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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 -
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Changelog for Patch 2.50 (added 18 September 2017):

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

- For the full changelog, please visit -
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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.
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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
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Changelog for Patch 2.75 (added 17 May 2018):

- For the full changelog, please visit -
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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!
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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.
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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.
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Changelog for Patch 2.90.3 (added 14. November 2019):

Artillery & Base Defense Rework

Base Defenses and artillery Cruisers are getting a rework to make the game flow better and be more intuitive to new players. (Rather than 10 Cruisers getting destroyed by a single Sentinel.) Previously certain units were unable to attack structures or units with their main weapon which was contrived and inflexible, making units fit into overly rigid roles.

• The following cruisers can now attack buildings with their main weapons: Athena, Mauler, Zeus, Nemesis, Avenger
• Artemis and Destructor Artillery cruisers can attack units (but have difficulty attacking targets moving dynamically)
• Base defenses build time reduced by approximately 25%


Reworked to have a single unified weapon against all targets. Missile DPS increased to match lost Harpoon.

• Harpoon attack removed
• Missile attack now uses harpoon visual effect
• Missile attack can now target buildings
• Damage increased from 32 to 85
• Attacks per volley increased from 2 to 6
• Projectile speed reduced from 200 to 150
• Health reduced from 820 to 520
• Movement speed reduced from 150 to 100
• Metal cost increased from 325 to 380
• Minimum range increased from 100 to 300
• Radioactives cost increased from 57 to 90


• Can now target units
• AOE increased from 0 to 10 (This means that the specific locations of each rain drop applies damage, rather than the damage “tracking” the target)
• Health/Shields reduced from 200/720 to 100/400
• Movement speed reduced from 150 to 100
• Secondary weapon damage reduced from 10 to 2
• Minimum range increased from 50 to 300
• Metal cost increased from 305 to 380
• Radioactives cost increased from 56 to 92

Base Defenses Build Times

Base Defenses are getting build time reduction to compensate for Cruisers being able to attack them with main weapons.

• Smarties from 35 to 25
• Barrager from 50 to 45
• Sentinel from 65 to 44
• Oblivion from 80 to 60
• Drone Bay from 65 to 40
• Repair Bay from 70 to 50
• Constable from 30 to 25
• Falcon from 60 to 45
• Air Eliminator from 80 to 60
• Annihilator from 38 to 28
• Heavy Annihilator from 45 to 40
• Disruptor Cannon from 90 to 70
• Pulverizer from 70 to 48
• Exterminator from 90 to 60
• Drone MRV from 60 to 40
• Regenerator from 60 to 40
• Blossom from 35 to 30
• Starburst from 65 to 45
• Skyender from 80 to 60

Frigate Rebalance

Frigates were too weak after the early game because their build speed was disproportionately long and their damage too low to justify their vulnerabilities. Frigates will now be much more spammable and control the flow of the early game, while remaining an option for overwhelming units and defenses that lack splash or rapid-firing weapons. Furthermore, the huge frigate buffs allow the Athenas and Maulers to gain frigate targeting with main weapons but still remain weak against them.

• Reduced build speed of all frigates by approximately half
• Reduced cost or increased power of all frigates
• Athenas and Maulers can target frigates with primary weapons.


Martyrs and Reapers are getting their squad sizes flipped to make Martyrs better against weapons with long reloads, such as Archers and Sentinels.

• Movement speed increased from 150 to 160
• Projectile speed increased from 200 to 250
• Accuracy increased from 33 to 50
• Damage increased from 5.5 to 6
• Squad size increased from 3 to 4. (Health reduced to maintain same durability)

• Damage increased from 12 to 19
• Squad size reduced from 4 to 3 (Health increased to maintain same durability
• Range reduced from 600 to 550
• Steering module range increased (will not charge in as closely)


• Damage increased from 2.5 to 3.5
• Cooldown reduced from 1.9 to 1.5
• Metal cost reduced from 30 to 25
• Movement speed increased from 150 to 154 to float slightly ahead of Archers.


• Damage reduced from 40 to 30
• Cooldown reduced from 3.8 to 3
• Shots by volley increased from 2 to 3
• Steering module range increased (will not charge in as closely)


To make the Hermes a more viable harassment unit against undefended areas.

