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high rated
ATOM RPG: Trudograd

Standalone installer updated: [Windows] 1.056 UA+BR ⇒ 1.057.
Update 1.057: Italiano, Deutsch, Ceština is live!

Greetings, friends!

This update adds full Italian, German, and Czech localizations to the game. We are also continuing to fix small bugs and improve performance, plus we've updated the game engine version for a more stable experience.

Please note: the new localizations will continue to be improved in future patches. If you find any mistakes or issues, let us know on Steam or by email: support@atomrpg.com

Thank you for your support!
high rated
Stellaris

Update to V4.0.15.

No changelog.
high rated
Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.14.1 ⇒ 4.0.15.
Stellaris 4.0.15 Patch

① Improvement
• When a species is modified the new version will now automatically be the default
• Updated Job Efficiency modifiers from Purity, Cloning and Mutation traditions to only affect Organic pops (this includes lithoids)
• Technologies that when researched upset Fallen Empires are now marked as dangerous.
• Limiting the pop housing multiplier to never completely remove the housing needs. Added the define MIN_MODIFIER_MULT that allows modders to tweak the minimum value as needed.
• The Synthetic Fertility origin has received a little bit of love. The situation now shows the months until the end of the situation, and the situation progress is now representative of the actual steady progress. At the end of the situation the exact pops amount is now also uploaded, instead of losing the last few.

② Balance
• Wilderness Empires that finish the Domination Tradition Tree now have access to the Hegemony Federation Type
• The Psionic Storm is slightly less mystical as it should no longer convert black holes back into real stars, The Great Wound is too mighty for a mere storm.
• You can no longer smuggle out Biomass from Wilderness Empires
• Technologies that grant Fallen Empire buildings now grant +1 to the empire limit of that building. In addition, these technologies are now repeatable. The technologies that unlock the upgraded versions of the Fallen Empire buildings increase the empire limit of the base version, but the upgraded buildings count towards the limit.
• Having the Cosmogenesis Perk that grants access to Fallen Empire Buildings multiplies your empire limit for those buildings by 3.
• Fallen Empire buildings that Fallen Empires start with are generally slightly more powerful than those that can be constructed and do not count towards empire limits.
• Effects that grant access to Fallen Empire buildings, e.g. dumpster diving in minor artifacts, now grant you one level of the relevant technology.
• Gestalt empires can now access Fallen Empire trade buildings
• Rare Fallen Empire technologies are now correctly affected by all modifiers to draw weight of rare technologies.
• The draw chance for Fallen Empire buildings from Enigmatic Engineering has been decreased from 3.75% to 1.5%.
• There is now no limit to the number of times you can research Fallen Empire buildings with Enigmatic Engineering.
• Removed technology requirements for basic City District Specializations. An upgraded capital building is still required for the second Specialization.

③ Bugfix
• The Awakened Control Fragment will no longer denounce itself in the Galcom when it comes to picking a side in the War in Heaven
• The Wilderness will no longer be taunted by the Strip Mine Planet decision, it is now hidden.
• Refactored Tzynn Tithe to use the new pop system and being much prettier script
• You can no longer raid the poor crisis factions for their pops. They aren't supposed to be real!
• Storm Chasers now properly have no rare crystal upkeep on their Storm Attraction Centers
• Pirates will no longer decide to set up shop in Leviathan controlled systems.
• The pirate event will now check that it has a system it can spawn pirates in before firing. So now if you want to ensure that you don't have pirates you have to build outposts everywhere, which kinda makes sense...
• Updated the Esteemed Quartermaster trait to mention 100 Soldiers
• Promising young officers will no longer show up when piloting civilian craft. Also updated the event to change picture if the officer was on a starbase or a biological ship.
• Deep Space Citadel will no longer display duplicated models in certain situations.
• Added missing descriptions to Space Fauna tab in Fleet Management.
• Added requirement of >=2500 Pops to Megastructure builder tooltip for Grand Archive.
• Fix Grand Archive thinking it's still destroyed after being rebuilt
• Fixed leaders getting the wrong number of trait selections.
• Cloned leaders now copy pending trait selections from the original.
• Fixed Xeno-Compatibility growth calculation using the wrong number of pops.
• Aligned Genetic Memory tooltip with effects
• Fix missing description for the coordinator job
• Corrected job information for Justice Complex and Ziggurat of Justice buildings.
• Fixed the Metallurgical Research Lab, Distributed Design Center, Data-Driven Theorem Facility and Military Academy not providing some bonuses for gestalt empires.
• Fixed Automation buildings not having any upkeep on habitats
• Fix Robot species with negative traits costs sum declining
• Uplifted presapients now correctly enter the Civilian stratum
• The Nanite Interdictor can no longer equip both cruiser and battleship reactors
• Fixed Job Efficiency modifiers for species types not working in some cases
• Fix Synaptic Lathe view not always updating properly
• Colonizing planets will now take damage again from bombardment
• Abandoning and resettling the same colony multiple times will no longer grant you multiple Planetary Root Bundles.
• Vaults of Knowledge now once again tracks your leaders destiny traits, and will no longer reset if you lose your capital.
• Regular colonies will be destroyed of all the pop groups are already dead. Previously a 0 sized sapient pop group would have prevented the destruction of the colony and some other events (like an ongoing colonization) could have introduced some new pops into the planet - leading to a colony, that just would not die.
• Idle gestalt drones now demote much faster.
• Colony Auto-Designation no longer thinks that job producing buildings like Temples are 100x as awesome as it should consider them.
• Adopting Genesis Guides mid game will no longer prevent you from colonizing planets until you researched any new ship tech.
• Ecclesiastical Center colony designation now has proper tooltip
• Gestalt Lost Colony Empires will no longer be trying to create buildings they can't use.
• The planet view's portrait is now correctly displayed after changing planet class
• Common Ground federation allies now start with Planetary Administration building.

