This release, available in the download section, adds the Military Faction. This faction has a large base with multiple levels and several barracks, taking a whole sector. This is a passive faction at the moment (it won't invade sectors). However, anyone who isn't military himself will be shot on sight if he dares entering in one of the buildings. In the highest level of the base you'll find the Military Commander wearing an experimental and unique weapon. However managing to kill him or even getting access should be pretty damn hard.
May 28, 2012
With the first "dungeon" nearly ready for release, even if a few things are still missing in that domain, I think it's time to explain what I am going to do next. As you will see Monday, the dungeon part in 0.6 is purely hard-coded (not moddable), so, as a result the next release will introduce ways to add / customize dungeons using the in-game modding tools. But when I am done with that (which should be relatively trivial as the whole logic behind the dungeon system is more or less ready to be integrated), I am going to explore new areas. Here is a very long post regarding this subject.
May 25, 2012
Version 0.6.0 is nearly ready, it should be available during this weekend. Sorry for the delay. This is a major release introducing the first dungeon, a highly defended military base, several new NPC jobs, and a hell lot of bug-fixes. The major gameplay related new features are the new military faction, the dungeon system, the ability for the engine to split large buildings into several rooms, and a new game-mode called "Gang War" were the police faction is removed.