• Cooldown reduced from 3.9 to 2.9
• Health reduced from 100 to 75
• Metal cost reduced from 72 to 52


The big frigate buffs made the Medic less valuable.

• Reduced metal cost of from 108 to 95
• Reduced radioactives cost from 54 to 35
• Reduced build time from 20 to 16
• Reduced health from 250 to 200
• Heal rate increased from 60 to 75

Sky Cleanser

Sky Cleansers don't need to be so strong anymore with Drone Hives as a Tier 2 anti-air.

• Damage reduced from 10 to 7
• Removed armor-piercing


• Lowered tormentor cost from 196 to 180
• Increased steering module range


To remove contrived and unintuitive balancing, the Athena and Mauler can target frigates, though it will still be weak against them due to a long reload. To compensate for Frigate and building targeting, they are losing health, gaining cost, and frigate damage is being increased.

• Can target frigates with all weapons
• Health reduced from 1000 to 920
• Metal cost increased from 350 to 410
• Reduced range of Athena outer (One of its secondary weapons) from 600 to 400 to be consistent with other weapons
• Reduced damage of Athena outer from 30 to 25


• Can target frigates with all weapons
• Health/Shields reduced from 980 to 910
• Metal cost increased from 380 to 400


• Reduced how far units will spread out in army formations

Engineers & Constructor

Stacking a big blob of build to make things unkillable was cheesy and will be weakened.

• Halved repair rate


• Lightning Whip range increased from 250 to 300

Drone Hive

The Drone Hive is being reworked into an anti-air unit to give Substrate more flexibility and to distinguish it from the Avenger and Masochists' that both had anti-frigate roles.

• Drone Hive’s drones now have an anti-air beam weapon and are incapable of targeting ground units.
• Drone Hive now has a weak turret weapon to engage ground targets
• Reduced metal cost from 350 to 320
• Reduced radioactives cost from 80 to 50
• Increased hover height of Anti-air drones


Caregiver and Regenerator are both getting a buff to assist in replenishing shields from the Nova Cannon

• Shield restore increased from 40 to 50


The Masochist was made obsolete by the Avenger. Now it will be a deadly counter to mass frigates.

• Damage increased from 24 to 50
• Range increased from 300 to 400

Substrate Mobile Nullifier

• Can now also be build from the Auxiliary Assembly if players have the Hunter / Prey expansion.


The slow projectile speed looked weird.

• Increased projectile speed from 230 to 400

Substrate Nexus

Another cosmetic change because before the slow-traveling weapon looked odd.

• Increased projectile speed of slow-moving weapon.
• Reduced damage and clip size to compensate.

Air Harbinger

• Damage increased from 300 to 350
• Accuracy increased from 90 to 100


The faster build time on base defenses meant countering an incoming dreadnought was too easy. It was also unfair for Dreadnoughts to be the same speed as the much faster Juggernauts.

• Movement speed increased from 72 to 92


Weaker Athenas/Mauler made the Overmind even stronger. Gets more power to forward guns but less to Drones to weaken its ability to kite away while engaging.

• Metal cost increased from 3600 to 4400
• Reduced regular Drone Swarm count from 4 to 3.
• Increased Plasma bolts damage from 10 to 20

Prometheus & Savager

Multiple Dreadnoughts taking down a Juggernaut should be more viable.

• Metal cost reduced from 6000 to 5500


The Cronus will be much stronger due to some fixes of its special abilities and more powerful s tatic defense in Hunter/Prey

• Projectile speed increased from 180 to 220
• Cronus Rail guns can no longer attack air units.
• Cronus Devastate can now target units
• Fixed an issue where the Subsonic Demolisher upgrade was not firing.
• Metal cost increased from 3200 to 4000


All Juggernauts are getting a slight power reduction to make more room for multiple dreadnoughts being viable.