④ AI
• Significant adjustments to AI priorities.
• The AI can now sell Energy for Trade.
• The AI is more willing to build Districts, and double down on District Specializations. (Or similar Specializations, like Physics and General Research might go together.)
• The AI will no longer feel content with itself if it has 10000 Pops.
• Job Output modifiers for AIs on Captain difficulty and higher have been changed to Workforce bonuses. Their jobs will now consume more resources than before, but the difficulty bonus now affects all outputs of their jobs, not just resources.
• AI (and Planetary Automation) will now prefer to build inside District Specializations than in free building slots.

⑤ UI
• Add tooltips to Focus Card rewards
• Fix an empty cost string in the Change Focus confirm popup
• Add a pulsing glow to the district pip about to be built when hovering the build district button

⑥ Stability
• Fixed an OOS where a research agreement would go through on the client but not on the host, leading to random desync
• Fixed another OOS at reconnect due to espionage modifiers from the Active Reconnaissance fleet order

⑦ Modding
• Changed leader add_trait to have "trait", "consume_selection" and "show_message" parameters; removed add_trait_no_notify.
• Fixed traits override for clone_leader.
• Added more info about traits to create_leader and clone_leader documentation.
• Most Pop effects that use amounts can now have a randomized range
• add_building will no longer add districts that can't be built.
• Add country modifiers to District Specialization types
• District Specializations can now be limited per planet and/or empire, like buildings
• We now have an add_variable effect to complement the subtract_variable effect
• Add ai_priority field to District Specializations so AI and Planet Automation know better where to build structures
_______________________________________________________________________

We Are Not Alone

Standalone installer updated: [Windows] 1.9.3.2 ⇒ 1.9.5.1 GOG Win.
Keyboard Remapping Now Available!

After a few requests I've decided to tackle was I thought was going to be pretty hard ... and it was!

Controller remapping (for the keyboard) is now available for the Windows build of We Are Not Alone.

① Why not Linux and Mac?
This will require further testing, and will be updated as soon as I'm comfortable it works correctly.

② What about controllers?
Controller remapping is quite a bit more difficult, given how many different types of controller are out there!

③ How come I can't remap the interact or mouse controls?
This was unfortunately part of the way I designed the input originally and will require a lengthy rewrite. It's on the cards, but not right this minute - sorry!

④ Uhhh something broke and I can't play the game
Quit the game and restart. For the initial run of remapping, I have set it to not save key rebindings when you quit and restart the game, just in case the worst happens. Thankfully, rebinding keys is a super quick thing to do!

Thanks again to everyone who has played, don't forget to leave a review :)
Post edited June 05, 2025 by surfer1260
high rated
Between Horizons
Between Horizons Demo

Updated to 1.2.0 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Major Update 1.2.0 LIVE NOW

Hi, everyone!

This is Julian from DigiTales. Today, I am very happy to announce the first major update to Between Horizons in a long time.

Version 1.2.0 features a lot of fixes to community-reported issues as well as a host of visual upgrades and convenience improvements. We know that some of these bugs were pointed out quite a while ago, and we apologize for the long wait. Like many indie studios lately, we've had an incredibly turbulent and stressful year focused on economic survival. This update is the first sign that we have emerged from the turmoil – bruised and battered, but still standing. With that, we are officially back to work on the next mainline DigiTales title. It's a long ways away, but we will start posting about it on our socials later this year. Follow us there to stay in the loop!

We are also making some changes outside of the game itself. To tell you the truth, Between Horizons has not been performing as well on the store fronts as our first game Lacuna (although still okay), which we attribute to a few different factors. Among other things, we believe that it's much harder to quickly understand the type of experience the game promises to deliver. To alleviate this, we have decided to add a subtitle ("A Sci-Fi Detective Adventure") and change the key artwork. We hope you like the new and improved version, once again created by our friend and concept artist Jon Dawo!

It's very hard to convince the store algorithm that your game deserves more visibility. If you enjoyed the game and/or just want to show your appreciation for our continued work, leaving a review would help us out a great deal. And if you've been eyeing the game for a while, let this update be your sign to finally check it out!

