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high rated
AI War 2

Standalone installer updated: [Windows, Linux, Mac] 5.702 ⇒ 5.703.
5.703 CRC Balance Check
(June 7th, 2025)

• Fix the text formatting in quickstarts.
• Turn off debug logging related to xmlmods during startup.

① Balance Changes
• Balance pass across a selection of under and over performing units, it has been almost two years since the last set of actual balance adjustments that were not only for mods. The significant winner here is Fusion Bombers, you now will not go wrong when trying to use them against an Attractive Matrix Fortress... unless you were silly enough to enable the hardened AI super-weapons toggle. But at that point you are asking for it anyways.
---• Nerf to the Electric Bomber weapon max target count. It has been reduced to five targets hit from nine.
---• Nerf to the build points generated by Phantasmal Hosts upon taking damage. They will now make half as many decoys.
---• Adjusted the Frenzy Golem primary Lance weapon significantly. It is now always active instead of only activating at just over half health. In effect the Frenzy Golem now acts much like an Armored Golem with a slightly stronger single target focus until it has taken some damage and the ramping bonuses start kicking in. And because of the innate life steal on its weapons possesses enhanced staying power.
------• Base damage of Lance reduced from 72,000 to 40,000.
------• At less than 60% golem health remaining the damage of the Lance is doubled.
------• Close proximity damage bonus of the Lance reduced from 3x to 1.5x
------• Damage bonus against 5tX or higher for the Lance increased from 1.1 to 1.5x
---• Buffs to the Behemoth Destroyer and its wards.
------• Barrage weapon given same damage bonus against low power engines as its wards possess.
------• Barrage base damage raised from 750 to 1250.
------• Associated ward base damage raised from 60 to 90.
------• Energy Wave weapon base damage raised from 3000 to 4500.
---• Buff to Fusion Bombers and all subsequent variants of the damage bonuses against shielded targets being set to 2.5x instead of merely 1.1x. It was years ago that these ships ate a damage nerf for being too effective against strikecraft, back when strikecraft still had shields.
------• Marauder Fusion Bomber drone hull bonuses reduced to 3x from 4x. And damage bonus reduced from 4x to 2x to account for the over double lethality this buff gives their drone swarm.
------• Heavy Fusion Bomber and thus also Ultima Bombers base damage raised from 160 to 200.
------• Hangar Fusion Bomber drones adjusted to share same 2.5x bonus against shields instead of previous mark scaling version. Additionally set to have 1.5x standard version health and damage.
---• Other Hangar drone strikecraft variants (Gangsaw, Shrike Interceptor, and V-Wing drones) also adjusted to similar 1.5x standard hull and damage of their base versions.
---• Buffed Agravic Pod weapon reload time by 2 seconds. New reload time is 5 seconds instead of 7. Note that the Aggressor does not also get this buff.
---• Buff resulting in Grenade Launcher Corvette base damage increase from 72 to 110.
---• Buffs to the Ablative Gatling and Ablative Troll damage output.
------• Ablative Gatling base damage increased from 52 to 65.
------• Ablative Troll base damage raised from 40 to 52.
---• Thanks to CRCGamer for all of these adjustments!

② Sidekicks
• Nerf the hacking response for the Lumbering Badger AI difficulty
---• Thanks to Corpserule for the report
• Add a Journal entry for the Scourge Infused Empire to explain some of the mechanics
---• Thanks to T-Pond for the report
• Add a new Exo Badger difficulty
---• Like the other new difficulties, this AI is smart but has its income turned down a bit. This one specializes in getting ExoWar ships early and often
⯈ Dyson Sidekick
• The Templar and Spire now have unique moons with their own turrets
---• The Dyson Sidekick gets Moons; these are like Battlestations granting types of turrets
---• Previously the Templar and Spire were just copying the Zenith's turrets
⯈ Armada Empire
• Add a new player type, the Armada Empire
---• This is a coalition of races that will fight the AI
---• This is playable, but under active development; expect save games to break several times.
---• It is not particularly balanced, either ship-wise or economically, but people are welcome to give it a try and leave feedback on Mantis if they'd like.