• Reduced range from 1400 to 1200
• Lowered beam damage from 250 to 240


• Missile AOE reduced from 200 to 125

Eye of Darkness

• Damage reduced from 6500 to 6250

Nest of the Queen

• Removed anti-air drones


Bombers and gunships were too difficult to counter with base defenses, while air fighters would shoot them out of the sky too easily. Anti-air defenses will be better now with lower build times, and Air fighters are losing some damage.

• Lowered Cannon damage from 10 to 6


• Lowered damage from 3 to 2
• Increased accuracy from 75 to 80


• Increased projectile speed from 60 to 90
• AOE increased from 90 to 120
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Too easy to kill with Orbitals or Air runs.

• Health/Shields increased from 100/500 to 500/500

Strategic Bomber

To compensate for improvements to weapon targeting

• Increased cooldown from 3 to 6


To prevent Nemesis from outranging Annihilators, they are getting more range but less health. All basic defenses are getting armor-piercing to be stronger against Cruisers.

• Range increased from 600 to 800
• Health/Shields reduced from 1000/1000 to 800/800
• Now has 20% armor-piercing

Heavy Annihilator

• Range increased from 600 to 800
• Health/Shields reduced from 1500/1000 to 1200/1000
• Now has 20% armor-piercing

Smarty & Barrager

• Now has 20% armor-piercing

Artillery Post

Strong nerfs to compensate for the health reduction on Artillery Cruisers making the Artillery Post even stronger than before.

• Metal cost increased from 320 to 600
• Health reduced from 1500 to 1200
• Unlike other defenses, build time remains long at 70 seconds


Will no longer be able to snipe artillery cruisers automatically

• Attack range reduced from 1200 to 1000

Drone Bay

The Drone Bay shut down frigates too easily, we want frigate spam to be more viable.

• Cost increased from 340/80 to 380/140

Drone MRV

Like the Artillery Post, the health reduction on Artillery Cruisers made the Drone MRV and Shredder even more powerful.

• Health/Shields from 1200/600 to 600/600

Shredder Turret

Shredder Turret is being reworked to perform more like an artillery base defense. Although It won’t rival the PHC Artillery Post directly to compensate for its secondary Drone Pod attack.

• Plasma Ball attack can now be fired at Frigates
• Plasma Ball attack attack range increased from 1200 to 2000
• Plasma Ball attack cooldown increased from 2 to 8
• Health/Shields reduced from 1200/1000 to 600/600
• Drone Pod attack cooldown increased from 6 to 15 seconds
• Drone Pod attack range increased from 1200 to 2000
• Metal cost from 400 to 600
• Build time increased from 50 to 60 seconds


• Health/Shields increased from 1600 to 2000

Sky Factory

With Frigates becoming so much more potent, Hades rushing to nuke frigates wass overpowered.

• Metal cost increased from 175 to 250
• Build time increased from 35 to 40


• Build time reduced from 45 to 40


• Shield restore increased from 35 to 55

Emergency & Serpentine Turret

These Turrets especially suffered from the Cruiser changes.

• Now have 20% armor-piercing
• Range increased from 600 to 800
• Now block capture
• Quanta cost ramp up per cast reduced from +15% to +10%
• Can now target aircraft
• Emergency Turret damage increased from 10 to 15
• Lowered Ability cast cooldown from 5 to 0.15 seconds
• Model sizes increased.

Boost Orbital

• Lowered cast cooldown from 1 to 0.10 seconds, allowing for much faster triple casting.

Orbital Command & Subspace Streamer

To help Substrate field Harbingers and Eradicators faster as a reaction to counter an incoming enemy dreadnought.

• Build time reduced from 160 to 120


To compensate for being allowed to target buildings with cruiser weapons

• Quanta cost increased from 200 to 250

Turinium Generators

To de-emphasize pure aggression and rushing, the resource bonus from holding Turinium Generators is being reduced.

• Reduced global income bonus from 5% to 2%


• Replaced some small mountains with basins or plains on Merga, Italia and water for better unit pathing
• Increased Turinium Requirements of many maps


• Added additional connection from the Nexus to make base cutoffs less brutal


• Moved Metal & Radioactives deposits at the starting location closer to the Generators to make it possible to capture region while building Extractors, as per other maps.


Ulrich games too often were entirely decided around shoving the middle. This will give more variance to the strategies on the map.

