<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Roadmap — After Strategy</title><description>Articles tagged &quot;Roadmap&quot; on After Strategy.</description><link>https://after-strategy.com/</link><language>en-us</language><item><title>HoMM Olden Era: 1 Million Copies Sold and an Ambitious Early Access Roadmap</title><link>https://after-strategy.com/en/homm-olden-era-1-million-sold-roadmap-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/homm-olden-era-1-million-sold-roadmap-2026/</guid><description>Heroes of Might &amp; Magic: Olden Era hits 1 million Early Access sales and reveals its 2026 roadmap: Teamplay in Q3, matchmaking overhaul in Q4, and underground.</description><pubDate>Sat, 06 Jun 2026 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;heroes-of-might--magic-olden-era-crosses-1-million-copies-and-reveals-its-early-access-roadmap&quot;&gt;Heroes of Might &amp;#x26; Magic: Olden Era Crosses 1 Million Copies and Reveals Its Early Access Roadmap&lt;/h2&gt;
&lt;p&gt;Released in Early Access on &lt;strong&gt;April 30, 2026&lt;/strong&gt;, &lt;strong&gt;Heroes of Might &amp;#x26; Magic: Olden Era&lt;/strong&gt; — developed by &lt;strong&gt;Unfrozen&lt;/strong&gt;, published by &lt;strong&gt;Hooded Horse&lt;/strong&gt; — surpassed 500,000 copies sold in its first 72 hours. On &lt;strong&gt;May 28, 2026&lt;/strong&gt;, the studio announced crossing the &lt;strong&gt;one million copies milestone&lt;/strong&gt; in under a month, simultaneously releasing a detailed &lt;strong&gt;preliminary Early Access roadmap&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;One million copies, concrete timelines, and structured stages: this revival of the legendary strategy franchise is built to last.&lt;/p&gt;
&lt;h3 id=&quot;table-of-contents&quot;&gt;Table of Contents&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;#game-state&quot;&gt;Where Is the Game Now?&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#stage-1&quot;&gt;Stage 1 — Q3 2026: Teamplay and Advanced Map Generator&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#stage-2&quot;&gt;Stage 2 — Q4 2026: Matchmaking, Subclasses, and Replays&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#long-term&quot;&gt;Long-Term Goals: Underground, Roguelike, and Full Campaign&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;#franchise&quot;&gt;What This Means for the Franchise&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;game-state&quot;&gt;Where Is the Game Now?&lt;/h3&gt;
&lt;p&gt;The Early Access already features six playable factions — Temple, Grove, Dungeon, Necropolis, Schism, and Hive — with customizable heroes, city development, and turn-based tactical battles on hexagonal battlefields. The game is priced at &lt;strong&gt;$39.99 on Steam&lt;/strong&gt; and is also part of &lt;strong&gt;PC Game Pass&lt;/strong&gt; since launch.&lt;/p&gt;
&lt;p&gt;Since April, Unfrozen has shipped several patches: multiplayer UI improvements, turn-timer refinements for fairer online matches, crash fixes, and a new “Moderate” difficulty setting. For a full look at the game’s launch state, check out our &lt;a href=&quot;/en/heroes-might-magic-olden-era-early-access-review-2026/&quot;&gt;HoMM: Olden Era Early Access review&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1.webp&quot; alt=&quot;HoMM: Olden Era faction selection screen — six factions available in Early Access&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;stage-1&quot;&gt;Stage 1 — Q3 2026: Teamplay and Advanced Map Generator&lt;/h3&gt;
&lt;p&gt;The community’s most requested feature leads the roadmap. &lt;strong&gt;Stage 1&lt;/strong&gt; (planned for Q3 2026) includes:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Teamplay Mode&lt;/strong&gt; — team vs team (2v2, 3v3) against other players or AI. Unfrozen confirmed this is the single most-requested feature.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Advanced Random Map Generator&lt;/strong&gt; — more customization options: density settings, zone types, and events for greater variety.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Hero Skills Rebalance&lt;/strong&gt; — in-depth revision of the skill system to break rigid metas and encourage build diversity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Emote Wheel Update&lt;/strong&gt; — social experience improvements for online play.&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id=&quot;stage-2&quot;&gt;Stage 2 — Q4 2026: Matchmaking, Subclasses, and Replays&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Stage 2&lt;/strong&gt; (Q4 2026) focuses on competitive infrastructure and class depth:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Matchmaking System Rework&lt;/strong&gt; — redesigned queue for more balanced games, especially in ranked modes.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Subclass System Rebalance&lt;/strong&gt; — revising advanced class progression for more viable tournament diversity.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Observer Mode &amp;#x26; Replays&lt;/strong&gt; — watch live games or review your own battles; essential for competitive improvement.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Alternative Creature Upgrade Rebalance&lt;/strong&gt; — upgrade choices should carry greater strategic weight.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2.webp&quot; alt=&quot;Random multi-faction map in HoMM: Olden Era — strategic board overview&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;long-term&quot;&gt;Long-Term Goals: Underground, Roguelike, and Full Campaign&lt;/h3&gt;
