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high rated
The long time missing April 2025 update for I Am Your Beast has finally been added to the GOG version today (Offline & GOG Galaxy).

EoS Update (March 05, 2026)
• An option to force keyboard prompts has been added to the settings and a small tweak has been made to the armor hit indicator to stop it from rotating along with the aiming reticle.
high rated
Banquet for Fools

Update to V1.001. With this update the game is out of Early Access!

Changelog:

Patch 1.001

Visuals

- Fixed a riviwrap scaling issue if placed in the third ammunition slot where it would show up larger than expected in the guard’s background vignette in the inventory


Adventuring

- Updated location of third and fourth Lumenin Goblets into pre-existing early access games

- Fixed issue for some early access games where Porta Dun Items weren’t visible

- Fixed a potential game freeze within the Exile Island tomb

- Fixed an issue from some pre-existing early access games where Emeni wasn’t selling her one handed scepter (shop keep in Din Sera)

- (from 1.0) in Southern Pass ruined fort - fixed a collision detection where you could click the door icon through the wall

- (from 1.0) in Southern Pass ruined fort - adjusted camera timing of going back to your guards after encounter starts


Balancing

- (from 1.0) Adjusted Stamina intercession debuff

- (from 1.0) Adjusted the dodge skill’s distance


Gameplay

- (from 1.0)increased base movement speed while in towns


Controller

- Fixed an issue for controllers where some doors in the tomb under Forten Lazure weren’t interactable
high rated
Blackwell Convergence

Update to V3.5.

No changelog.
high rated
Northgard

Update to V4.0.19.43315.

(Yes, the same version number as before. The installer is new though.)

No changelog.
high rated
(from Steam)

Die in the Dungeon update for 3 March 2026
EA Update 14: Challenges Are Here!

Hi everyone!

The next big update is now live! Let's go over all the changes:

The Dragonswipe's Hoard: Introducing Challenges!
After many rumors, the nest of the feared Dragonswipe has finally been unearthed. This greedy beast commands a shady dragonfly gang with only one goal in mind: your precious gold coins!

Your first encounter with these scoundrels will probably be the deceptively adorable Dimeonflies. These creatures use their harmless appearance to lure adventurers into trusting them and... running off with their money!

For those who feel ripped off, there is only one option: venture deep into the Monarch Grove and face the leader itself: the Dragonswipe. Among its treasure hoard, you will notice a few relics to aid you during battle... if you follow their respective challenges, of course. Who knows, maybe you'll be able to keep them at the end?

But you might be wondering: what are challenges exactly? Challenges are rules you can follow during battle in order to receive certain rewards afterward. Once the Dragonswipe is defeated, more than 30 challenges will start appearing during battles. They're optional, but completing them will certainly give you an advantage during your time in the dungeon!

Full Changelog for Build 116.0f2 (4.5.0)
- Added new enemy: Dimeonfly.
- Added new elite enemy: Dragonswipe.
- Added new unlockable challenges system.
- Added new challenge: "Old School Cool" → Do not gain Block over your Max HP value.
- Added new challenge: "Enforced Curfew" → On odd/even turns, do not use Attack Dice.
- Added new challenge: "This One Is Gonna Hurt..." → On odd/even turns, do not use Block Dice.
- Added new challenge: "Self-medication Prohibited" → On odd/even turns, do not use Heal Dice.
- Added new challenge: "Raw Power" → On odd/even turns, do not use Boost Dice.
- Added new challenge: "Base 10" → No player modifier can exceed 10.
- Added new challenge: "Make It Look Hard!" → Do not end the battle with full HP.
- Added new challenge: "Can You Do This All Day?" → Do not end the battle until at least Turn 7.
- Added new challenge: "Don't Drink and Dice" → Do not use potions.
- Added new challenge: "Bathroom Break" → On odd/even turns, do not deal damage to enemies using dice.
- Added new challenge: "Target Acquired" → Do not change enemy target.
- Added new challenge: "No Cheating!" → Do not draw dice using the Draw button.
- Added new challenge: "The Die Is Cast" → Do not reroll dice using the Reroll button.
- Added new challenge: "Up to Eleven" → End the battle with more than 10 Poisonous.
- Added new challenge: "Speed Limit" → Do not use dice with the Flash property or Haste slots.
- Added new challenge: "Can't Touch Dice" → Do not unlock dice on the board.
- Added new challenge: "Frugality" → Do not end odd/even turns with more than 3 dice on the board.
- Added new challenge: "Twisted Order" → Kill enemies from highest to lowest Max HP.
- Added new challenge: "Patience is a Virtue" → Do not kill more than 1 enemy per turn.
- Added new challenge: "Year of Abundance" → Always end your turn with 1 or more remaining Energy.
- Added new challenge: "Balancing Act" → Do not have more than 2 odd/even dice on the board at the end of the turn.
- Added new challenge: "Falling Into Place" → Boost Dice should always have dice on all target slots.
- Added new challenge: "Out of Freebies" → On odd/even turns, do not use D4 dice.
- Added new challenge: "Slow Start" → Do not use any Energy on Turn 1.
- Added new challenge: "Masochist" → End the battle with half of your Max HP or less.
- Added new challenge: "Security Distance" → Do not place any dice next to another.
- Added new challenge: "Pick on the Weak" → Only kill enemies when they have 5 HP or less.
- Added 15+ new challenge rewards.
- Added new relic: Blank Sheet. When you fail a challenge, replace it with a new challenge.
- Added new relic: Handwritten Code. Challenges cannot fail on Turn 1.
- Added new relic: Mask of Apathy. When you fail a challenge, heal +10 HP.
- Added new achievement: Defeat the Dragonswipe. → Unlocks challenge system.
- Added new achievement: Complete a run without any failed challenges → Unlocks Blank Sheet relic.
- Added new achievement: Complete 5 or more challenges in the same run → Unlocks Handwritten Code relic.
- Added new achievement: Complete 50 or more total challenges → Unlocks Mask of Apathy relic.
- Modified Plenun enemy to avoid healing when no other enemy is present.
- Fixed Bloody Fang incorrectly trying to heal dead players.
- Fixed softlock in The Collector event when the deck included fewer than 6 dice.
- Fixed Infected slots increasing in size.
- Fixed Booster modifier incorrectly showing on certain enemies.
- Fixed Amphibian Plush incorrectly removing blocked damage.
- Fixed multiple Shop properties incorrectly showing the word "property" twice.

