution cloud should be drawn at all.
- Pollution clouds are now more subtle.
- Added dynamic lights from the nuclear explosions (if supported by the map texture).
- Fixed the problem with mods reloading that may lead to crashes.
- Fixed the synchronization problem that was leading to disconnects and crashes.
- Strike Plans now survive disconnects.
Version 1.0.9
Mar 4, 2021
We've released a new update for ICBM, including minor changes and fixes.
Check out the full changelog.
Update - Version 1.0.9
- Supported the .webp image format
- Maps are re-generated into .webp format, significantly reducing the file size
- Supported building the maps from the Slippy Map format, used by OpenStreetMap and and numerous GIS providers
- Supporting restoring the segments from a packaged map
- Fixed the problem with Tournament Info definition
- Tournaments - you will not see "you can play with" until the Tournament is started
- Tournaments - you will not see in the "you can play with" list the players that are having a match
- Fixed the problem with Tournaments that led to automatic promotion of player into the next rounds before the Tournament even started
- Fixed the problem with Tournament window size
- If static mod name is not defined in the language files, the usual mod name is used
- Fixed some memory leaks caused by disabling/enabling the mods
View on Steam
Check out the full changelog.
Update - Version 1.0.9
- Supported the .webp image format
- Maps are re-generated into .webp format, significantly reducing the file size
- Supported building the maps from the Slippy Map format, used by OpenStreetMap and and numerous GIS providers
- Supporting restoring the segments from a packaged map
- Fixed the problem with Tournament Info definition
- Tournaments - you will not see "you can play with" until the Tournament is started
- Tournaments - you will not see in the "you can play with" list the players that are having a match
- Fixed the problem with Tournaments that led to automatic promotion of player into the next rounds before the Tournament even started
- Fixed the problem with Tournament window size
- If static mod name is not defined in the language files, the usual mod name is used
- Fixed some memory leaks caused by disabling/enabling the mods
We're releasing a new update for ICBM.
Full changelog:
1.0.7
+ Significantly improved the map loading time
+ Added support for the high-resolution map textures (up to 128K resolution)
+ Added support for the "regional maps", including camera restrictions
+ Added the "Shore" AI placement type
* Fixed the visibility problems with AWACS aircraft
+ Added the support for high-precision pathfinding maps
* CanAccessGlobalStorage property now functions, it is default for all Ground unit types
+ Added ResupplyRange unit property, that allows units to give access to global supplies to other units
+ Now the scrolling speed can be configured separately by mods for the main scrollers. Use AdditionalElements.txt, after the elements themselves, you can place the keyword "Scroller " followed by one of the following ID: TechTree, AvailableUnits, ConstructionUnits, ConstructionQueue, InfoPanel, General; then followed by the floating point multiplier to increase or reduce the default scrolling speed.
+ Added "CanRetarget" property to missiles (No by default) - meaning the missile can select a new target when the original is destroyed
+ Improved characteristics of SAMs and Mobile SAMs
View on Steam
Full changelog:
1.0.7
+ Significantly improved the map loading time
+ Added support for the high-resolution map textures (up to 128K resolution)
+ Added support for the "regional maps", including camera restrictions
+ Added the "Shore" AI placement type
* Fixed the visibility problems with AWACS aircraft
+ Added the support for high-precision pathfinding maps
* CanAccessGlobalStorage property now functions, it is default for all Ground unit types
+ Added ResupplyRange unit property, that allows units to give access to global supplies to other units
+ Now the scrolling speed can be configured separately by mods for the main scrollers. Use AdditionalElements.txt, after the elements themselves, you can place the keyword "Scroller " followed by one of the following ID: TechTree, AvailableUnits, ConstructionUnits, ConstructionQueue, InfoPanel, General; then followed by the floating point multiplier to increase or reduce the default scrolling speed.