&lt;p&gt;Beyond the two stages, the roadmap lists &lt;strong&gt;general Early Access objectives&lt;/strong&gt;:&lt;/p&gt;
&lt;div class=&quot;my-6 overflow-x-auto&quot;&gt;












































&lt;table&gt;&lt;thead&gt;&lt;tr&gt;&lt;th&gt;Feature&lt;/th&gt;&lt;th&gt;Details&lt;/th&gt;&lt;/tr&gt;&lt;/thead&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Underground Layer&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;A simultaneous map level with unique terrain, objects, and music — a HoMM III hallmark&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Thieves’ Guild&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Return of the espionage institution from the classic series&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Tier 8 Neutral Creatures&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;High-tier neutral creatures populating the maps&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Map Editor Improvements&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Enhanced editor and map-sharing between players&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Ironman Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Permadeath for the solo campaign&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Match Statistics&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;End-of-match data for performance analysis&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;New PvE Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;An alternative co-op or solo mode in development&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Roguelike Mode&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Procedural runs — currently being explored&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;&lt;strong&gt;Complete Solo Campaign&lt;/strong&gt;&lt;/td&gt;&lt;td&gt;Finalizing the game’s main story&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;
&lt;p&gt;The Underground Layer is particularly anticipated — it’s one of HoMM III’s defining mechanics, and its absence in the current build remains the clearest sign that the game is still under development.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3.webp&quot; alt=&quot;Tactical hexagonal battle in HoMM: Olden Era — turn-based combat phase&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3-480w.webp 480w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3-800w.webp 800w, /images/articles/homm-olden-era-1-million-roadmap-2026/screenshot-3.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h3 id=&quot;franchise&quot;&gt;What This Means for the Franchise&lt;/h3&gt;
&lt;p&gt;One million copies in under a month — for an Early Access title in a franchise that had been dormant for years — sends an unmistakable signal: the demand was real. Unfrozen delivered something solid enough to win over players well beyond nostalgic HoMM III fans.&lt;/p&gt;
&lt;p&gt;The roadmap is clearly structured with concrete timelines, a sharp contrast with vague Early Access projects that keep milestones intentionally fuzzy. If Unfrozen delivers on the Q3/Q4 schedule, Olden Era could reach a very complete state before end of 2026, well ahead of a full 1.0 launch.&lt;/p&gt;
&lt;p&gt;Whether you’re a HoMM III veteran or new to the franchise, this is a strong moment to jump in.&lt;/p&gt;
&lt;h2 id=&quot;sources&quot;&gt;Sources&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://store.steampowered.com/app/3105440/Heroes_of_Might_and_Magic_Olden_Era/&quot;&gt;Official Steam page for Heroes of Might &amp;#x26; Magic: Olden Era&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://unfrozen.studio/games/olden-era/&quot;&gt;Official Heroes of Might &amp;#x26; Magic: Olden Era website&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>tour-par-tour</category></item><item><title>Arknights: Endfield in 2026: from launch to the Homecoming update</title><link>https://after-strategy.com/en/arknights-endfield-2026-launch-to-homecoming-review-2026/</link><guid isPermaLink="true">https://after-strategy.com/en/arknights-endfield-2026-launch-to-homecoming-review-2026/</guid><description>Six months after launch, Arknights: Endfield has already changed pace. Homecoming, new operators and AIC: here is where the game really stands.</description><pubDate>Fri, 21 Nov 2025 00:00:00 GMT</pubDate><content:encoded>&lt;h2 id=&quot;pre-registration-is-far-behind&quot;&gt;Pre-registration is far behind&lt;/h2&gt;
&lt;p&gt;This page once announced the opening of Arknights: Endfield pre-registrations. Since then, the game launched worldwide on &lt;strong&gt;January 22, 2026&lt;/strong&gt;, and that single piece of information would no longer help anyone. The real question, six months later, is more interesting: has Endfield only added content, or has it started fixing what could tire its players out?&lt;/p&gt;