A New Challenger Approaches...
Before we go, we just got some exclusive footage from the Frog Reporter! Apparently, it's a close-up of the rumored frog who's been spotted near the dungeon entrance lately...
Wait, is she planning to... enter the dungeon!?

● ● ●

That’s all for today!

Thank you for playing!

- the ATICO team



Die in the Dungeon update for 4 March 2026
Hotfix: New Version 4.5.1 (116.0f4)

Hey everyone, just a couple of fixes to challenges. Thanks for your reports!

Full Changelog:
- Modified challenges to stop tracking enemy dice for their conditions.
- Modified Codex to remove some unused relics.
- Fixed "Enforced Curfew" challenge failing when more than 3 dice were on the board.

And thank you for playing!
high rated
A new update for Beyond Sunset is available now (Offline & GOG Galaxy).

1.0.2 (March 06, 2026)
• Fixed early enemy spawn bug on S1E1
• Removed erroneous JS lump from PK3
• Removed legacy rockets from demo map
• Fixed null pointer bug
• PRE06: added window to office complex to improve pathing
• PRE06: removed roller gate from office to improve pathing, removed computer terminal
• Fixed water and soft lock
• Improved katana blocking tolerance across skill levels to be uniform
• Removed upgrade progression from demo maps
high rated
Banquet fo Fools

Update to V1.0022.

Changelog:


Patch 1.0022

Fixed an autocasting issue for support guards, will now cast as expected based on preferences in Tactics menu


Patch 1.0021

Fixed visual bug with Din Sera armor models


Patch 1.002

Hello!

Thanks so much to everyone who’s been playing the game since 1.0!

To address some feedback on text size we’ve scaled up the text across the UI and menus to be as large as they can within the menus. We’ll continue to see what we can do about a more widespread scaling option as we make updates. Thanks!


Additions

There is now a volume slider in the settings menu for the volling text speech
A ‘reset’ button is now available in the settings menu to revert to the default hotkey positions


Visuals

Made text sizes larger where possible across the UI and menus
Fixed sprites for some of the armors not showing correctly


UI

The game feed now displays when the game auto-saves between map loads


Adventuring

Fixed issue with Din Sera armor merchant not always having items available
Fixed an issue with Lumenin Goblets potentially respawning after being collected
high rated
Terra Invicta

Updated to 1.0.32 (Galaxy and Offline Installers (Windows))

Changelog from SteamDB
Greetings Terrans!

Today's medium-sized update to Terra Invicta includes an overhaul of the trade AI and a number of other bugfixes. Prior 1.0 saves will be compatible, although you may see the AI change its behavior pretty quickly in some cases.

Here's how our AI dev described the changes to trade:

"The goal is to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use each other as a resource to fill in gaps, as well as to make it harder for the player to take advantage of (exploit) them.

"The big new idea is trade categories. Right now, that's resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a Trade Agreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs.

