It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

high rated
Changelog for Patch 2.41 (added 13 September 2017):

- Quanta cost removed from PHC Sensor Tower
- Fixed crash that would sometimes occur when placing buildings
- Fixed crash with Ryzen CPUs
- Other stability improvements.
- Fixed a bug where buildings would stop doing damage after 2048 buildings had been constructed.

Changelog for Patch 2.40 (added 13 September 2017):

- For the full changelog, please visit -
high rated
Changelog for Patch 2.50 (added 18 September 2017):

- For the full changelog, please visit -
high rated
Changelog for Patch 2.60 (added 06 November 2017):

- For the full changelog, please visit -
high rated
Changelog for Patch 2.65 (added 20 December 2017):

New Scenario Splash Art
- We have updated the thumbnails for most of the Scenarios so that each one now has their own unique image, instead of having a few shared among them.

New Benchmark Screen
- We have improved the layout and appearance of the pre-benchmark screen.

Quality of Life
- Regions can now be claimed from players who have disconnected from a multiplayer match
- Damage status updates for Dreadnoughts, Juggernauts and the Nexus will always play immediately

In 2.5, we reduced the health of the Assembly to make it weaker than the PHC Counterparts to compensate for its versatility. Since it can no longer produce air units, we are restoring some of that health.
- Increased Health of Assembly from 1200 to 1600
- Orbital Nullifiers (Structures) will no longer block capturing of regions

Campaign Changes
- Avatar and Sapper advanced defences now available in most missions
- Juggernauts and Nexus Health upgrade now available on King of the Hill scenario

Imminent Crisis
- Fixed some inconsistent grammar between the audio and text in Deneb
- Medic is now available in Deneb
- Falcon is now available from the beginning of Calethaon
- Removed Dialog about Smarties in Calethaon as it felt abrupt and out of context. (Due to lacking another now obsolete line to preface it)
- Delayed the arrival of the Overmind on Artorius when playing on lower difficulties, to varying degrees
- Barrager is now available on Roceda & Silgul
- Increased starting Quanta on Decanus to compensate for increased cost of Incursion

The changes to Substrate air production in 2.6 created some issues in the Escalation campaign which we are now addressing. We are also removing some outdated dialog that now provides incorrect information.
- Aviary is now buildable in Betelgeuse and Rosette with Pan, Dominator and Punisher unlocked
- Removed obsolete dialog about Harvesters in Betelguese
- Removed obsolete dialog about Saboteur in Rosette
- Removed obsolete dialog from Lagoan revealing the Brute Mk2 and Hera
- Removed confusing and misleading mention of Harvesters from Leo

Map Changes
We're fixing some map issues and changing a few maps that had too low a proportion of Radioactives, which limited strategic diversity.
- Fixed unbuildable Radioactives Deposit on Lyra
- Fixed unbuildable Metal Deposit on Aenghus
- Added additional Radioactives Deposits on Shredded
- Added additional Radioactives Deposits on Manannan
- Added additional Radioactives Deposits on Anishanaa
- Balanced all 6 spawns on Anishanaa
- Fixed a disconnect between two regions in "Crack the Shell"
- Adjusted Turinium requirements on several team game maps to reduce outliers that were set too high or too low

Bug Fixes
- Fixed several tooltip errors
- Fixed a bug where "Turtle Wars" Scenario had invulnerable turrets.
- Fixed a bug where Medics were still running towards buildings, despite no longer being able to repair them
- Fixed a bug where multiple Engineers were losing their build speed bonuses after the first structure
- Fixed a bug where hotkeys weren't showing up on Quantum Upgrade icons
- Fixed a bug where pending Logistics warnings were not showing up for peers in a multiplayer game.
- Fixed a bug where the Pan didn't have an icon on the Empire Tree
- Fixed an issue where holding down the mouse click when using attack move would instead box select
- Fixed a bug where Juggernauts would do low damage after obtaining huge amounts of levels and upgrades
- Improved the visual weapon alignment of the Sentinel, Carving, Falcon, Serpentine, Starburst and SkyEnder turrets.
- Fixed a bug where Nano Mesh Barrier could be cast on dead units which would then lock out the ability

Legacy Changes
- The following was implemented in 2.6 but was not documented in the changelog
- Disruptor Tower can no longer target air units.
high rated
Changelog for Patch 2.71 (added 15 February 2018):

- Control of the skies is important, especially on large maps, due to the mobility of air units and their capacity for harassing Extractors around the map. We are making several changes to air units to make air control less crucial and ground heavy strategies more viable.