③ New Quick Starts
• Basic Fuel Rebalance, by Erenussocrates, in the Moderate (Community) category.
---• Provides an introductory campaign for the Fuel Rebalance mod while keeping things interesting at the same time.
• Blast from the Past, by Erenussocrates, in the Harder (Community) category.
---• This is a more mod-heavy campaign that notably features the new Exodian Blade as well as Fuel Rebalance mods, while using quite a few Expert+ settings for both the AI and the player. Even though there are only two difficulty 7 AI's, this could become quite a heated war, so beware.
• Several Sidekicks-specific quickstarts have been added
high rated
The Planet Crafter 1.518.1 -> 1.524

V 1.520 - Moons Update Patch #1
Changelogs from Steam:
- Aqualis : Adds a satellite on one of the starting patch of sand, containing all items required to build an Extraction Platform and a travel rocket. This is to avoid player getting stuck on Aqualis when they forgot items.

- Selenea : Adds more ores (suflur, aluminium, obsidian) on some places on Selenea. Adds a procedural wreck on the planet. This is to increase chances to succeed when starting on Selenea.

- Adds new posters to procedural wrecks
- Fixed colliders in the interplanetary POD preventing to pick dropped objects in it,
- Fixed an issue with gauges UI slowly drifting out of the screen when opening menus,
- PlanetaryDeliveryDepot can't be deconstructed anymore if containing items in its inventory,
- Fixed an issue with environment colors not properly reset when switching planets or going through portals,
- Improved spawning when switching planet to avoid appearing under the destination platform,
- Fixed an issue preventing to display all objects in the unlock screen when starting on Selenea,
- UI and texts various fixes
- Fixed an issue causing drones to retrieve vegetables in holograms or display cases and making the whole object to disappear
- All objects are now properly displayed as holograms
- Fixed a potential crash when switching planet
- Fixed an issue with player map marker not at the correct position when inside the vehicle,
- Various environment fixes
V 1.524 - Moons Update Patch #2
Changelog:
- Upgraded engine version
- Upgraded network package to improve network performance
- Added new visual information on map when rocket infos t2 is sent to improve understanding of Harvester and WaterLifeCollector,
- Divided animal food consumption by 2. So that animals consume a bit less food.
- Selenea : Balances some loot containers. Add a few more specific resources to allows to leave the planet or explore wrecks (if you started on Selenea). Those containers has been reset, so feel free to reopen containers if you are stuck on Selenea.
- Selenea : Adds a trade platform blueprint
- Selenea : Water rises sooner
- Selenea : Key Cards can't be destroyed anymore (to avoid being stuck on an intense run)
- Aqualis : Adds moss on giant shells when terraformed
- Humble : Adds a new Hydrequs poster
- Adds multiple checks to avoid crashes
- Fixed an issue with objects becoming pink when constructing them near an optimizer,
- Fixed an issue with tree spreaders not properly inited when switching planets,
- Fixed an exception when unloading a procedural wreck,
- Fixed an issue with terra stages potentially not properly displayed when reaching the last one,
- Fixed various issues with crafting,
- Fixed issues with recyclers or crushers not starting on inactive planets,
- Fixed quartz craft station title,
- Fixed an issue with AutoCrafters using vegetables not yet fully grown,
- Fixed issues with wreck unloading causing the inability to save,
- Improved initialization of AutoCrafters,
- Adds more SysTi units labels
- Fixes an issue with a specific starform crate not visible on Humble
- Fixes some typos
- Multiple environment fixes and changes to improve performances on the new moons
high rated
avatar
ariaspi: [...]
(complete changelog)

Empires of the Undergrowth

Offline installers (Windows, Linux, Mac) updated to 1.1010742 - [2025-06-05]

Changelog from SteamDB:
Changes & Fixes - Empires of the Undergrowth Patch 1.1010742

This patch is the full release of what we’ve been testing in the optional beta - thank you very much to everyone who has provided feedback over the last few weeks on that. It makes several changes and fixes to various things that cropped up since the release of 1.1.