"When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a Trade Agreement."

We've also updated the 2026 scenario starting conditions in a few places in line with world events as of the beginning of February.

Barring any critical hotfixes, our next build may take a little longer before it reaches the default branch. We're removing a restriction on adding new text, which means we will be sending the build to our translation teams before we make it live on our default branch. We will be putting early builds on our beta branches on Steam and would welcome brave souls willing to test them out and letting us know how well our changes are working.

Changelog from https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=26&t=29984
1.0.32

A
- fixed crash when clicking refit button on a fleet that was docked at a lagrange point
- fixed crash when scuttling a fleet that has a councilor on board a ship in the scuttled fleet while they are visible in the finder
- fixed follow-on crash from above with the following changes:
1) a councilor on a destroyed ship will abort mission
2) fixed a bug determining where a councilor on a destroyed ship will go if the ship is docked at a hab, it'll now go directly to docked hab if available
3) you can no longer order a scuttle in a fleet with your councilors that isn't docked at one of your habs so you don't accidentally kill him

B
- Solar System camera zoom speed scaling adjustment (mostly to handle trackpad acceleration)

1.0.31

A
6000 - Fixed crash when clicking on a ship in strategy layer that was no longer valid/destroyed
5998 - Attempt fix for rare crash in operations UI when army is destroyed
6003 - fixed crash when fleet bombards a hab with no valid modules to target
5879 - Fixed precombat crash when evading due to extended pursuit UI toggle state not being reset properly between combats, additional safety code
6004 - Prevent NRE on load on trajectories who's destination is outside the solar system. Safety code that was trying to reconstruct the destination orbit of bugged trajectories was erroneously firing in response to trajectories that truly lack destinations. This caused an NRE when we tried to dereference the nonexistent destination.
5970 - Attempt fix for rare crash when clicking on enemy councilors on geoscape
6001 - attempt fix for rare combat crash with damage visualizations

B
- 5996 - fix for cohesion and priority tooltips in nation info screen going outside of screen bounds
- Fixed expected tech winner logic picking wrong faction when leader had low current research but already had a lead that was impossible to overcome
- fix a logic error when secondary explosions were triggered when ships took internal damage to explosive components during combat that was causing them to do no damage

C
- fixed annoying trade input field behavior adding 0 when trying to delete and type a new number
- martyrs will now show up with the warning flag in the targeting dropdown consistent with other UIs

1.0.30

A
- Bug #5969: Save repair: AdHoc orbits with NaN arguments of periapsis now set it to 0 to avoid crashing later. This doesn't address the root problem -- which somehow set arg periapsis to NaN without breaking the fleet's mean anomaly at epoch, which relies on it.
- Bugfix #5971: Fixes bug where a fleet could have a deleted Ad-hoc orbit as a destinationOrbit, which would cause a crash bug when looking at the fleet. Now we won't delete Ad-hoc orbits if any fleet has them as an (eventual) destination (i.e. there will be another transfer between the current one and the ad-hoc orbit). Added save repair to fix existing instances of this bug.
- 5816: nullcheck for nonsensical and unreproducible crash in turret visualization code.
- Fix for rare crash on GOG when attempting to process achievements
- fixed rare crash when game attempts to trigger Haunted Forest event under certain conditions
- 5977 - Added safety code to attempt fix for rare crash when hovering over destroyed ship in combat
- 5955 - attempt fix for rare crash when trying to repair/resupply from notification
- 5973 Scuttling a fleet will no longer be allowed while said fleet or the base it is landed at is under bombardment. This prevents a future crash on save-load but also gets rid of a pretty gamey play. Also fixed the actual downstream crash
- Fixed a crash when looking at the calendar when a fleet held in an arrival alarm has been deleted
- Special notifications will update on council changes to prevent crashes when choosing some options after a councilor status becomes invalid
- 5987 - fixed crash when using repeat operation on a notification for a fleet that no longer exists
- 5988 - Fixed crash when viewing ship that finished a refit that previously had a councilor on board
- Safety code for rare crash when attempting to box-select ships at start of combat
- fixed crash when attempting to use ships in skirmish that were imported from a save and contained ":" in the ship class name
- 5990 - fixed crash when ordering domesticated megafauna to attack an alien asset which caused the AA to declare war against itself