- The Atlas was overshadowing the Apollo. We are lowering its range and armor-piercing so the Apollo is a better scaling choice into the late game.
- Armor-piercing removed
- Range reduced from 1200 to 1100

Emergency Turret
- The Emergency turret was under performing, especially when compared to the Serpentine Turret
- Damage increased from 10 to 14

- Upgraded air defences are very potent due to their splash damage, but basic air defences fell short. Constables and Blossom Launchers will better be able to defend against enemy air harassment.
- Damage increased from 60 to 75

Blossom Launcher
- Damage increased from 20 to 25

- Both air fighters are having their suitability reduced to improve the potency of all ground based anti-air.
- Health reduced from 410 to 350

- The Dominator and Punisher had a tiny amount of health relative to their shields. We are replacing some shields for health as it was inconsistent with other Substrate units and made them especially vulnerable to EMP Pulse.
- Total health/shields reduced from 390 to 350
- 100 shields replaced with health

- The Hades was still lacklustre and due to the damage increase of basic air defences, the Hades is getting a small buff.
- Damage increased from 50 to 60

- Most of the Punisher's delay comes from it's movement, flying around to re-strafe its target. However, if the Punisher continually targets units in front of it, such as extractors across multiple resource regions, the Punisher's damage output is enormous. We are increasing the Punisher's weapon cool down so it's less potent for sniping multiple Extractors.
- Weapon cooldown increased from 2.1 to 3.1
- 200 shields replaced with health

Air Marauder
- Metal cost increased from 450 to 500

Air Rampager
- Total Health/shields reduced from 1800 to 1700

Air Harbinger
- The chance to miss has been removed from most weapons due to unnecessary RNG and the visual inconsistency it causes. The Harbinger is losing its chance to miss.
- Accuracy increased from 90 to 100
- Damage reduced from 250 to 225

Substrate Nexus
- The secondary weapon on the Substrate Nexus looked strange as the projectile was incredibly slow. Its projectile speed is increasing to look more potent.
- Secondary weapon projectile speed increased from 125 to 500
- Secondary weapon damage decreased from 5 to 4

- In 2.5, we reduced the health of the Assembly to make it weaker than the PHC Counterparts to compensate for its versatility. Since it can no longer produce air units, we are restoring some of that health. This change was intended for the 2.65 update which it was accidentally left out of.
- Increased Health of Assembly from 1200 to 1600

- The Pulverizer had too much range for a tier 1 defense, making it difficult to counter with artillery cruisers.
- Range reduced from 1000 to 900

EMP Pulse
- EMP Pulse was too effective, able to completely turn Cruiser fights, especially when combined with Plasma Storm.
- We are increasing the cost of EMP Pulse so it's more of an investment from the PHC player.
- Quanta cost increased from 150 to 200

- The Hyperion was over performing as it's 20% armor-piercing gave it too strong performance against other Dreadnoughts. We are removing its armor-piercing to better distinguish it from Dreadnought killers.
- Armor-piercing removed from main weapon

- Battleline & Battleline Frenzy
- Increase Turinium Requirements from 500 to 1500

- Moved spawning locations so no Nexus spawn within range of nearby creeps

- Improved detail on top and bottom of the map
- Campaign & Scenarios
- Tormentor and Atlas are now available on all Campaign and Scenarios missions.

