This one’s big, guys — we’ve got a ton of news for you.
This week we pushed forward on several fronts at once: a new unit called The Trident, an updated Adaptive AI, manual difficulty settings, performance improvements, and a new option to hide the Health/Ammo widget.
The Trident
When we added the Mammoth Tank a while back, we figured it’d be the ultimate ground unit. Then the idea for the Trident came to me while browsing experimental WW2 armor.


The KV-2 Triple
Just look at this thing?! We couldn’t resist adding it to the game. Three barrels, triple the fun.
We wanted this piece of heavy armor to be unique. It’s large enough to trample most enemy units, but it can’t trample the Mammoth Tank, Heavy Tank, Tank Barricade, or Rocket Bunker.
Since it’s so huge, it’s also very slow. But if you manage to get it across the battlefield, it’ll do exceptional damage to the enemy HQ. That won’t be easy, though — Adaptive AI usually marks it as a priority airstrike target, so keep a couple of AA Trucks nearby.
The Trident fires at artillery distances but can’t hit targets too close to it. Unlike a typical tank unit, it doesn’t have a rotating turret — instead, the whole body turns to aim, giving it a full 360-degree firing arc. Because of this, it can only fire while stationary.
So far, it’s the only unit in the game that can be upgraded while moving. Since it lays mines, you can create lengthy minefields to disrupt enemy progress on the go.
The Trident can also be upgraded with armor-piercing shells — but only its middle gun can fire them. The top and bottom cannons stick to ordinary shells, while the middle one packs the AP punch.
The Autoloader upgrade increases reload speed, significantly boosting its rate of fire.


Now, we have a question for you: what kind of fourth upgrade would you like to see on the Trident? We’ve actually got three ideas in mind:
- Flamethrower — instead of the bottom gun
- Side missiles — add two small missiles to its sides
- Stationary artillery mode — convert the mobile Trident into an even more powerful stationary artillery unit (with or without the missiles)
We’re genuinely interested in your take — let us know which one you’d want to see!
Adaptive AI Updates
There are so many tactical ways to outsmart your opponent — and we’ve noticed some exploits already starting to appear in Global Ordnance. One example: keeping a couple of heavy units parked on the enemy’s side of the map. Whenever the AI spawned new units, your heavy units would mop them up instantly, while your own forces marched across a practically empty battlefield elsewhere.
Well, guess what — now Adaptive AI learns that behavior from you. It’ll start using the same exploits right back against you.
A few other features were also added to Adaptive AI — but we’d rather let you discover them for yourself.
Manual Difficulty Settings
Nothing much to say here — our friends asked us to add it, so we did. You now have four options: Adaptive, Easy, Medium, and Difficult. If you’ve been looking forward to this feature, we’re happy to deliver.
Performance Improved
Update 1.11 already introduced some performance improvements, mainly for mid-tier smartphones. The major issue we’re still tackling is keeping the frame rate consistent throughout the game — certain phones still struggle. Updating to v1.12 will further enhance your experience: we reworked a ton of materials and meshes, and made the code lighter on the CPU. We’re excited to hear how GOIF performs on your devices.
Health / Ammo Widget
Some of you requested a way to hide the Health/Ammo widget over units. We liked the idea, so we added a new setting where you can choose a health percentage threshold below which the widget appears. Or you can just keep it always visible, or always hidden — that’s up to you.
What’s Next?
In our last update Devlog we announced an upcoming feature to improve interactivity. That’s one of our priorities, and it should land in next week’s update.
We’re also working on new maps and levels. We don’t do cosmetic makeovers, though — every new level should bring new mechanics with it. Right now, we’re working on an Arctic level that changes the tactical approach significantly. Frozen lake zones will cover parts of the map — if a heavy unit lingers on thin ice a moment too long, the ice breaks and your unit sinks. Give it a couple of seconds, and the ice seals back up.

Air combat is already quite fun. But we feel it needs more. Aircraft have been “angry” at us for not letting you upgrade them before deployment — well, that’s about to change, since work is already in progress. A couple of words on Aircraft upgrades: they’ll be single-use only and can be instantly installed on a selected aircraft before deployment. Like ground unit upgrades, they’ll cost in-game credits.
That sums it up for this Devlog. Thanks for reading and engaging with us — your feedback makes this game better, one step at a time. If you’ve got a couple of free minutes, an honest rating on Google Play would mean a lot. It helps us with the algorithm and gets the game in front of more folks.
Here’s a quick link for your convenience: https://play.google.com/store/apps/details?id=com.awngames.goif

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