B
- Bugfix: combat velocity matching was causing overshoots and constant corrections as we weren't accounting for downthrottling our engine to save DV. This is now fixed.
- Fixed combat DV calculator to respect fractional realism, and to calculate realistic DV correctly when our acceleration will exceed the modified cruise acceleration for the duration of the burn (thus the engine is running inefficiently).
- Bugfix #5862: Prevent wobbly combat maneuvers. As ships burn propellant, they lose mass and become more maneuverable. This was causing our waypoints to adjust as they become red (and thus unchangeable), often in ways that were harmful to player tactics. Moreover, ships wouid try to exactly match the positions of future waypoints (chosen from maneuverability stats that are no longer accurate), at the expense of matching velocity -- which would result in escallating burns going back and forth. The latter is fixed by checking that waypoints have maneuvers and if they do not, treating them as free coasts that don't need to be hit exactly. The former is fixed by not updating the waypoint if our maneuverability improved. Maneuverability losses due to chunks of your ship falling off will still cause waypoints to update.
- fixed Intel item with reason for no agreement to share intel not appearing in trade screen when intended
- AIEvaluators.ShouldSystemBeInDefenseMode() bugfix : There must be a defense goal for a system to be in defense mode. The lack of this check resulted in fleets getting stuck in systems that had nothing for them to defend.
- AIDailyFactionPlanner.ManageFleets() bugfix : Fleets stuck in ad-hoc orbits were being assigned a SendFleet goal despite selectedOrbit being null. This also resulted in these fleets being not being assigned any valid goal at all, which meant they would never drop damaged ships that were functioning but effectively couldn't go anywhere.
- AI_CreatePropellantSharingPlan_Equalization() bugfix : Fleets getting stuck trying to equalize fuel fruitlessly. AI propellent sharing plans now must meaningfully improve fleet dv in order to be used.
- TILaserWeaponTemplate.EstimateDPS() bugfix : when averaging damage at different ranges, the range used was the same range every time due to a mistake.
- AIDailyFactionPlanner.ManageFleets() bugfix : TransferResult.Outcome.Fail_BurnLongerThanTransfer needed special handling if lowestDVFound_kps < 0. This bug resulted in AI fleets getting stuck because they could drop bad ships.
- PrecombatController bugfix : Continue to disallow saving until player chooses to accept or reject autoresolve results.
- ManageFleets() : fixed bug where rescue fleet could be unassigned
- ManageFleets() : fixed bug where landed defense fleet jams things up
- SingleFleetOperation() bugfix : Clear chase performance requirements if enemy fleet is docked at a hab
- fix issue where max military tech level was set too high after liberating regions from redacted
- FactionGoal_FoundHab.ShouldDiscardGoal() bugfix : Fixed bug where surveillance station founding goals could be discarded.
- #5913 Anti-xenoforming patrol operation by Initiative fleets will no longer target ||redacted||
- TIGlobalResearchState.GetExpectedWinner() bugfix : No longer identifies an expected winner in the scenario that no one has contributed any research. Issue #5907
- fix an issue where AI factions would quickly break truces if they really, really hated you before making the truce
- fix issue where intended effect of broke nation (no available IPs) preventing armies from reducing unrest wasn't working
- FactionGoal_TransportCouncilorsWithFleet.ReadyForTransferToTarget() bugfix : Alien councilor transport fleets now proactively transfer to main base, rather than waiting for final transfer constraints to become true first. Issue #5963
- Fix missing loc in SnapElections event
- Attempt fix issue where habs would occasionally not release "under bombardment" flag after bombardment ended
- #5962 fix an issue with unaligned nation army AI repeatedly canceling and restarting a damaged army's movement
- #5934 projects that require a certain nation to exist as a prereq to availability will now work properly in non-2022 scenarios
- #5938 fix issue where damaged ballistic warheads were applying full damage when hitting a target instead of damaged-mass damage
- 5928,5925 - Fixed UI displaying information on invalid treaty options.
- 5863 - Trade UI now displays hab summary info in tooltips when hovering over eligible habs
- Fix not being able to transfer an officer from a surface base to a landed fleet if the fleet has no officers of its own
- #5885 Fix an issue where ships would generate more officers than allowed for the hull type in a single battle
- #5885 Fix an issue where you could transfer one more officer than allowed for the receiving ship's hull type during officer transfers
- Bombardment can now target decommissioning habs to prevent exploit where you could prevent bombardment by decommissioning
- fixed mission percent values and other geoscape text on regions not displaying correctly in Chinese, Japanese, and Korean fonts.
- #5917 A nation releasing or transferring a region upon which it has a hostile claim will no longer clear the "hostile" status of that region. Fixes an exploit that allowed clearing of hostile claims through release and re-annex of a region.
- 5974 - Fixed spacebody fleets list not updating when fleets in L-point were being merged

