The Empire is the demo’s playable side, and the developer named it directly when he introduced its macro buildings on 15 June 2026: the Complector is “a macro building of the Fourth Industrial Empire.” Confirmed by that announcement. In the files it is by far the largest roster in the game — twenty-eight units and twenty-two buildings against fourteen and twelve for the mutants.
Its price range is wide, second only to the mutants’. The cheapest thing it fields is a Brute at 35 minerals; the most expensive is the MCV at 1 000. Between those sit the recognisable shapes of a conventional army: rifle squads, anti-tank squads, armoured carriers, a main battle tank, self-propelled artillery, anti-air, and two kinds of repair vehicle.
Three things define how it plays.
Artillery is its axis. The developer called artillery “a kind of ultimatum force” on 10 February 2026, answered only by heavy losses, counter-battery fire or aircraft. The Empire is the faction that owns that conversation, with the Molot as its workhorse and the Dreadnought — at 125 damage per second against vehicles, the highest of any weapon that reloads between shots — as its heavy end. Both depend on Spotters to fire past auto-attack range.
Repair is its second signature. It is the only faction with two dedicated repair vehicles, and the developer explained the reason on 10 February 2026: Empire wrecks “stand out for their ability to restore destroyed super-heavy vehicles using a special repair unit, and preserving these expensive machines.” Confirmed by that announcement. Where the mutants turn corpses into free units, the Empire turns wrecks back into the vehicle you paid for.
Directional armour is its third. Half the Empire’s units carry more protection at the front than at the back, some by a factor of four. That is not a stat, it is a control problem: you steer the strong face at the threat and reverse rather than turn. No other faction leans on this as hard.
Its weakness follows from the same list. The Empire is expensive, slow to assemble, and dependent on an energy network that switches off its own defences when it runs dry.
When the game builds a base for this side, it does not improvise. The faction record fixes 8 kinds of building and a count for each, so an established base holds between 19 and 24 structures: Supply depot (3), Processing plant (2 to 4), Construction crane (1), Turret "AK-30" (4 to 5), Repair site (2), Barracks (3 to 4), Machinery plant (2 to 3) and Storage (2). Read from build 23882143.
And one line in that record says more about the demo than any other: this side has no scripted attack waves at all. The three other factions carry 19 between them, each with its own composition and its own difficulty threshold. This one carries none, because it is the side you play. Read from build 23882143.
Values read from game files · version 23882143
Units 28
-
BMP -
Flamethrower armored personnel carrier -
BTR -
Riflemen -
Dreadnought "Howitzer" -
BREM -
Bronenosets -
Brutes -
Armored car -
Dreadnought -
Flamethrower tank -
Combine -
Mass infantry -
Gorb Tank -
AT squad -
Howitzer "Molot" -
Spotters -
Assault squad -
Mobile support camp -
Tank "T-50B" -
MLRS "Vortex" -
P-2 -
ZU "Exhaust" -
Heavy transport vehicle -
MCV -
Turret "AK-30" -
Repair site -
TRM "Silach"
Buildings 22
-
Additional generator -
Arsenal -
Turret "AK-125" -
Outpost -
Large warehouse -
Warehouse -
Barracks -
Bunker -
Complector -
Construction crane -
Machinery plant -
Flamethrower turret -
Lightweight generator -
Power station -
Mat. Fabricator -
Radar -
Processing plant -
Resource platform -
Storage -
Foundry -
Supply depot -
Yarus launch silo