• Moved some resources from the center to the sides
• Added additional Generator near the Nexus to make the cutoffs less brutal


• Increased thickness of Mountains near the starting locations to prevent Artillery Posts from sieging the Nexus.


• Reduced difficulty of some defense style missions and scenarios to compensate for Cruiser targeting changes.
• Swapped order of Calthaeon and Yorkshire to a more gradual introduction to new content and complexity
• Adjusted unlocks of some Imminent Crisis missions for smoother and more gradual introduction of new content.
• Reduced AI difficulty of Athena from Challenging to Normal when playing Imminent Crisis - Falnass on Normal
• Increased available resources on Falnass.


• Updated many weapons with new and improved sound effects.
• Normalized all audio files and rebalanced loudness for consistency.
• Increased max radius on audio from 3,000m to 4,000m.
• Increased maximum audio falloff distance from 2048 to 4098. This makes it so that you can hear sfx you can still visually see.
• Updated all audio files to higher quality.
• Rebalanced all sound effects, priorities, volumes and radius against one another.
• Updated all environmental audio with cleaner sounding versions.
• Removed extraneous explosion sfx from various unit/building timelines and muzzle vfx.
• Updated impact and weapon vfx to call updated sfx where needed instead of explosions.
• Added new kinetic/energy impact sfx to weapons – these play sparsely so as not to be annoying.
• Added new explosion sfx.
• Removed lots of overlapping sfx throughout the game where they shouldn’t have been. The game's audio will overall feel cleaner and more noticable.
• Added new missile/artillery impact sfx.
• Updated structure destruction sfx to better match up with visuals.
• Adjusted default volumes: Reduced music from 50% to 25%, increased effects volume from 50% to 75%. You’ll only see this if you wipe your game settings.
• Converted campaign VO from .wav to .ogg format. This should help speed up load times and reduced space on disk from 1.01GBdown to 273MB.Updated buttonclick sfx to be consistent between main menu and in-game.
• Replaced PHC, Substrate and drone movement sfx with new, better loops. Also made quieter unless you zoom way in.
• Added engine audio to damaged state on units.
• Assigned Juggernaut units their own destruction sfx.
Post edited November 18, 2019 by JohnnyCrank
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• Improved ground texture quality on all terrain types.
• EMP and Regenerate orbital Abilities now have a new unique visual effect.
• Increased view distance of SkyCleanser and Dominator shots, many Orbital Abilities, dreadnought and artillery projectiles.
• Carving Turret now has a new unique model instead of using a duplicate of the Sentinel Turret
• Added fire and heavy fire effects to the Nexus when low on health.
• Resized many unit zoom icons to be more consistent.
• Added additional detail to Athena and Strategic Bomber zoom icons as they were heavily scaled up.
• Added missing unit zoom icon to Sentry.
• Improved quality of some smoke trails.
• Added a bigger Muzzleflash effect on the Oblivion and Exterminator turrets

Quality of Life

• Ordering a unit to Stop now sets its leash range to 0. this means it will never move to engage an enemy.
• Stop command renamed to "Hold Ground"


• Increased camera angle (Is more top-down)
• Increased starting camera distance (Game will start more zoomed out when you load in)

AI Battlegroups

The skirmish AI builds battlegroups and sends them to take regions and attack the enemy. Many of these battlegroups were inefficient and have been adjusted to make the AI more challenging and use unit compositions more like a real player.

• AI will build less Capacitors
• AI will no longer build SkyCleansers and will build much less Drone Hives when playing on air units disabled.
• To avoid excessive anti-air, AI builds Reapers instead of SkyCleansers in an army lead by an Overmind or Queen
• AI builds Maulers instead of Drone Hives in an army lead by an Overmind or Queen
• AI builds Reapers instead of SkyCleansers in an army with Drone Hives
• AI will build more Maulers instead of some Avengers
• AI will build more Maulers instead of some Caregivers
• AI will build more Hades in their bomber battlegroups
• AI will build more Athenas and Nemesis instead of Zeus cruisers
• AI will build more Archers instead of Brutes