Before delving into the patch notes, I want to tease one more thing: We already have another major Between Horizons update planned. While 1.2.0 focusses on improving the existing experience, the next one will introduce a whole new and pretty unique feature. Sorry for being cryptic, but I think the surprise will be worth it.

Hope you enjoy today's update! Please let us know what you think.

Best,
Julian & the DigiTales Team

Fixes

Again, our apologies for keeping you waiting for some of these. In order of decreasing severity:

- Achievements now work again on GOG
- Having a virtual or physical joystick connected to the PC no longer leads to a crash on startup
- Fixed a lot of missing strings occurring when PC was set to certain system languages (e.g. Turkish)
- Speculative but promising fix for some players experiencing William disappearing in prologue sequence
- Opening the "show evidence" UI now reliably shows the correct clue name from the start
- It should no longer be possible to start floating past the end of any staircases
- Fixed a bug where the current feed message on the PDA dashboard was not saved between sessions
- Speculative fix for some players getting stuck after the case The Setup is opened
- Fixed a bug where "back" sound effect would be triggered many times at once in Cases tab
- Fixed a bug where events tied to collecting a clue would not fire reliably
- Fixed Zephyr not moving & ring being placed incorrectly in some ending shots
- Fixed interaction outlines on train station exits not appearing
- Floor in the hospital no longer covers up the stairs to the train station
- Fixed flowing water in Farm area being invisible
- Fixed a bug where the selected sprite on the display behind Stella's bed was not saved
- Fixed a very rare bug where Joseph was absent from navigation room finale, resulting in stuck game state
- Water outside flooded Residential Area bunk no longer floats in the air
- Fixed a small number of spelling mistakes across various texts (English localization)
- Fixed Stella briefly appearing to float above train station stairs
- All UI boxes are now properly 9-sliced and scaled
- Fixed network cable in the hospital appearing prematurely
- Cleaned out obsolete project files, decreasing game size and memory use

Quality of Life

We made a few improvements that should make the overall experience more enjoyable, most notably:

- The game now attempts to save much more frequently, not just after certain actions
- Considerably improved performance of save operation, eliminating lag spike
- Interaction outlines on 2D sprites no longer shine through player (or other sprites)
- Made Stella marker on map much more visible
- Added a tutorial that explicitly introduces clues filter feature (since many players missed this)
- Added a third quality level (medium) to video settings, quality levels overall now have more impact

Lighting rework

We spent a lot of time reworking the lighting in the majority of scenes from the ground up:

- Improved overall look and vibe
- Fixed lots of lightbaking errors (e.g. absent objects would still cast shadows)
- Fixed a bug where some objects would be lit incorrectly after scene transitions
- Fixed (some) Extras looking darker than other characters in the scene
- Fixed some computer screens in various scenes not glowing
- Decreased total size of lighting data by cleaning up lights & probes

Content
We ironed out a few things that irked us about the story logic:

- Clues now become un-interactable when related cases aren't ongoing (instead of disappearing)
- When characters die in the story, their clue text is now updated accordingly
- Implemented an additional way of progressing in Pain Killers case
- Added a few more unlockable text updates to existing clues
- Shortened the Psychiatric Department hallway, eliminating unused space
- Player can now interact with Chichi from the very beginning
- Sweeping improvements to scripted scenes (e.g. pacing, character placements, visuals)

Visual polish

We further improved the look of most scenes in various ways. Among other things:

- Added animated displays to Network Office and around Inner Hull corridors
- Added more armed guards around the ship
- Replaced some Extras at the funeral with known NPCs
- Filled up multiple empty spaces in Public Area
- The display in the classroom scene is now animated
- Added animated display above drumset in Activities Room
- Added static injured Extras around the ship after [major spoiler event]
- Propaganda screens now randomize animation starting points instead of playing in sync
- Implemented Leona sitting with Kimi (her pet) after hospital scene
- Updated main menu: improved color grading and logo placement
high rated
Arctico

Standalone installer updated:
[Windows] 2.4 ⇒ 2.6w
[Mac] 2.4amac ⇒ 2.6mac
Arctico 2.5

• Improved main hardware welder station.
• Improved auto drill design.
• Adjusted auto drill energy cost.
• Adjusted auto drill price.
• Improved telescope facility upgrade visuals.
• Improved dark matter detector upgrade visuals.
• Improved dark matter detector blueprint location.
• Fixed waypoint text synch issue in co-op mode.
• Improved workshop upgrade visuals.
• Improved upper glass dome upgrade visuals.
• Improved workshop UI design.
• Fixed buildable platform collider issues when player jumping nearby.
_______________________________________________________________________


Suzerain

Standalone installer updated:
[Windows] 3.1.0.1.135 ⇒ 3.1.0.1.136
[Mac] 3.1.0.2.135 ⇒ 3.1.0.2.136
Patch 3.1.0 Build 136 Release
(04/06/2025)

The patch is deployed to the default branch. The database changes only apply to new games, and code fixes apply to on-going games.

