Ray M. said: Riley D. said: We are definitely looking into this as a possible feature for the next big update -- I think it's a cool feature as well...however, the main thing that might keep it from happening is figuring out a way to do it that doesn't require massive amounts of data. For example, if you have a 100x100 grid map, that is 7000x7000 pixels. Keeping track of exactly which "pixels" have been exposed or not would be a massive amount of data. Really the only way I can think of that this would be feasible from a technical standpoint is to have some sort of "polygon-based" system, where we could "merge" polygons together as you explored the map...but I'll have to give it some more thought. What if you, on drop, tested what grid positions were at least 50% revealed, and then record the grid position as revealed or not. Reduces the data set in your example from 49,000,000 positions to 10,000. On reload, the Fog of War would appear jagged, but most game systems I've used compute line-of-sight in a similarly binary system. could you remember which grid positions have been visited and calculate on the fly in a greyed out 100% light rather than full dynamic light? Might mean a lot of rendering, but certainly a lot less memory.