&lt;p&gt;The &lt;strong&gt;Homecoming&lt;/strong&gt; version, deployed in mid-July, gives a first answer. It does not turn the game into another product, but it shows a priority: making Talos-II more pleasant to travel through and its AIC factory less painful to manage.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-1.webp&quot; alt=&quot;Arknights: Endfield — official screenshot showing the game interface (1)&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-1-480w.webp 480w, /images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-1-800w.webp 800w, /images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-1.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;homecoming-expands-the-playground&quot;&gt;Homecoming expands the playground&lt;/h2&gt;
&lt;p&gt;The July 16 update notably adds the &lt;strong&gt;Wuling - Yinglung Pass&lt;/strong&gt; and &lt;strong&gt;North Wuling Exclusion Zone&lt;/strong&gt; zones, as well as a series of main and side missions. Two 6 star operators, &lt;strong&gt;Arcane&lt;/strong&gt; and &lt;strong&gt;Liino&lt;/strong&gt;, also join the roster according to the version’s official schedule.&lt;/p&gt;
&lt;p&gt;These are the most visible elements, but not necessarily the most important ones. The detail that sums up the current direction lies on the side of pipes. Their connection distance is now calculated in a straight line and their maximum range goes from &lt;strong&gt;200 to 300 meters&lt;/strong&gt;. This technical change touches the heart of the game. A more predictable industrial chain frees time for planning.&lt;/p&gt;
&lt;p&gt;The developer notes had already announced temporary backup power for regions without electricity. They also planned placement and selection improvements for the top-down view. The follow-up therefore works on the daily friction of AIC, not only on operators.&lt;/p&gt;
&lt;h2 id=&quot;the-live-service-rhythm-is-now-in-place&quot;&gt;The live-service rhythm is now in place&lt;/h2&gt;
&lt;p&gt;Endfield combines campaign, exploration, industry and character recruitment. Its follow-up must therefore maintain several clocks at once: new zones for narrative players, challenges for advanced accounts, operators to renew compositions and fixes for everyone building.&lt;/p&gt;
&lt;p&gt;Homecoming follows this model with new missions, new equipment and two successive recruitments. Yet not all temporary content deserves to dictate a return. A banner expires; a navigation or factory improvement stays. Permanent changes tell more about the game’s health than limited rewards.&lt;/p&gt;
&lt;p&gt;This distinction also helps avoid the catch-up race. A player returning after several months does not need to immediately rebuild their account around the latest character. They have more to gain from resuming their AIC chains, testing the composition they already own and moving through the new zones at their own pace.&lt;/p&gt;
&lt;h2 id=&quot;what-has-really-changed-since-january&quot;&gt;What has really changed since January&lt;/h2&gt;
&lt;p&gt;The launch version had already reworked initial progression, increased some exploration rewards and smoothed skill usage. The following updates continue this correction in small touches. Endfield becomes less rough where its systems intersect: movement, production, equipment and combat.&lt;/p&gt;
&lt;p&gt;This direction answers Endfield’s main risk: the density of its systems. Adding operators without reworking AIC, pipes and the top-down view would have made each return harder. Official communications show that GRYPHLINE is now working on these three frictions.&lt;/p&gt;
&lt;p&gt;Each version will not necessarily find the right balance. New operators and weapons still weigh heavily on the schedule. It will be worth watching whether old compositions stay relevant. Our &lt;a href=&quot;/en/arknights-endfield-essential-operators-guide-2026/&quot;&gt;operators guide&lt;/a&gt; favors durable synergies over a tier list tied to a banner.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-2.webp&quot; alt=&quot;Arknights: Endfield — official screenshot showing the game interface (2)&quot; loading=&quot;lazy&quot; decoding=&quot;async&quot; width=&quot;1200&quot; height=&quot;675&quot; srcset=&quot;/images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-2-480w.webp 480w, /images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-2-800w.webp 800w, /images/articles/arknights-endfield-et-son-lancement-anticipe-en-2026/screenshot-2.webp 1200w&quot; sizes=&quot;(max-width: 1024px) 100vw, 992px&quot;&gt;&lt;/p&gt;
&lt;h2 id=&quot;coming-back-today-where-to-start&quot;&gt;Coming back today: where to start?&lt;/h2&gt;
&lt;p&gt;Before downloading the update, check the available space: Homecoming required a significant download, particularly on PS5. Once in game, resist the urge to open everything at once. Resume one region, check its power supply and its production chains, then use the trial stages to discover the new operators without immediately committing your resources.&lt;/p&gt;
&lt;p&gt;The &lt;a href=&quot;/en/arknights-endfield-beginners-guide-getting-started-2026/&quot;&gt;Endfield getting-started guide&lt;/a&gt; helps put priorities back in order. For installation, cross-save and minimum requirements, our &lt;a href=&quot;/en/arknights-endfield-platforms-requirements-storage-cross-save-2026/&quot;&gt;updated launch page&lt;/a&gt; gathers the technical information.&lt;/p&gt;