Common

① Technical
• Implemented PC offline Torpor Account profile UI
• Implemented additional error handling for save files with issues

② Bug Fixes and Polish
• Fixed issue with hyperlinks UI panel for gamepad
• Fixed issue with clicking on tokens over flag overlays

Kingdom of Rizia DLC

① Content Updates
• Added notification decision for national destabilization ending and extra narrative support for it continuing
• Added consequences for post-nationalization RRG decision and made workers' council

② Design & Balancing
• Added penalty warnings and penalty event decisions for key negative modifiers which didn't have them to warn players and give some immersive tips
• Moved several positive modifiers (religious approvals, high popularity, su omina support) to earlier and pushed negative modifiers to later turns
• Su Omina negative modifier pushed to turn 7
• Pushed negative breaking traditions modifier forward to turn 4
• Moved revolutionaries to turn 5 to coincide with MITZ
• Increased base romus authority by 1
• Moved provincial obstruction to 7 and made it more difficult to get
• Made it easier to fix drug trade
• Made it easier to fix East trade reduction
• Added grading to revolutionaries
• Made it easier to fix revolutionaries
• Added grading to now late game modifiers of heightened consumption and foreign goods reliance
• Moved heightened consumption and foreign goods reliance to turn 8
• Made Morella relations matter more regarding border content
• Improved border security situation checks
• Moved Business Influx earlier to turn 3
• Moved Economic Instability to later turn 6
• Fixed business influx and instability appearing at the same time. Added mutual exclusivity
• Pushed organized crime negative modifier forward to turn 3
• Made it slightly more difficult to get Sordland trade
• Made it harder to get horrible living standards
• Fixed a missing relation update state that impacted Rumburgian Sovereign Ties
• Made it easier to get authority from intelligence services
• Provincial taxes avoided and fully paid now have some impact on administrative balance per turn (-1 to +1)
• Added constructed military industries integer and updated military equipment reliance calculation
• Reduced negative damages on tourism slightly
• Completing Sallabes grandsanctuary construction now improves Sordland and Rumburg relations
• Completing construction of Bronaz energy storage will now give +1 energy
• Added immersive resource difficulty selection options for a slightly easier, and slightly harder start for both stories
• Some immigration decrees now reduce drug trade
• Added authority modifier impacts to Iza outcome
• Added gradualization to centralized security cost, reduced by admin, logistics, intel decrees
• Added +1 tourism to completed Plavo restoration
• Expansion of administrative authorities now increases max budget ceiling
• Added positive CSP relations for political amnesty decree
• Added public infrastructure state to economy calculation
• Moved Sordland bond results to earlier
• Changed diplomatic envoy impacts and banning of Malenyevist books impact
• Improved public infrastructure decision chain situation triggers
• Increased starting ship resource by 1
• Reduced cost of buying ship by 1 budget
• Updated navy focus to include 1 submarine
• Reduced budget cost of army focus by 1 budget
• Increased budget cost of navy focus by 1 budget

③ Bug Fixes
• Fixed premature endings in Iza speech, Rusty phone call and third House of Delegates scene
• Stopped Vina and Adarfo from appearing where they shouldn't
• Fixed bug where Rumburg Sovereign Bond authority modifier plummeted despite good relations
• Fixed bug where Provincial Tax Avoidance modifier triggered despite good house relations

Republic of Sordland

① Content Updates
• Soll acknowledges player's housing assistance program at football match if implemented

Mobile Divergence
• Fixes to application pause related ANRs for Android
high rated
Stellaris

Standalone installer updated: [Windows, Linux, Mac] 4.0.15 ⇒ 4.0.16.
Stellaris 4.0.16 Hotfix

• Wilderness Empires will no longer destroy themselves when spending biomass
• Virtuality will not delete unemployed pops on colonization
Post edited June 05, 2025 by surfer1260
high rated
Through the Ages

Standalone installer updated: [Windows, Mac] 2.19.1091 ⇒ 2.19.1093.
minor patch 5th June
• fixes of specific connection problems
• fix of Zizka arm typo
• fix of OK button versus insets on iPhone
• copy the connection log by holding the Contact support button
high rated
No Man's Sky

Updated to 5.70_Beacon_145105 (Galaxy & Offline Installer)

Changelog from the official website:
5.7 Patch notes

Autophage Settlements

• Added rare Autophage settlements, with uniquely Autophage names, to all inhabited planets. Travellers who have discovered the Autophage lifeforms can become Overseer of these settlements.
• Players who have completed They Who Returned may receive an invitation at their settlement to visit an Autophage settlement.
• At Autophage settlements, an Autophage Synthesis Terminal is available at the town centre monument for exchanging void motes and assembling your own Autophage Staff.
• Added Autophage settler NPCs, with their own set of titles, dialogue, and thoughts.
• Added Autophage settlement visitors, with their own set of gifts.
• Autophage settlements always start with a specialist feature to decrease Sentinel attention.
• Added a valuable new variety of planetary chart to locate Autophage settlements, available from Autophage Synthesis Terminals.