C
- some loc clarifications for how federation space program sharing works, victory mission requirements for some factions, rename "Advanced Chemical Rocketry" to "Long-Range Chemical Rockets" to avoid confusion with similarly-named tech, and mag weapon stat "Shot Battery Consumption" now "Shot Energy Consumption", Adjustment to Power tooltip in Combat to remove reference to ships having multiple batteries (a deprecated capability)
- Add text to Initiate Nuclear Program priority tip that finishing it is required before you can acquire an annexed nations nukes; otherwise they are dismantled
- 5887 - fixed unneeded space appearing between number and percent symbol when system is in Swedish
- 5873 - Attempt fix for blank white ship reinforcement listitems when entering combat sometimes
- Fixed game unintentionally unpausing when closing alarm panel
- Remove forced uppercase TMP setting on Tutorial tip title, fixing incorrect accents from unintentionally displaying on some letters in some languages
- FleetScreenController : resetting lastSCVUpdateFrame in a couple places to ensure combat score updates as expected
- Ship designer bugfix : Sometimes combat score wouldn't update despite changes being made to design.
- [#5542] Fixed an issue where hab models wouldn't respond to mouse cursor interaction (like hovering) after making a change to the hab's modules
- Fixed an issue where the Codex window could remain open when starting the Intro tutorial after resetting tutorials in the codex
- Fixed an issue where certain elements in the fleets screen tutorial wouldn't be properly highlighted and fleets wouldn't be expanded/unexpanded at the proper tutorial steps
- #5924 fixed bad affinity in backer org
- #5900 Low-attribute councilors on now run advise missions with an extremely low expected utility (~ 1e-9) rather than a negative expected utility. This will allow councilors set to advise as an automated mission to undertake the mission if no other options or available. This also creates an extremely low probability they and AI councilors will do it even if other options are available.
- Loc fixes
- Some start screen UI scrollbar & dropdown fixes
- fixed bugged blocky text in update mod dropdown
- 5867: fixed councilor professions cycling when clicking long campaign default settings button
- Fix bad tag for Timor-Leste army name (English loc only so far)
- 5975 - fixed finder not updating when changing hab name
- Fixed enter key not properly saving hab name and changing fleet name instead when both panels are open
- fixed incorrect evaluation of victory objectives in NAP trade message

AI
- Significant overhaul to trade AI with the goal being to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use eachother as a resource to fill in gaps, as well as to make it harder for the player to take advantage of them.

The big new idea is trade categories - Right now, thats resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a TradeAgreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs.

When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a TradeAgreement.

More AI
- AIEvaluators.IsSafeForColonization() : Added logic for non- veryProAlien factions to colonize at Jupiter and beyond
- AIEvaluators.IsSafeForColonization() : Alien appeaser now considers locations at Jupiter and beyond safe
- GetBestOperation() : Added logic to handle situation where station defense fleet has opportunity to take out a defenseless enemy base
- MangeFleets() : Added code to create a rescue fleet for alien's primary system, in the event that it is occupied by enemy fleets
- AIEvaluators.IsPrimarySystemCamped() : adjusted this function to also check for enemy fleets that will soon be occupying the primary system. This avoids sending small fleets to the primary system too late, wasting them. Instead, these fleets can be merged into the primary system rescue fleet.
- SingleFleetOperation() : Adjusted logic that could cause alien defense fleet to not attack enemy fleet that is invading the alien's primary system
- AliensCheckGoals() : increased found surveillance station goal importance to be in-line with other hab founding goal importances
- GetBestOperation() : defenseFleets no longer set shouldRegroup to true if they fail to bombard a target. Issue #5923
- GetBestOperation() : Resupply logic no longer orders fleets to resupply at bases unless they are in desperate need. Issue #5923
- FactionGoal_FoundBase : AI factions will now attempt to use their colony fleet to bombard if intended habsite is claimed while they are en route
- GetMaxBoostForRateLimitedBoostPurchase() bugfix : now automatically sets the lastPurcahseDate if its null. This fixes bug where AI factions could not purchase hab modules that cost boost.

Balance / Scenarios
- SimulatedCombat : projectile PD can now miss
- TILaserWeaponTemplate:EstimatedDamageAtRange_MJ() : Improved formula here to avoid overvaluing lasers. Previously, lasers could have arbitrarily high scores if ArmorEffectivenessAtRange() was very low, which was not accurate or a very good approximation - zero armor effectiveness doesn't mean the laser deals infinite damage, for example. The new formula looks at a range of armor values, assesses the effective relative change in damage in each case, and does a weighted average based on expected armor values in an typical campaign.
- 2026: China now starts with 6 nuclear barrages
- 2026: Increase Iran starting unrest because we checked the news
- 2026: Remove USA-Venezuela rivalry because I guess that fits what happened?
- reduced exotics requirement to build t3 human plasma weapons
- when the aliens trigger their late-game upgrades -- which can vary by difficulty and dependent on player action or time passage, they will now also receive a 25% bonus to ship construction time. This is a test to try to make the aliens a bit more active and competitive lategame without upsetting the balance earlier in the game.