Escalation Leo
- Partially due to the Constable buff, we are making Leo easier as it was too difficult compared to most other campaign missions.
- Increased starting resources on low difficulties
- Improved starting defenses on low difficulties
- Lowed additional AI upgrades on higher difficulties

Escalation Betelgeuse
- Betelgeuse was too easy on high difficulties, but required lots of sitting around waiting. We are making the mission more exciting by reducing the enemy upgrades but adding to the enemy waves sent out at the player making defense more challenging.
- Lowered the amount of enemy upgrades on high difficulties
- Decreased delay before enemy waves are sent to the player on high difficulties
- Added additional Constables in the main enemy base
- Increased the amount of units sent in the enemy waves when playing on high difficulties

Overlord Scenario
- Overlord and King of the Hill were the only two scenarios that didn't get an update in 2017. Overlord suffered from too many narrow pathways and insufficient Radioactives Deposits, limiting the player's options. Despite this, the mission was far too easy on high difficulties.
- Widened the pathways around the map.
- Added additional Radioactives deposits.
- Enemy AI now gets free waves of units on high difficulties
- Friendly AI is weaker on high difficulties

King of the Hill Scenario
- King of the Hill was old and outdated, lacking units from Escalation. The difficulty settings for Kill of the Hill was unnecessary as it was an endless wave survival mission, the challenge is seeing how long you can hold out for. We are removing the difficulty setting so that it is standardized, making it easier to compare scores and struggle to improve your survival time. The map is getting some quality of life changes, more unit variety and additional late game juggernaut waves are being added to prevent experienced players from holding out indefinitely with Juggernauts.
- Removed difficulty options, only playable difficulty is now Normal
- Slightly delayed first ground wave to give more plays time to build up
-Revealed the player’s nearby surroundings.
- Added a “Hold out as long as possible” objective
- Widened the thickness of the high ground and attack path surrounding the base
- Blocked off the northern entrance into the player's base. The player now only has to defend south.
- Placed a ramp on the east and west high ground
- Added Masochist, Athena, Hera and Eradicator into enemy waves
- Removed early Pan scout wave
- Replaced every second Overmind wave with a Retributor wave that comes from the west.
- Lowed the amount of Furies in the early fury wave and included a Hades squadron and Punisher
- Removed Drone Swarms sent at the player
- Added Juggernaut waves starting at 32 minutes
- Added Experimental Eye of Darkness waves starting at 45 minutes.
- Audio Volume Adjustments
- There were many issues with the volume of weapon effects, some weapons were too loud or quiet, while many secondary weapons on Dreadnoughts were just as loud as the primary weapon. We are rebalancing many of the weapon effects to ensure volume levels are more consistent and better reflect the potency of the weapon type.
- Increased volume of Prometheus main weapons
- Decreased volume of Prometheus secondary weapons
- Increased volume of Savager primary weapons
- Decreased volume of Retributor secondary weapon
- Decreased volume of PHC & SS Mobile Nullifier weapon
- Decreased volume of Charon weapon
- Decreased volume of Rampager Secondary weapon
- Increased volume of Eradicator primary weapon
- Decreased volume of Eradicator secondary weapon
- Increased volume of Punisher weapon
- Increased volume of Mauler Primary weapon
- Increased Volume of Rampager primary weapon
- Decrease volume of Zeus secondary weapon
- Increased volume of Hera weapon
- Increased volume of Air Harbinger
- Decreased volume of Mauler secondary weapon
- Decreased volume of Destructor secondary weapon
- Lowed Volume of Masochist
- Increased volume of Nemesis primary weapon

Bug Fixes
- Tormentor and Atlas now have Capture Beam visual effect
- Fixed an issue on Influx where Nexus destroyed would cause Relay destroyed text to play
- Fixed an issue where Nihilon wasn’t referenced properly in the Genesis Campaign if the Oblivious DLC was off
- Fixed an issue on Genesis Griffinclaw where the bonus objective was stuck and not able to be completed.
- Fixed typo in Ascension
- The Experimental Eye of Darkness destroying the player Nexus now properly causes a loss on Ascension
- Atlas is now build able on Against All Odds Scenario
- Fixed missing Metal Deposits on Galatea
- Fixed Archer and Athena targeting issue
- Weapons Damage Quantum Upgrade now specifies the damage bonus also applies to Orbital Abilities
- Fixed visual weapon alignment of Air Rampager
- Increased size of the string table to support additional German language tags
high rated
Changelog for Patch 2.75 (added 17 May 2018):