+ Added "CanRetarget" property to missiles (No by default) - meaning the missile can select a new target when the original is destroyed
+ Improved characteristics of SAMs and Mobile SAMs
A new official update for ICBM is now available.
Check out the changelog:
• Fixed the bug with non-checking potential hits against missiles if only type-specific targeting is specified in the missile type
• Fixed some performance issues
• Fixed the problem with AI SSBNs submerging before firing
View on Steam
Check out the changelog:
• Fixed the bug with non-checking potential hits against missiles if only type-specific targeting is specified in the missile type
• Fixed some performance issues
• Fixed the problem with AI SSBNs submerging before firing
ICBM update v1.0.5 is now available in open beta.
In order to activate the beta, go to your library and right-click on ICBM. Select "Properties" and navigate to the tab "Betas". Select "Open Beta" from the drop-down menu and close the tab. If you can't see the open beta branch, you may need to sign out and restart Steam
Your game will automatically update to the current beta version. You can opt-out the beta program anytime by selecting "None" from the same drop-down menu.
Check out the full changelog below. Please remember that this new version is still in beta, so you may encounter some bugs. If you meet any issue, please report it by replying to this thread.
-------------------------
[1.0.5 FULL CHANGELOG - OPEN BETA]
- Fixed the 4 corners map - no crashes anymore
- Fixed the crash when AI is not able to find its target
- Added possibility to delete Icon and RoundIcon for UnitType
- Added possibility to set CanBeUsedAgainst "type" - for the specific defined Missile Type or Unit type, not general types.
- Fixed incorrect predicted elevation and position for ballistic missile
- Fixed incorrect drawing angle for missiles that target satellites or high flying missiles
- Added the Trajectory settings to the missiles
- Added "Requires" setting to the mod description section - meaning this mod is Dependent on another mod. This also automatically adds "After" directive.
- Now the position of destroyed/disappearing units are stored in journal events, so when you click on the event in Journal, the camera goes to the last known position
- Better vertical scaling for the Technology descriptions
- Fixed the bug with incorrect loading of modified AI Groups and AI Plans
- Fixed the bug with AI Cache generation for the maps like 4 corners, where some factions own very big water spaces
- Added the "Limits.txt" file that configures the limits of values used when changing the match settings
- Slave units are not the Strike Plan targets by default
- Strike Planner now tries to select the cities with bigger population even when all of them give close to 0 points
- Late-game performance significantly improved
- ICBMs are now more difficult to intercept
- Heavy Rockets are now dependent on Thermonuclear, not Boosted fission
- SSBNs are a little cheaper
- SLBMs are more difficult to intercept
- Excessive missiles in the unit's storage are now automatically returned to the global storage when possible
- Supported the "Elevation" property for aircraft
- Fixed the visibility bug for the missiles that are too high to be detected at some part of their trajectory
- Added the possibility to launch slave units from the patrolling units
- If the slave unit cannot be dropped at the selected point, the order will not be added
- Fixed the bug that was preventing from having only one warhead on MIRV
- Fixed the hit check for the fire-by-area anti-missiles (nuclear ABMs)
- Enabled independent targeting for MIRV heads (targets are selected automatically from those close to the principal target)
- Enabled control of the MIRV splitting algorithm - by percent of the path or be minimal distance to target or both
- Added possibility to have splitting heads for non-ballistic missiles
- Added "DecayTimer" property for units (in ticks)
- Added "CanBeBuilt" property for units and missiles
- Added "AvailableFrom" property for technologies, to give the possibility to disable certain technologies before some predefined in-game time
- Fixed the "AffectedBy InRange" parsing
- Added "TargetInPlanner" property for units. It is Yes by default for non-slave Ground, Naval and SubWater units and No for other units
- Strike Planner window now automatically adjusts its width to fit more than 18 targets and more than 8 attackers
- Bombers now carry only one nuclear bomb/ALBM
- Added "AutoRepair" property to the units, default to Yes
- Fixed a bug with the "Select Best Config" option for Missile Silos
- Added properties CanCarryUnit, HangarExit, HangarMaxLoad, HangarSpaceRequired
- Added the possibility to board and unboard units
- If HideLink used for some technology, the hidden link is not listed as the "Also Required"
- UID counters are auto-restored
- AutoRepair property is now of floating-point type
- Warheads now retain the target after splitting, if the target is movable
- Fixed the bug with the AI Submarines remaining surfaced
- Fixed the bug with Autodeployment timeout still flashing even if auto deployment is switched off
View on Steam
In order to activate the beta, go to your library and right-click on ICBM. Select "Properties" and navigate to the tab "Betas". Select "Open Beta" from the drop-down menu and close the tab. If you can't see the open beta branch, you may need to sign out and restart Steam
Your game will automatically update to the current beta version. You can opt-out the beta program anytime by selecting "None" from the same drop-down menu.