Multiple Settlements

• Added support for becoming Overseer of up to four settlements.
• Each settlement you oversee now has its own clearly-named management mission, with specific details about the settlement's status available in the Mission Log.
• Increased the robustness of the settlement management mission structure, including ensuring a settlement cannot be surrendered if an active mission requires it, and improving the user experience when cross-saving to and from a platform not supporting settlements.
• When teleporting to a settlement with a settlement management mission selected in the log, the current settlement's mission will be automatically selected.
• It is now possible to retire as a settlement's Overseer.

Settlement Balance and QOL

• Settlements can now support up to eighteen special features (increased from six).
• A settlement's Overseer can now choose what resources the settlement produces. The list of choices is influenced by the settlement's race and buildings; higher-class buildings will unlock more lucrative production options.
• Resources produced by a settlement can be directly exported for sale from the settlement's management screen.
• The algorithm for determining a settlement's class has been completely reworked and rebalanced. Returning players may find their existing settlements' class has shifted slightly, but should also find upgrading to an S-Class settlement more achievable and predictable.
• Returning players will be granted the unique "Pioneer Spirit" feature at their existing settlements, available only to settlements claimed prior to the Beacon update.
• Individual settlement buildings now each provide an ongoing contribution to the settlement's productivity and happiness levels, and some can provide specific features to boost the entire settlement.
• Individual settlement buildings can now be upgraded, to enhance the appearance and class of the settlement. The upgrade process can be started from the building's terminal, or when prompted by the administrative terminal.
• Added a persistent terminal to each settlement building. In addition to serving as the receptacle for building supplies, this terminal also provides access to its building's informational page and some special utilities.
• The Analysis Visor now reveals taggable markers for individual settlement buildings, making it easier to locate and navigate to them.
• Tower buildings at settlements now provide utility for scanning for points of interest on planets and in space, and generate a small quantity of navigation data each day.
• Marketplace buildings at settlements now host an envoy for the local system's most prominent guild.
• Factory buildings at settlements now generate a Multi-Tool box, which refreshes its contents each day.
• Farm buildings at settlements now contain planters.
• Saloon buildings at settlements now allow the Overseer to prepare a menu for the facility, and to set the ByteBeat track at the jukebox.
• Landing pad buildings at settlements now provide utility for locating crashed ships, and for salvaging starships.
• Added options to build a fishing pond building at all settlements. The quality of fish will increase as the pond is upgraded (but only junk will be produced while the pond is under construction).
• Added an additional step to settlement building construction, giving the Overseer the opportunity to officially open fully-constructed buildings with a short celebratory cutscene.
• Receiving an overpayment on settlement debt now increases the settlement's reserves, awarding a production equivalent to the excess.
• Citizens now release fireworks in response to significant events at a settlement.
• Added a history page to settlements, providing an overview of accomplishments and events throughout the current Overseer's tenure.
• Added an informational stats page to settlers, revealing insights into their individual personalities. Specialist citizens with a particular occupation have unique pages, as do visiting members of your squadron.
• Added a Settlements Register page, providing an overview of the status of all managed settlements - including their statistics, debt status, production status, and history. This page is available from the Quick Menu, or from the Administrative Terminal in any managed settlement.
• Refreshed and improved the visual style of all pre-existing settlement UI pages.
• Significantly increased the variety of enemy types when Sentinel forces attack a settlement.
• Significantly rebalanced the frequency of Sentinel attacks at settlements, notably slowing the increase of alert level while the game is not running.
• Overseeing multiple settlements will distribute the Sentinel alert level between them, effectively meaning the number of attacks requiring player attention does not increase with the number of settlements managed.
• The swarming brood can now occasionally attack a settlement.
• Settlers with specialist jobs can now be encountered wandering around settlements.
• Members of your squadron will now scramble to defend against pirate raids, and pilots can be encountered wandering around settlements.
• Thriving settlements will now increase the wealth of their local solar system.
• Enhanced the holographic orb at the Administrative Terminal in settlement Overseer's Offices.
• Added a new filter to the teleporter for "My Settlements".
• Teleporting to a settlement will now place you in the Overseer's Office, rather than by the town centre monument.
• Prevented extreme weather phenomena such as meteor showers and lava eruptions from occurring within settlements.