&lt;p&gt;Six months after launch, Endfield does not need to be declared “saved” or “revolutionized”. The useful signal is more modest. Homecoming tackles pipes, update storage and several AIC manipulations that weigh on every session.&lt;/p&gt;
&lt;p&gt;In practice, this matters more for daily players than the two new 6 star operators: a smoother factory is felt every session, while a banner character only changes one rotation. That is the difference between a patch that adds content and a patch that removes friction. For players who log in once a month, the priority is the opposite: the new zones give a concrete reason to come back.&lt;/p&gt;
&lt;h2 id=&quot;a-useful-timeline-rather-than-a-pile-of-patch-notes&quot;&gt;A useful timeline rather than a pile of patch notes&lt;/h2&gt;
&lt;p&gt;On &lt;strong&gt;January 22, 2026&lt;/strong&gt;, Endfield opens its servers with a campaign whose first prerequisites were lightened, more rewards in some exploration chests and a first pass of fluidity on skills. This foundation already tries to bring together three activities that could easily live separately: traveling through Talos-II, feeding the AIC and progressing operators.&lt;/p&gt;
&lt;p&gt;In spring, GRYPHLINE’s communications focus on the concrete problems reported after launch. The May announcement around &lt;em&gt;Sketches of Lost Heirlooms&lt;/em&gt; notably presents backup power for regions in outage, a more direct return to Dijiang after visiting a friend and several planned improvements for the top-down view. The common message is clear: reduce the moments where the interface prevents the player from executing a plan they already understand.&lt;/p&gt;
&lt;p&gt;On &lt;strong&gt;June 5&lt;/strong&gt;, &lt;em&gt;Sketches of Lost Heirlooms&lt;/em&gt; adds Wuling - Sword Vault Dale, Mi Fu and Camille. Then Homecoming arrives on &lt;strong&gt;July 16&lt;/strong&gt; with Yinglung Pass, North Wuling Exclusion Zone, Arcane and Liino. In six months, the game has therefore expanded Wuling while continuing to rework its industrial tools.&lt;/p&gt;
&lt;p&gt;This timeline helps distinguish horizontal growth from structural improvement. Zones and operators give reasons to come back. Pipe, selection and power fixes determine whether that return lasts after the new chapter is discovered.&lt;/p&gt;
&lt;h2 id=&quot;what-a-player-away-since-january-should-check&quot;&gt;What a player away since January should check&lt;/h2&gt;
&lt;p&gt;Start with the client itself. Homecoming required an update and a new resource download: about &lt;strong&gt;16 GB on PC&lt;/strong&gt;, &lt;strong&gt;9 GB on Android&lt;/strong&gt;, &lt;strong&gt;10 GB on iOS&lt;/strong&gt; and &lt;strong&gt;47 GB on PS5&lt;/strong&gt;, with extra margin for extraction. These values belong to this specific version, but they remind us that too little free space can block the return before even the title screen.&lt;/p&gt;
&lt;p&gt;Once connected, check the server and the save before modifying the account. Cross-platform synchronization works with the same account, but a wrong server can give the impression that progression has disappeared.&lt;/p&gt;
&lt;p&gt;In game, then resume three markers:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;the power supply state in each region;&lt;/li&gt;
&lt;li&gt;the first AIC chain still providing a useful material;&lt;/li&gt;
&lt;li&gt;the four operators of the best developed composition.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;This assessment is more effective than an immediate tour of every event page. It reveals the permanent systems that evolved during the absence. The combat stages of the new operators can be tested afterwards, without that discovery forcing an investment.&lt;/p&gt;
&lt;h2 id=&quot;the-point-to-watch-going-forward&quot;&gt;The point to watch going forward&lt;/h2&gt;
&lt;p&gt;Homecoming confirms a sustained version rhythm. This schedule can maintain interest, but it also increases the number of menus, currencies and decisions visible on return. The assistance functions announced by the team, such as built-in definitions in dialogues or more precise selection in the top-down view, become essential then.&lt;/p&gt;
&lt;p&gt;The success of the follow-up will not be measured only by the number of zones or characters added. It will depend on Endfield’s ability to keep a clear reading of its loops: produce to develop a region, explore to feed production and compose a team to open the route. As soon as one layer no longer feeds the other two, it risks becoming a standalone chore.&lt;/p&gt;
&lt;h3 id=&quot;sources&quot;&gt;Sources&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;https://endfield.gryphline.com/en-us/news/9574&quot;&gt;Official worldwide launch announcement&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://endfield.gryphline.com/en-us/news/9577&quot;&gt;DEV Comm on AIC improvements&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;https://endfield.gryphline.com/en-us/news/5200&quot;&gt;Official Homecoming version notes&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content:encoded><category>mobile</category></item></channel></rss>