UI
- 5892 - include cost in org tooltips in org management UI
- added solar icon to available custom hab icons
- 5012 - Unnassigned orgs display cost in tooltip in hostile takeover selection UI
[#5878] Added UI path to refit directly from the "My Fleet" UI. The refits are prioritized by first trying to refit all ships of the same type as the flagship, then (if the flagship can't refit) ordering based off of which type of ship is the most common in the fleet and has a refit available (ex: if 10 ships can be refit and 7 are one type while 3 are another, the 7 ships will be selected)

Content
- councilor video setting will not always be disabled on Wine. The videos used to not work but maybe we fixed it somehow?

Misc
- Update Steamworks and Steam SDK to latest 1.63. One of the SDK patch notes says this can help with Steam Deck controls somehow.
- GiveOrg console command also checks and removes org from all other faction market pools to prevent crashes, for all the cheaters out there
- 5879 - added logging to help track rare crash when evading combat
Post edited March 08, 2026 by jedi5002
high rated
The Riftbreaker 2.0.56960 -> 2.0.58064

World Expansion IV Free Update - Open Campaign + Cryo Fields Biome
Changelogs from Steam:
Additions and Changes:
- Added Open Campaign Mode
- Added Cryo Fields biome
- Added Large Energy Storage building
- Added Large Solid Material Storage building
- Added Icicle tower
- Added Inferno tower
- Added Shredder tower
- Added Colgan species
- Added Frigmon species
- Added Frostiroth species
- Added Glaciogan species
- Added Hibernus species
- Added Spikodon species
- Added Temperoth species
- Added Brabice species
- Added Mantnice species
- Added Iceder species
- Added spline-based attack events in the Fungal Swamp, Crystal Caverns, and Cryo Fields biomes in Survival mode and on generated maps
- Added two new unlockable skins for Mr. Riggs - Snowman and Mr. Freeze
- Added Blizzard weather event
- Added Snow Devil weather event
- Added three versions of the Ice Bobardment weather event
- Added alternate Sunburn weather event voice lines if the player has Sun Shielding researched
- Added Cryo Fields specific cultivator rules for all plant species
- Added new destruction effects for multiple flora species
- Open Campaign objectives don't have the "Always Visible" flag anymore. Only the final Prime Rift Station opening sequence has the "Always Visible" status. This change will only affect newly started campaigns
- All research items are now visible in Open Campaign Mode. Their research requirements are unchanged.
- Added new Ambient Creature Spawner feature
- creature nests can now be placed in missions during map setup
- ambient nests are initially inactive
- ambient nests are activated on player proximity
- spawn numbers based on biome, map size, and threat level
- Added ambient creature nests across the story campaign
- Added new flora species and decoration prefabs to the Cryo Fields biome
- Updated Mr. Riggs' lines with final VO recordings and Ashley with temp silence
- Added dedicated Bioanomaly meshes for the Cryo Fields biome
- Added translations for WE IV for all languages
- Added ice material to ice spawners
- Added idle effect with sound to all spawners - to easily identify direction and distance
- Added missing advanced resource cost to some mech superior upgrades
- Added ice flora missing icons
- Added specimens for new creatures and flora species
- Added Colgan nest objective to the debug menu for testing
- Added Cryo Fields creatures to the discoverable system
- Added missing new species icons
- Added loot to new big loot containers in the Cryo Fields biome
- Added new creature and loot spawners to precache
- Added new player skins to the debug menu
- Improved the scanning speed of the Standard, Advanced, and Superior Bioscanners. Extreme level remains unchanged.
- Open Campaign Prime Rift Station final attack waves support metallic, caverns, and swamp waves if there are outposts built in these biomes
- Improved fighting music blend between DOM-based attack waves
- Tweaked emissive time and factor in all new towers
- Removed duplicated BurstWeaponComponent from icicle towers
- MainMenu: new_headers, and a new label for Open Campaign and Survival screens
- Objective markers - changed material on sparks, fewer particles
- More loot drops from Shegrets
- Changed destruction particles in all frospore props
- Changed ammo fire rate and ammo cost limits to fix the ammo powerwell
- SettingsMenuScreen: added a hint on how to change monitor setup
- Inventory: fixed crafting parameters display
- Improved palladium, titanium, and uranium handling research description for Open Campaign mode