Check out the full changelog below. Please remember that this new version is still in beta, so you may encounter some bugs. If you meet any issue, please report it by replying to this thread.
-------------------------
[1.0.5 FULL CHANGELOG - OPEN BETA]
- Fixed the 4 corners map - no crashes anymore
- Fixed the crash when AI is not able to find its target
- Added possibility to delete Icon and RoundIcon for UnitType
- Added possibility to set CanBeUsedAgainst "type" - for the specific defined Missile Type or Unit type, not general types.
- Fixed incorrect predicted elevation and position for ballistic missile
- Fixed incorrect drawing angle for missiles that target satellites or high flying missiles
- Added the Trajectory settings to the missiles
- Added "Requires" setting to the mod description section - meaning this mod is Dependent on another mod. This also automatically adds "After" directive.
- Now the position of destroyed/disappearing units are stored in journal events, so when you click on the event in Journal, the camera goes to the last known position
- Better vertical scaling for the Technology descriptions
- Fixed the bug with incorrect loading of modified AI Groups and AI Plans
- Fixed the bug with AI Cache generation for the maps like 4 corners, where some factions own very big water spaces
- Added the "Limits.txt" file that configures the limits of values used when changing the match settings
- Slave units are not the Strike Plan targets by default
- Strike Planner now tries to select the cities with bigger population even when all of them give close to 0 points
- Late-game performance significantly improved
- ICBMs are now more difficult to intercept
- Heavy Rockets are now dependent on Thermonuclear, not Boosted fission
- SSBNs are a little cheaper
- SLBMs are more difficult to intercept
- Excessive missiles in the unit's storage are now automatically returned to the global storage when possible
- Supported the "Elevation" property for aircraft
- Fixed the visibility bug for the missiles that are too high to be detected at some part of their trajectory
- Added the possibility to launch slave units from the patrolling units
- If the slave unit cannot be dropped at the selected point, the order will not be added
- Fixed the bug that was preventing from having only one warhead on MIRV
- Fixed the hit check for the fire-by-area anti-missiles (nuclear ABMs)
- Enabled independent targeting for MIRV heads (targets are selected automatically from those close to the principal target)
- Enabled control of the MIRV splitting algorithm - by percent of the path or be minimal distance to target or both
- Added possibility to have splitting heads for non-ballistic missiles
- Added "DecayTimer" property for units (in ticks)
- Added "CanBeBuilt" property for units and missiles
- Added "AvailableFrom" property for technologies, to give the possibility to disable certain technologies before some predefined in-game time
- Fixed the "AffectedBy InRange" parsing
- Added "TargetInPlanner" property for units. It is Yes by default for non-slave Ground, Naval and SubWater units and No for other units
- Strike Planner window now automatically adjusts its width to fit more than 18 targets and more than 8 attackers
- Bombers now carry only one nuclear bomb/ALBM
- Added "AutoRepair" property to the units, default to Yes
- Fixed a bug with the "Select Best Config" option for Missile Silos
- Added properties CanCarryUnit, HangarExit, HangarMaxLoad, HangarSpaceRequired
- Added the possibility to board and unboard units
- If HideLink used for some technology, the hidden link is not listed as the "Also Required"
- UID counters are auto-restored
- AutoRepair property is now of floating-point type
- Warheads now retain the target after splitting, if the target is movable
- Fixed the bug with the AI Submarines remaining surfaced
- Fixed the bug with Autodeployment timeout still flashing even if auto deployment is switched off
We have released a new update for ICBM, including many additions, improvements and fixes.