- For the full changelog, please visit -
high rated
Changelog for Patch 2.76.52940 (added 17 October 2018):

- After much testing and iteration, 2.76 has launched! 2.76 is a minor balance patch to improve strategic diversity. Most of the changes are subtle, but the heavy cruisers are receiving some significant power reductions.

- The Martyr is underperforming but buffing it required careful consideration to not give Substrate too much early capping power over PHC. The Martyr is receiving a cost reduction to further distinguish it from the reaper and make it more cost-efficient.
- Metal Cost reduced from 90 to 75
- Build time reduced from 19 to 16

- Archers suffered from their targeting priorities where they would bypass dreadnoughts to attack cruisers. We are equalizing their targeting priorities for all but frigates and buildings so they attack whatever is closest.
- Cruisers, dreadnoughts and juggernauts now share the same targeting priority

- We are reducing the efficiency of the Medic when healing heavily armored units as they were skewing dreadnought and juggernaut battles too much for their cost.
- Heal ray armor piercing reduced from max to 20%
- Healing “Damage” reduced from 67 to 60.
- Self healing per second reduced from 4 to 1

- The Artemis was overperforming against Substrate frigates, as a few of them could negate large armies due to their AOE against clumped up soft targets. The Artemis was overshadowing the Zeus in the late game, we want players to counter frigates by investing in anti-frigate units, rather than doing so with the anti-building siege unit.
- Missile attack AOE reduced from 60 to 30

- The Athena vs Mauler performance was quite similar, but the Athena was noticeably better against heavier targets. We are lowering the damage of the Athena to put it more in line with the Mauler.
- Damage reduced from 235 to 220

- The Hera was too versatile and lacked proper counters, we don’t want the heavy cruisers to make lighter cruisers obsolete. As well as reducing its durability and armor-piercing, we are increasing the damage in exchange for a cooldown increase (nerf) to increase its frigate overkill and thus making them more vulnerable to Reapers & Archers. Lowering the armor-piercing makes the Nemesis more desirable in comparison for attacking dreadnoughts & juggernauts.
- Metal cost increased from 600 to 640
- Damage increased from 130 to 170
- Cooldown increased from 2.1 to 2.75
- Attack range reduced from 1100 to 900
- Armor piercing reduced from 40% to 30%
- Armor reduced from 60% to 30%
- Health reduced from 2500 to 2400

- The Eradicator was also too powerful and is getting its durability reduced, alongside a damage reduction to its secondary to make it more vulnerable against frigates. It’s also receiving an increase to its energy regeneration as it was too reliant on Capacitors which could be quite frustrating when it loses the ability to fire.
- Armor reduced from 50% to 30%
- Energy regeneration per second increased from 1 to 1.2
- Secondary weapon damage reduced from 4 to 1
- Secondary weapon cooldown increased from 3.5 to 5
- Secondary weapon shots per volley reduced from 15 to 5
- Main weapon cooldown increased from 4.8 to 5.2
- Attack range reduced from 1100 to 900
- Total health/shields reduced from 2600 to 2200

- Dreadnoughts are getting a large indirect buff due to the changes to Heras, Eradicators and the Eye of Darkness. However, we’re making a small additional change to the logistics prices to make Dreadnoughts more viable in the late game and have their logistics more accurately reflect their cost. We've been considering a wider buff to dreadnoughts such as a health increase but that would have a lot of knock-on effects such as difficulty of some campaign missions and Substrate may suffer from their less accessible armor-piercing. We wanted to keep the scope of this update small while all our attention is on Star Control: Origins. We'll be monitoring how dreadnoughts perform post-2.76.
- Hyperion, Chronus, Retributor and Overmind logistics cost reduced from 100 to 90.
- Prometheus and Savager metal cost reduced from 6400 to 6000
- Overmind Metal cost increased from 3200 to 3600