Settlement Management Decisions

• Increased the variety of settlement management decisions across every category.
• Expanded the settlement management decision UI to support a possible maximum four options (increased from two).
• The existing citizen dispute management decisions have been completely reworked, introducing clearer scenarios and a broader choice of resolutions.
• Increased the variety of questionable settler activities that the settlement advisory board may suggest banning or taxing.
• Added a number of new specialist citizens who can join your settlement, such as a hologram architect and an astronomer.
• Settlement management decisions can now award standing, alien vocabulary, procedurally-generated products and nanites.
• Added a new type of settlement management decision to upgrade the class of constructed buildings.
• Added a new type of settlement management decision to commission a piece of artwork.
• Added a new type of settlement management decision to name a newborn citizen.
• Added a new type of settlement management decision to utilise a settlement's current blessing.
• Added a new type of settlement management decision to receive a gift from a specialist worker.
• Added a rare new type of settlement management decision to surrender one of your settlers for a bounty.
• Rebalanced the weighting of settlement management decisions to prioritise more interesting and positive choices.
• The leader of settler expeditions is now revealed in the request management decision, making it clearer which citizen is at stake should the expedition fail.
• The missions tracking a settler expedition now display details about what the expedition party is attempting, and the remaining expedition time is now also displayed in the Mission Log.
• At the conclusion of a settlement expedition, the Overseer will be prompted to debrief the expedition party for a report and rewards.

Base Building

• Added approximately one hundred new Autophage-styled structural and decorative base parts, purchaseable from the Space Anomaly.
• Added new sets of weathered timber, stone, and alloy materials for settlements and settlement-related base parts. Players constructing their own base with these structural parts can choose between weathered and polished materials.
• Significantly improved the snapping of structural base parts when placing them on a plane below the player's feet.
• Fixed an issue that could prevent the Cylindrical Room Frame from snapping to other base parts.
• Fixed a rare issue that could cause terrain edits to fail to be uploaded alongside the base they belong to.

Voice Options

• Added audio options for adjusting the pitch and style for player vocalisations (such as grunting and breathing).
• Added audio options for selecting a masculine exosuit voice (in English only), or disabling the exosuit voice entirely.

Nintendo Switch 2

• Added support for the Nintendo Switch 2. Players who already own No Man's Sky on Nintendo Switch can upgrade to the Nintendo Switch 2 Edition via a free upgrade pack from the Nintendo eShop.
• Added support for multiplayer on Nintendo Switch 2, including support for Game Chat and in-game Friend List display. (Nintendo Switch Online account required.)
• Players from your multiplayer Group will appear in the recent players list on Nintendo Switch 2.

Misc QOL

• Added galaxy names to the Discoveries page.
• Added the name of the current galaxy to the portal runes displayed in Photo Mode.

Engine and Optimisation

• Added support for Intel XeSS2 (Xe Super Sampling).
• Implemented occlusion culling on PC and Nintendo Switch 2, significantly increasing framerate in indoor environments (such as in caves and planetary buildings).
• Streamlined and modernised system dialog boxes for crash reports and startup errors. These now include clickable links to report the error, and can optionally disable mods if mods are detected (this is no longer the default behaviour).
• Implemented a significant memory-saving optimisation in geometry streaming.
• Implemented a significant performance optimisation in animations on PlayStation platforms.
• Implemented a performance optimisation in planetary ring rendering.
• Implemented a memory-saving optimisation in bounding boxes.
• Implemented a performance optimisation when loading building parts at settlements and bases.
• Implemented a performance optimisation when querying procedurally-generated products in the inventory.
• Implemented a performance optimisation on Mac.
• Optimised the number of shaders used by the game, improving load times.

Stability

• Fixed a crash that could occur when loading a large number of animations.
• Fixed an out-of-memory crash on PS5.
• Fixed an out-of-memory crash on Nintendo Switch.
• Fixed a rare crash that could occur when duplicating a base part.
• Fixed a rare crash that could occur when loading complex bases.