- Fixed the faction name in the alliance window
- Added the "ObsoleteIfTech" property to the AI groups, preventing AI from building and restocking this kind of group when some more advanced tech is available
- Fixed the faction-specific missiles
- Added the "AutoRotate" property to the movie index files
- Added the "Slave" property to the units - to indicate the units that can only be hosted by other units
- Added AutoReturn property that makes the unit check its remaining range and returning to the host if required
- Added the ranged units of non-airborne type
- Fixed the pathfinding for the hosted non-airborne type units
- Fixed the problem with point distribution
- Added the "DisablingTech" property for Missiles
- Do not automatically attack the AI units if their destruction can trigger nuclear response
- Fixed AI incorrectly assigning the group leader when a group contains several units of a leader type
- Added the possibility for the game to run in background when in fullscreen borderless mode (auto-detect resolution)
- Does not print the availability of the previous game version anymore
- Added the property "MaxNumberOnMap" to allow restricting the number of units of some type that can be active in the same time
- Fixed Alliance score drawing
- Fixed the "Kill the World" achievement
- ALBMs Range lowered
- ALBMs do not get increased effective range with Hypersonic
- Bombers range is not increased with Air Refuel only, not with Advanced Aircrafts
- Slightly reduced the range of Bombers
- Increased the range of Fighters and Attack Bombers
- Added the possibility for "Seasonal" mods
- Now printing the effective range in the info window for missiles instead of theoretical range
- Added LeadGuidance property to missiles (0 to 1)
- Pollution color and opacity is now moddable
- Satellites now take random position on their traverse path, to avoid instant intelligence gathering
- Filtering out web links from room names and chat messages
- Added the possibility to modify "VirtualCity" unit type, to change city properties
- Added FullEffectRange TechModifier to Missiles - to influence the explosion
- Added AffectedRange TechModifier to Missiles - to influence the explosion
- If some technology depend on another via some zero-cost tech, the dependency is now printed in the tech description
- Added the settings to control Tech Tree scaling and spacing
- Improved the precision of the missile trajectory prediction
- Added the SmokeSpeedMult and SmokeSizeMult properties to missiles to control the smoke of launch
- Changed the hit probability calculation algorithm for ballistic anti-missiles
View on Steam
- Fixed the faction name in the alliance window
- Added the "ObsoleteIfTech" property to the AI groups, preventing AI from building and restocking this kind of group when some more advanced tech is available
- Fixed the faction-specific missiles
- Added the "AutoRotate" property to the movie index files
- Added the "Slave" property to the units - to indicate the units that can only be hosted by other units
- Added AutoReturn property that makes the unit check its remaining range and returning to the host if required
- Added the ranged units of non-airborne type
- Fixed the pathfinding for the hosted non-airborne type units
- Fixed the problem with point distribution
- Added the "DisablingTech" property for Missiles
- Do not automatically attack the AI units if their destruction can trigger nuclear response
- Fixed AI incorrectly assigning the group leader when a group contains several units of a leader type
- Added the possibility for the game to run in background when in fullscreen borderless mode (auto-detect resolution)
- Does not print the availability of the previous game version anymore
- Added the property "MaxNumberOnMap" to allow restricting the number of units of some type that can be active in the same time
- Fixed Alliance score drawing
- Fixed the "Kill the World" achievement
- ALBMs Range lowered
- ALBMs do not get increased effective range with Hypersonic
- Bombers range is not increased with Air Refuel only, not with Advanced Aircrafts
- Slightly reduced the range of Bombers
- Increased the range of Fighters and Attack Bombers
- Added the possibility for "Seasonal" mods
- Now printing the effective range in the info window for missiles instead of theoretical range
- Added LeadGuidance property to missiles (0 to 1)
- Pollution color and opacity is now moddable
- Satellites now take random position on their traverse path, to avoid instant intelligence gathering
- Filtering out web links from room names and chat messages
- Added the possibility to modify "VirtualCity" unit type, to change city properties
- Added FullEffectRange TechModifier to Missiles - to influence the explosion
- Added AffectedRange TechModifier to Missiles - to influence the explosion
- If some technology depend on another via some zero-cost tech, the dependency is now printed in the tech description
- Added the settings to control Tech Tree scaling and spacing
- Improved the precision of the missile trajectory prediction
- Added the SmokeSpeedMult and SmokeSizeMult properties to missiles to control the smoke of launch
- Changed the hit probability calculation algorithm for ballistic anti-missiles
We've released a new patch for ICBM. Check out the full changelog.