Eye of Darkness:
- The Eye was too dominant and is receiving a damage reduction to prevent it from two-shotting dreadnoughts by default.
- Damage reduced from 7000 to 6500

- The Hades was providing too much value for its price as it could annihilate standard frigates in a single pass, particularly Archers, and its armor-piercing overshadowed the Air Marauder for engaging tougher targets.
- Metal cost increased from 250 to 270
- Radioactives cost increased from 180 to 190
- Armor-piercing removed
- Air Harbinger & Strategic Bomber
- The heavy air units costed a disproportionately high amount of logistics which we are reducing.
- Logistics cost reduced from 60 to 50

Nano Transport
- Nano Transport was so much stronger than the PHC Charon Cruiser as it could be instantly placed anywhere on a tough dreadnought only for a quanta cost. This resulted in too much death blobbing rather than dynamically spreading out forces or having a vulnerable Charon that could be picked off.
- Quanta cost increased from 200 to 300

Thanks to our community for being active with the game and leaving feedback!
high rated
Changelog for Patch 2.77.54698 (added 15 November 2018):

- We have a small patch for you that improves the font display on different resolutions and two new maps.

- One of the main hardware barriers for Ashes was the 1080p requirement since the text displays did not properly function on resolutions below 1920 x 1080. While we definitely still recommend players use at least a 1080p display, we have made some changes to UI scaling and font system so that it will better viewable on different resolutions.
- Update font system so text doesn't look as fuzzy (especially the smaller text)
- UI Scale now goes to 140%

- We have two new maps from the recent community map competition. We have polished and given minor updates to these maps, but thanks to the original authors who made these great 8 player maps!

- Fornax
- Author: Luxlupus
- Mode: 4v4
- Size: Medium
- Terrain: Snow

- The center of fornax is an empty no man's land with only a few Turinium Generators. Prepare for static defense lines as resource locations are quite safe.

- Alpha Repeculae (Formerly United)
- Author: GlorymanRTS
- Mode: 4v4
- Size: Medium
- Terrain: Terran

- The sides of Alpha Repeculae contain the majority of the Turinium Generators, forcing the central pair to toss up between coordinated assaults against their rivals, supporting the side partners or flanking around to harass exposed locations.
high rated
Changelog for Patch 2.80.3 (added 12 June 2019):

- We’re scaling up the size of many units and buildings to help distinguish and communicate the unit's functionality to those who are new to the title. We’ve also slightly adjusted the camera angle so it’s less top-down and more titled. It’s minor, but helps distinguish unit silhouettes by making things look more 3D.
- Unit and building sizes increased
- To compensate for size increases:
- Units are created with more distance between them.
- Unit spacing increased
- Updated Collision boxes and collision avoidance behavior.

- We’ve slightly adjusted the camera angle so it’s less top-down and more titled. It’s minor, but helps distinguish unit silhouettes by making things look more 3D.
- Modified camera angle at medium to close zoom levels.
- Increased size of explosions.
- Unit hover pods are no longer affected by player color.
- Improved Terran morning lighting.
- Improved deformable terrain around buildings.
- Improved the colors on buildings.
- Reduced emissives intensity

- This update has many balance changes, in particular aimed at making dreadnaughts more viable and better equalizing the power of each faction's orbital abilities. Balance is overall in a good spot so these are mostly small changes.