Fixes:
- Fixed Health Bar update problems
- Fixed wall gates receiving damage from quicksand and magma when they were placed close to these surfaces, but not directly on them
- Fixed hiding "always visible" quests
- Fixed the missing tooltip from global awards on the Research Screen
- Fixed multiple loot system bugs
- WeaponItemUtils: fixed ammo cost modification (min scale is set by config variable weapon_max_ammo_cost_modification_factor )
- Fixed specimen names for new species
- Fixed Cryo Fields creature names in blueprints
- Fixed metallic biome spawners appearing in ice biome survival mode on easy
- Fixed partially missing loot from all elite spawners
- Fixed loot missing from elite alien towers
- Fixed "no wind" weather event in ice biome
- Fixed the scale of units that walk out of crevices
- Fixed the Minimap solar power display value
- Fixed the elapsed playtime gameplay statistic
- Fixed quicksand damage announcement
- Fixed alpha mask in new vegetation props
- Fixed debris limit calculation - improved performance in high-density scenarios
- Optimized destructible parts limit for the Steam Deck
- Open Campaign: fixed hardcore mode
- Open Campaign: fixed the open campaign warning pop-up saving
- GameServerOptions: fixed SetServerPassword
- Multiple other small fixes and tweaks
The Riftbreaker Hotfix, March 6th, 2026, EXE: 1179 DATA: 837
Changelog:
- Fixed crashing issues with the Cryo Fields Survival mission on Easy difficulty.
- Meteors, stalactites and ice rocks weather events have been added to precache and should no longer cause stutters.
- Supercoolant Refinery lvl 2 and 3 have been added to the Survival Mode research tree.
- Ionizer lvl 2 and 3 have been added to the Survival Mode research tree.
- Loot added to all frospore mushrooms. They now yield rewards for cultivation.
- Added a missing tree species to the cultivation saplings list.
- Added the blue Crystal formation from the Cryo Fields to the Cultivation saplings list.
- Fixed switched icon names for frospore mushrooms skins 1 and 2.
- Special Into the Dark bioanomaly added to precache and should no longer cause stutters.

Outstanding issue:
We are currently fixing a bug that causes the building speed reduction bonus not to work correctly in multiplayer. The current workaround: the host of the session should equip building speed mods - everyone on the server will have the buff. Any building speed buffs taken by clients will not work. We apologize for the issue.
high rated
Emperor of the Fading Suns Enhanced is now updated to version 1.5.2e.

Changelog:
holistic-design.com/emperor-of-the-fading-suns-new-build-and-turn-based-thursday-fest/
Typhon: Bot vs Bot Demo

Update to V0.2.

Changelog:

Greetings Pilots!

Patch 0.2 brings the launch of the Learning Python campaign! It's a lightweight campaign designed to teach players the basics of how to code in Python. There are currently only 7 missions/lessons available. We know people learn in different ways, so we would love to hear your feedback on content and presentation before we go too much further down this path.

Also, in addition to several minor bugfixes and as suggested by some of our players, we changed the way rewards are presented. Players will now see the rewards screen at the end of the debriefing for a successful mission (when rewards are available).

The demo build has also been updated to contain these learning campaign missions.

As usual you can reach us on Discord or at feedback.typhon.game.
high rated
Terraria

Update to V1.4.5.6.

Changelog:

Content and Additions

Improved Russian language font.
Improved Russian and Chinese localizations thanks to community feedback.
Added a new hairstyle to character selection.
Added Music Box (Rainbow Boulder) and Music Box (Silence).
You can now place Bottles, Books, Clay Pots, and Candles on Metal Bars.
Angler's chat window now only shows a notification near the quest button when a quest is available.
Gems and Holiday Lights now have placement preview.
Explosives' placement orientation can now be adjusted with the up/down keys.
Digtoise is now placeable with Rubblemaker (Medium).
Defender Medals now animate when used in shops.

Balance

Soaring Insignia's unlimited flight now also applies to the Velociraptor mount.
Gastropods and Eyezors no longer shoot faraway players.
Enemies spawned from statues no longer pick up coins in higher difficulties.