- Now the game checks if the new patch is available
- Fixed the sporadic crash with removing players from lobby
- Added the in-game mod management
- Fixed the HealthBar overflowing the UI is set to more than 100%
- AWACS aircrafts now start returning home a little earlier for the safer return
- Increased the cost of MIRVs
- Reduced the cost of Heavy Missiles
- Increased the cost of SSBN
- Increased the cost of ALBM
- Increased the cost of Stealth
- Added the possibility to have more than 4 weapon types per unit type
- Low-tier SAMs now fire twice less missiles
- Supported several weapon configs for naval types and satellites
- Supported incomplete non-default weapon configs
- Added a property to weapon config that disables showing them when incomplete
- Showing the server version info in the lobby list if differs from the current version
- Statistics screen now shows also the combined alliance score
- Fixed the rare error that might lead to fatal exit with "Image not found" message
- Returned the "SAVE" button to the save menu
- Added the "REFRESH" button to the lobby search screen
- Added the helper that shows one needs to do LEFT click when he wants to attack/follow/launch
- Missiles can now be damaged and destroyed by the nuclear blast
View on Steam
- Now the game checks if the new patch is available
- Fixed the sporadic crash with removing players from lobby
- Added the in-game mod management
- Fixed the HealthBar overflowing the UI is set to more than 100%
- AWACS aircrafts now start returning home a little earlier for the safer return
- Increased the cost of MIRVs
- Reduced the cost of Heavy Missiles
- Increased the cost of SSBN
- Increased the cost of ALBM
- Increased the cost of Stealth
- Added the possibility to have more than 4 weapon types per unit type
- Low-tier SAMs now fire twice less missiles
- Supported several weapon configs for naval types and satellites
- Supported incomplete non-default weapon configs
- Added a property to weapon config that disables showing them when incomplete
- Showing the server version info in the lobby list if differs from the current version
- Statistics screen now shows also the combined alliance score
- Fixed the rare error that might lead to fatal exit with "Image not found" message
- Returned the "SAVE" button to the save menu
- Added the "REFRESH" button to the lobby search screen
- Added the helper that shows one needs to do LEFT click when he wants to attack/follow/launch
- Missiles can now be damaged and destroyed by the nuclear blast
Current Release
Not available
System Requirements
OS
N/A
CPU
4th Core i3 or equivalent
RAM
4 GB RAM
GPU
Direct X Or OpenGL Compatible Video card
How to Install
1
Download all files
2
Extract the .ISO file to a folder (use WinRAR or 7-Zip)
3
Run Launcher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
2.9 GB
Password: cracked-games.org or 123
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View AllDownload ICBM for PC with a direct link or via torrent. Get the full version of ICBM for free. ICBM is a Strategy released by SoftWarWare.