Bug Fixes

• Fixed an issue that could prevent removal of players added to the No Man's Sky Friends list.
• Fixed an issue on Steam that prevented the game from recognising blocks issued to other players via the Steam interface.
• Fixed a rare issue which could cause a ship to be overwritten with another player's ship when going through a portal during the core story missions in multiplayer.
• Fixed an issue that could prevent a mission with a very distant target location from being restarted if that location was in a different galaxy.
• Fixed an issue that could cause duplication of a Starship's core technology.
• Fixed an issue that could cause the exosuit voice to be too loud.
• Fixed an issue that could cause in-game options to reset when re-launching the game.
• Fixed an issue that could cause some expedition reward Multi-Tools to rename themselves.
• Fixed an issue that prevented crepuscular rays from rendering.
• Fixed an issue that could cause slowdown when hovering over an item in the product crafting menu.
• Added some missing ramp structural base parts to the Catalogue.
• Fixed an issue that could cause a marker to appear above the ship communicator.
• Fixed a rare issue that could block Tethys' dialogue in the early stages of A Trace of Metal.
• Fixed an issue that caused the settlers in A Trace of Metal to celebrate being put in quarantine.
• Fixed an issue that caused Korvax visitor gifts at settlements to be mislabelled.
• Fixed an issue that allowed applying for Overseer status during the initial tutorial combat at your first settlement.
• Fixed an issue that could cause the settlement alert to increase before the Overseer's Office had finished construction.
• Fixed a number of issues that could cause "collect surplus resource" objectives in the settlement management mission to be prioritised above other available settlement activities.
• Fixed an issue that could cause NPCs in settlement management decisions to celebrate their expedition request being denied.
• Fixed an issue that could cause a "Nothing Found" message to appear when leaving the Settlement's system before completing construction of the Overseer's Office.
• Fixed an issue that could cause the "Entering Planetary Settlement" message to appear multiple times when entering a settlement.
• NPCs now navigate more intelligently around settlements, and are less likely to walk into walls.
• Fixed an issue that could cause settler NPCs to spawn inside the terrain when loading a save at a settlement.
• Fixed a number of camera issues when making settlement management decisions involving NPCs of differing heights.
• Fixed an issue that could cause Traveller NPCs to appear in settlement management decisions.
• Fixed an issue that could cause generated settlement names to be erroneously censored by the profanity filter.
• Fixed an issue that could cause the player's Sentinel Wanted Level to increase while fighting off a settlement attack.
• Fixed an issue that could allow ancient living stone guardians to spawn and attack during the early tutorial stages of the game.
• Fixed an issue that allowed ancient living stone guardians to target players with an active Cloaking Device.
• Fixed an issue that prevented ancient living stone guardians from hitting their targets on low-gravity planets.
• Fixed an issue that prevented Sentinels and ancient living stone guardians from targeting the player while piloting an Exocraft.
• Fixed a visual corruption that could occur when the Minotaur was pushed by a physical force.
• Fixed an issue that could cause the camera to dip beneath the terrain when riding a creature.
• Fixed an issue that could allow ridden creatures to intersect terrain.
• Fixed an issue that could cause invalid data to appear in the ship archiving interface.
• Fixed an issue that could cause the current teleporter to appear as a possible teleport destination.
• Fixed an issue that caused the eyes of some Autophage to float outside their head.
• Fixed a UI overlap issue in Photo Mode, where the saved file path notification was obscured behind the controls bar.
• Improved the placement of the "hold to skip" UI on Nintendo Switch.
• Fixed several rendering issues on Nintendo Switch that could cause terrain to appear black or missing.
• Fixed an issue that could cause motion blur to appear blocky when whipping the camera around quickly.
• Fixed an issue that could prevent some planetary rocks and foliage from appearing.
• Fixed an issue that caused the inventory to fail to open when using an Xbox controller on Mac.
• Fixed a rendering issue that prevented decals from appearing on Mac.
high rated
Foundation

Updated to 1.10.3.10 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch 1.10.3.10 is live

Hello everyone,

Patch 1.10.3.10 is now available. For this patch, we have improved RAM usage on some game assets. This should improve the crash rate where the game crashed due to out of RAM scenarios (our biggest current reported crash error).

Optimisations

• Significantly reduced some game assets' RAM usage

Fixed

• Provisioner: The tooltips on the recipe had a maintenance cost of 9999 displayed
• It was possible to lose Village/Player titles when replacing certain buildings: Village Market/City Market; Rustic Church/Chapel/Abbatial
• Weather was not properly saved and always reloaded as Daytime
• Agent Navigation: Villagers could get stuck at a reportedly functional bridge, where the entrance was close to water

Localisation

• Updated community language translations
high rated
Hellslave

Update to V1.46.

No changelog.
high rated
Empires of the Undergrowth

Offline installers (Windows, Linux, Mac) updated to 1.1010742

Changelog from Steam:
V1.1010742 fixes a pesky unreachable leaf that was an achievement block, as well as making exploding creatures more effective against very large enemies and addressing various small issues.

- Exploding creatures will now always hit their initial target as well as perform an AoE (should ensure they hit titans),
- Fixed an unharvestable leaf on 3.2 Front Line
- Fixed assassin bug victims t-posing
- Disabled bomb mode in Beetles Rise Up! extra level
- Disabled bomb mode in both Enemy of my Enemy extra levels
- Fixed tunnel exits on Babysitting extra level
- Nudged queen to a more pleasing position on Excavators extra level
- Repositioned some problematic landmark spawn points on Drive Them Back (custom game version)
- Fixed custom game autosave happening even when disabled
- Fixed Matabele ants never leaving the nestr in custom games if no termite colonies are present
- Attempted fix for bomb toggle not appearing when it should
- Fixed various missing material issues (on some plants and water ripples, for example)
- Fixed a Steam overlay issue
high rated
Warhammer 40,000: Gladius - Relics of War

Standalone installer updated: [Windows, Linux] 1.16.00 ⇒ 1.16.01.
Warhammer 40,000: Gladius - 1.16.1 - Patch Notes

We're releasing a new update for Gladius. As per usual, please let us know what you think of the list of changes. Your feedback is essential to keep improving the game.

The team is currently hard at work. We'll have news about new content soon.

Changes since 1.15.1

① New
• Added barks for the Onslaught Pack units.