Bug Fixes

Optimized tile rendering in areas with many poorly lit blocks.
Improved Magic Conch's chances of finding a valid teleportation point in Skyblock worlds, if the player builds in the Ocean biome.
Improved stability of newly appearing anchored kites.
Improved performance of random calculations, especially during world generation.
Improved the position of Welding Mask with most face masks.
Fixed players' legs disappearing when using certain item combinations.
Overlapped mask appearances are now hidden with certain helmets.
Small Jungle plants placed by Rubblemaker no longer break from contact with water.
Fixed Quick Stack to Nearby Chests ignoring full stacks and different modifiers.
Fixed hovering over chat and some texts stopping continuous item usage.
Fixed overlap of gamepad craft toggle button with an item slot when a storage item is open.
Fixed a certain exploit.
Fixed chat erroneously opening when pressing Enter in the in-game settings menu.
Fixed Counterweights in vanity slots being usable when the Yoyo Glove is equipped.
Fixed placement preview sometimes showing wrongly unavailable previews.
Fixed Eyebrella raindrops accumulating when the game is not focused.
Fixed evil trees not dropping evil wood if they are above evil Jungle grass.
Fixed flavor text on the Detonator's and Book's tooltips.
Fixed an exploit involving Dungeon enemies in drunk worlds.
Fixed water not being cleared in some cases of liquids merging.
Fixed rare crash when using Drill Containment Unit in multiplayer.
Fixed certain placements blocking seeds from being put on Planter Boxes.
Fixed Orange Phasesaber and Phaseblade having swapped visuals in their thrown states.
Fixed waterfalls getting wrongly colored by hidden echo coated walls.
Fixed a duplication exploit.
Fixed Spikes' debuff being undodgable even if the direct contact was dodged.
Fixed an extremely rare case that removed special world seeds when saving and quiting in singleplayer.
Fixed cases where Teleportation Potion would prefer to take you somewhere out of this world!
Fixed Drill Containment Unit's facing rotation when put on Mannequins.
Fixed one of the hairstyles having its facial hair cut off.
Fixed Fireblossoms not maturing properly on Remix worlds in certain cases.
Fixed Gnomes spawning area being too small on Remix world seeds.
Fixed Truffle not spawning in certain secret seed worlds.
Fixed Toybreaker Bricks breaking toys even if their block is actuated.
Fixed Pumpking's hands slowly ascending to space in certain cases.
Fixed certain dresses' appearance when sitting.
Fixed certain coats using wrong dye values.
Fixed appearance of Large Gems above transformed players.
Fixed Stylist not selling Money Hair Dye to players with too many Platinum Coins.
Fixed a certain exploit.
Fixed certain cases where players respawn with lower health than intended.
Fixed certain Wizard dialogues not including the world's name properly.
Fixed certain items' appearance breaking in chat.
Fixed jitter when villagers reach to a ceiling using a slope.
Fixed visual effect when walking on sand.
Fixed Chlorophyte Visor's tooltip incorrectly showing that it gives 12% damage, when it gave 16%.
Fixed rare crash when loading a world.
Fixed villagers causing lag when Stinky. (yes, really)
Fixed Nailgun's Nails not showing correctly on enemies in multiplayer.
Fixed crash related to jousting.
Fixed duplication involving placable items.
Fixed Celestial Pillars leaving world bounds.
Fixed exploit involving Foxparks.
Fixed quickmount grappling Minecart Tracks that cannot be reached.
Fixed vines not showing correctly in Camera Mode captures.
Fixed uneven horizontal player block range. The values have been restored to match 1.4.4.9.
Fixed lens flare appearing underground in certain cases.
Fixed dodged lava damage still inflicting On Fire!.
Fixed Defender Medal text appearance not animating.
Fixed Dangersense Potion missing blocks added in 1.4.5.0.
Fixed Faeling's interface hover hitbox.
Fixed certain secret seed interactions.
high rated
Banquet for Fools

Update to V1.012.

Changelog:

Hotfix 1.012

Fixed issue where cafera and Belgati Green cider could be sold for incorrect value


Hotfix 1.011

Fixed issue with Action Bar disappearing after saving games while using a controller


Patch 1.01

Additions

- UI scaling buttons now available either on the top left or with the [start] button on controllers


UI

- brawl book text larger

- make controller layout larger

- controller menu text

- Updated Credits


Adventuring

- made item drop range larger for some specifically impish items more


Gameplay

- fixed an issue with the “last meal” intercession getting blocked by armor

- fixed an issue resulting from naming a character with the text “ghost”. This will retroactively fix any existing characters being


Controller

- Controllers: Fixed issue with Settings menu when moving between Sound, Music and Voice Volume

- Controllers: Updated size of selection box to be smaller so it doesn’t overlap with text under sliders

- Fixed issue with controllers being able to kick the heavier fallen logs from the wrong direction


Patch 1.003

Visuals

- fixed a visual layering issue with a lake near Rozafir

- Fixed Pasaaran specific headgear issue


Adventuring

- Fixed some late game events due to saving/loading in particular areas

- Can no longer save in the Padurii mother’s grove

- Fixed in issue with some of the perspective cameras in a late game area


Gameplay

- Fixed an issue with equipping the merchant Dracul’s sword and sling
high rated
Hot Brass

Update to V2.2.2.

No changelog.
high rated
Golden Gate 2: Goddess Heart

Update to V1.38.

No changelog.