• Approximately doubled the hover height of all air units
• Many units have had their targeting priorities equalized. This prevents unwanted behavior where units dive after enemies instead of targeting based on proximity. (Many weapons where it's important still retain priorities)
• Removed unused assets to improve startup load time. (Though this will be offset by new Hunter/Prey content)
• Moved Juggernauts into a new build panel on the Dreadlaunch and Advanced Assembly to distinguish them from dreadnoughts
• Removed the ability to build air units as reinforcements on ground unit armies. This was largely pointless and causing clutter.
• Renamed "Frigates" and "Cruisers" to "Frigate Reinforcements" and "Cruiser Reinforcements" on ground armies to be more intuitive to new players.
• Updated loading tips to provide more useful information to players.
• Reduced collision avoidance force of frigates, allowing them to clump up more.
• Added info about what base defenses upgrade into on their tooltip.


• Improved Strategic Bomber targeting
• Fixed an issue where Substrate voice over alerts were only playing based on percentages of health and not also shields.
• Fixed an issue where Scan mode would get stuck on if minimizing with ALT + Tab.
• Fixed an issue where Shredder, Exterminator and Drone MRV weren't displaying properly through fog of war.
• Fixed a bug where the Overmind Static charge, Retributor Havok and Cronus Death Blossom would only fire when there were massive amounts of nearby enemies.
• Fixed an issue where some anti-air towers were incapable of targeting aircraft floating directly above them.
• Fixed display ranges not matching attack range of towers
• Fixed a typo when the host changes in a multiplayer game
• Fixed an issue where Cronus Subsonic Demolisher was not firing.
• Disabling Air Units in lobby options no longer removes Aviary and Harvesters, as they're an economy unit.
• Fixed an issue where the Hera’s weapon was able to avoid collision and shoot through terrain.
• Improved weapon alignments of some dreadnoughts and juggernaut weapons.
• Fixed a noticable ground seem on the Desert and Terran map textures.
• Fixed an issue where Atlas Frigates weren't being spawned on Entropy Scenario.
• Fixed an issue that was causing audio crackling
• Fixed an issue in Griffinclaw where the bonus objective wasn't being completed.
• Fixed a crash that occurred when unplugging an audio device
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Changelog for Patch 2.91 (added 11 December 2019):

Stardock is pleased to announce the release for version 2.91 of its RTS game, Ashes of the Singularity: Escalation today. Full change notes are below:

Stun changes
- Stuns (Phoenix, Falling Star, Stasis Hammer) no longer stack. If a unit is stunned while already being stunned, the cooldown for the stun is reset. Previously it would stack on top of each other (5 things shooting would make it stunned for 20 seconds)
- Falling Star stun will prevent base defenses from upgrading and factories from building units
- Stasis Hammer will pause the Nest of the Queen from producing more frigates.

- 2.9 caused some noticeable performance drops which are mostly being fixed through these changes.
- Adjusted Anti-Air Droves to be much less performance taxing.
- Adjusted some weapon smoke cloud effects to be much less performance taxing.

Shotgun Turret
- Shotgun was able to be outranged by Archer and Reaper when using the hold ground command.
- Increased cooldown from 0.5 to 0.6
- Decreased damage form 95 to 90
- Increased range from 500 to 525

Archer & Reaper
- Lowered range from 550 to 525
- Archer projectile speed increased from 330 to 400

- Added new improved impact effect for Punisher

Rush build Orbital
- Allows for rapidly casting on multiple structures.
- Cooldown reduced from 120 to 0.15

Nano Mesh Barrier
- Lowered cooldown from 30 to 0.25

Furies & Dominators
- Increased leash range of Furies and Dominators so they auto engage easier

- Lowered steering of Tormentor to prevent targeting issues

- Lowered secondary gun range from 650 to 450
- Increased main gun range from 400 to 450

Bug Fixes
- Engineers will no longer repair a structure after finishing a building it before carrying on with the next building queued up. This fixes a bug where engineers get stuck endlessly trying to repair an Amplifier.
- Fixed Basic & Advanced Tutorial voice over from not playing.

Standalone installers, and those of all its DLC, updated: 2.90 ⇒ 2.91