② General
• Improved Squighog Boyz movement sound effect.
• Improved Fade Away sound effect.
• Adjusted Transonic Blade visual effect.
• Adjusted Baleblast visual effect.
• Rubric Marines no longer bleed or scream, they are bloodless shells animated by sorcery.
• Tweaked Transonic description.
• Updated translations.

③ Bug Fixes
• Fixed an issue with saving games and associated crash that could occur with simultaneous turns off.
• Fixed Squighog Boy flavor mentioning four-legged Squigs.
• Fixed Canoptek Reanimator movement sound not playing.
• Fixed Canoptek Reanimator only having one Atomiser Beam.
• Fixed Ruins of Vaul not rewarding some units and items.
• Fixed Vaul's Wrath Support Battery not being Very Bulky.
• Fixed network read and write speeds displaying incorrect numbers.
• Potentially fixed an attack arrow rebuild crash.
• Fixed some typos.
high rated
(from Steam)

Kulebra and the Souls of Limbo update for 4 June 2025
Kulebra and the Souls of Limbo - Version 1.1.0

Hi everybody,

We've been so humbled by the feedback you've been leaving for the game, thank you so much!

We wanted to let you know that we've just put a patch live which updates the game to version 1.1.0 , offers volume control options, and a range of fixes documented below.

**
- Added audio settings. You can lower sound, music, and voice volume. Additionally, you can now disable the “Character Voices”.
- Adjusted hints for Stadium’s combination lock puzzle.
- Adjusted some collisions to prevent the player from going out of bounds.
- Some grammar fixes.
- Fixed a bug that allowed the player to use the Warp Pin in unintended locations.
- If you warped out of the Chapter 5 confrontation, you can resume it by interacting with the beacon at the balcony again or entering the Mansion through the front door.
- Fixed a bug that would sometime mark the quest to find Astro’s friend as completed until the next day.
**

We'll keep you posted on any further bug fixes and are grateful for you flagging these opportunities to make the game even better.

And as always, if you find any bugs, please share them over in this thread so we can log them and look into them.

Love from Limbo,
Galla



TerraScape update for 5 June 2025
Patch 1.2.0.1

- Added new Weekly Challenge type
- Improved CPU performance slightly
- Improved rendering/GPU performance significantly
- Improved Scenario 3 New Sea Land Quest-Flow
- Improved Scenario 9 added Culture as unlockable Deck to prevent the Treasury soft lock
- Improved Tavern influences
- Improved layer order of some ingame panels
- Changed Henge rewards
- Fixed card recycling keybind not working
- Fixed game over check (when target points are configured) in Multiplayer VERSUS; "Last Turn bug"
- Fixed Keep reward icons in Deck Tree panel
- Fixed undo of Fishing Outpost not restoring removed water blockers
- Fixed end screen not appearing when finishing game
- Fixed quests double counting placed special cards
- Fixed wrong biome in puzzle-challenge 'TradeScape'



The Last Spell update for 6 June 2025
Patch 1.20.0.1

Hello Heroes!

A new patch is available!

Balancing
Increases duration by 1 turn for debuff added by “Upgraded Enemies” apocalypse on Runers' skill
Post edited June 06, 2025 by FlockeSchnee
high rated
Travellers Rest 0.7.1.6 -> 0.7.1.8

Patch v0.7.1.7
Changelogs from Steam:
- Fixed a bug that caused the delivery chest to get blocked in online games, causing players to be unable to open it until another player unblocked it.
- Fixed a bug that caused reputation points not to get added to all online players upon completing an order.
- Fixed a bug that caused time not to get stopped in online games if a player had an interface window open whilst another player joined.
- Fixed a bug that caused order quests not to get synchronised correctly in online games.
- Made sure the clock synchronises correctly between players in online games to avoid desync issues with crafter timers.
- Fixed a bug that caused market stalls to appear closed when they should be open.
- Fixed a bug that caused VIP customers not to show up.
- Collision with Catnip item removed.
- Fixed a bug with trying to order the items in a small chest that caused the player’s inventory to get ordered instead.
- USA West server has been disabled temporarily while we investigate connection issues.
- Fixed a bug that caused the game to freeze after freeing a bird.
- A safety wait timer has been added when attempting to erase saved games with a controller.
- Fixed a bug that caused Crowly to show up on the wrong days of the week.
- Fixed various issues with new items.
- New sound effects have been added.
Patch v0.7.1.8
Changelog:
- Performance improvements for online play.
- Fixed a bug that caused the Potbelly Stove’s fuel not to synchronise online correctly.
- Fixed a bug that caused the housekeeper to get blocked when making a Christmas or Troglodyte bed.
- New cat animation added.
Post edited June 07, 2025 by HiasX
high rated
Old World has been updated to version 1.0.78114 (GOG build number 82568).

Posted on the developer's Discord:
A hotfix has been applied to the Old World main branch which is now version 1.0.78114 release 2025-06-02

This fixes a potential game hang when workers are automated