- Damage increased from 15 to 16

- Health reduced from 90 to 80

- The Tormentor was too lacking in a role and will now be an excellent way of dealing with Archer spam. Previously Substrate could have issues dealing with mass frigates.
- Damage increased from 75 to 80

- This should see Reaper blobs clump up less to dive after a cruiser and make it less vulnerable to splash damage.
- Targeting priorities changed to engage all targets equally

Drone Hive
- Drones will no longer get one-shot by the Atlas frigate as it was too easy to shut down.
- Radioactives cost reduced from 90 to 80
- Drone health increased from 15 to 20

- Metal cost from 310 to 350
- Radioactives cost from 46 to 66

- Plasma Rain Launcher damage increased from 13 to 14

- The Caregiver and Regenerator are receiving a small performance boost to give Substrate more of a chance to withstand Artillery Post bombardment as well as mitigate Plasma Storm and EMP Pulse.
- Regeneration increased from 40 to 45

- PHC have two engineer spawn abilities, so they naturally will ramp up less by mixing it between both of them. Also a QoL change for the Avatar as it would often engage enemies and move out of build range as a result.
- Leash removed - It will no longer move to engage
- Quanta cost ramp up reduced from 0.25 to 0.20

- Typically players cruiser spam into air and juggernauts while skipping dreads. We want to make dreads tougher to have them see more use.
- Retributor, Cronus, Hyperion and Overmind health increased from 14,000 to 15,000
- Savager and Prometheus health increased from 16,000 to 17,500

Eye of Darkness
- This change was supposed to be in 2.76 but was accidentally not included. This will make turtling up and rushing the Eye while skipping dreadnought production much riskier.
- Metal cost increased from 22,000 to 24,000
- Radioactives cost increased from 22,000 to 23,000
- Quanta cost increased from 12,000 to 13,000
- Logistics cost increased from 300 to 325
- Build time cost increased from 900 to 1000

- The Instigator was underperforming and will now be able to clear creeps with its weapon.
- Now has a weak laser
- Acceleration increased from 600 to 800
- Cost reduced from 350/80 to 250/60
- Logistics reduced from 10 to 6
- Build time reduced from 40 to 35

- The Hades Bomber was the only non-fighter that came in a squadron of 3. This created balance problems where Hades flocks would shrug off Air Eliminators but then get deleted by splash such as the Falcon. We are reducing the squadron size to 1 and tweaking it to compensate so that it is more consistent against other anti-air types. Reducing the squadron size will also fix the targeting issue of the Hades sometimes not dropping its bombs.
- Squad size reduced from 3 to 1
- Hades will no longer pass without dropping bombs
- Damage increased from 60 to 75
- Health increased from 625 to 1200
- Metal cost reduced from 270 to 220
- Radioactives cost reduced from 190 to 150
- Logistics cost reduced from 9 to 7
- Build time reduced from 45 to 40

Artillery Post
- The Artillery Post was too spammable in certain maps, especially team games.
- Minimum range increased from 200 to 500
- Maximum range reduced from 3000 to 2800

- Regeneration increased from 30 to 35

Carving Turret
- PHC had too many Orbital Abilities that could influence cruiser engagements while Substrate only had Drone Swarm. Carving Turret is now only able to engage Dreadnaughts and Juggernauts to even out PHC’s orbital advantage.
- Can no longer target frigates, cruisers and buildings

Drone Swarm
- Drone Swarm was shut down too easily by armies that had modest amounts of anti-air.
- Drone health increased from 15 to 30
- Health per second increased from -0.5 to -1 (To retains its 30 second life)

Nanite Assassination
- While expensive and limited to only a single target, players may wish to use this ability to snipe a Hera, Engineer or other crucial units like a sieging Artemis.
- Can now target cruisers
- Damage type changed to direct for instant killing.

Plasma Storm
- Plasma Storm was too impactful so we have reduced its damage per second and slightly increased its duration so players have more opportunity to escape from it or sustain through with Caregivers and Regenerators.
- Damage reduced from 15 to 10
- Duration increased from 30 to 35

- Updated Carving Turret & Nanite Assassination tooltips to reflect changes
- Removed obsolete “Armor piercing” and “Area Damage” tooltips from Artemis and Destructor main weapon.
- Removed obsolete “Targets radar contacts” from 8 weapons. (Everything can now target radar contacts)

- Fixed Shader corruption bugFixed a hang when starting the Benchmark
- Fixed Saboteur targeting issue causing it to stop firing
- Fixed a bug where Nanite Assassination would sometimes miss moving dreadnoughts.