After this patch it will be a while until the next one, to allow some of the dev team to work on UI and controller changes. During this downtime we’ll also be working on ways to optimise, automate and speed up our packaging processes for the future.

Empires of the Undergrowth V1.1010742

Changes
• Exploding creatures will now always hit their initial target as well as performing an area-of-effect blast (will ensure they hit very large creatures)
• Significant optimisations made to VRAM usage across the game, with the intent of decreasing load time and artifacting (more to come)
• Significant optimisations to textures (more to come)
• Removed falloff from exploding creature damage so it now does the same damage at the edge of the explosion as it does in the centre
• Exploding termite AI colonies will now start with some food storage already in place
• Myrmecia ereptor now appears in the level selection screen
• Myrmecia ereptor now shows in the end-game victory cinematic animation
• DPS values for new colony creatures now show when selecting them to build. Please note that these values do not account for the explosion as the DPS on that would skew the results in a way that is not representative of the actual creature’s regular attack
• Disabled Bomb Mode in the tutorial and Beetles Rise Up! and both Enemy of my Enemy extra levels
• Bombs should now spawn from all non-colony creatures in all levels if Bomb Mode is active
• Disabled leafcutters in Remix versions of new extra levels for the time being - some deeper changes are needed to get these working
• Swapped position of rufa and atta in custom colony setup
• Army ant’s food items have been better hidden in Front Line and No Ant’s Land
• Nudged queen to a more pleasing position on Excavators extra level

Fixes
• Fixed an unharvestable leaf on 3.2 Front Line which was blocking an achievement
• Fixed exploding ant ability Persistent Secretions - damage is now 50% of base explosion damage over 4 seconds as intended
• Exploding ants and termites are no longer revivable by Matabele medics if they have exploded
• Fixed custom game autosave happening even when that option is disabled
• Fixed an issue that would relocate singular ants without neighbours to the nest group on loading a custom game
• Fixed an issue with food types dropped from a killed colony not changing to something useful for the killer in custom games
• Fixed Matabele ants never leaving the nest in custom games if no termite colonies are present
• Repositioned some problematic landmark spawn points on Drive Them Back (custom game version)
• Queen danger termite voice line now plays for both termite types
• Fixed assassin bug victims t-posing
• Fixed bomb toggle not appearing when it should
• Fixed tunnel exit texture on Babysitting extra level
• Fixed hat position for the two ereptor queens
• Added missing audio tracks to the Supporter Pack MP3 & WAV folders
• Fixed a Steam overlay issue
Post edited 2 days ago by Skess01
high rated
Cultist Simulator

Updated to 2025.4.e.5 for Windows, Linux and Mac.

Changelog from Steam:

Spanish and French OUT NOW!

Like the title says: Cultist Simulator and all DLC is now fully playable in beautiful, beta’d French and Spanish! Thank you so much to everyone who helped test the game in either language over the last month. We really appreciate it.
high rated
Factorio [1/2]

Updated to 2.0.55 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 2.0.55 released as stable

Balancing

• Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)

Bugfixes

• Added missing notification of "too far to connect" for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.

• Changed pipette of fluid recipes to work the same as pipette of item recipes. https://forums.factorio.com/128512

• Fixed "Any request zero" wait condition triggering when building last item on a space platform. https://forums.factorio.com/127644

• Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. https://forums.factorio.com/129009

• Fixed LuaForce::platforms read not being mapped by platform index as documented.

• Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. https://forums.factorio.com/129086

• Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.

• Fixed a broken menu simulation. https://forums.factorio.com/128891

• Fixed a crash due to item request proxy inconsistency.

• Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.

• Fixed a crash opening the train GUI in spectator controller. https://forums.factorio.com/117928

• Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. https://forums.factorio.com/128719

• Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. https://forums.factorio.com/128664

• Fixed a crash when attempting to run RCON commands in single player before the first tick has run. https://forums.factorio.com/128760

• Fixed a crash when calling LuaEntity::launch_rocket() with no character.

• Fixed a crash when clicking on "Show only essential technologies" in technology GUI while a hidden technology is selected. https://forums.factorio.com/128534

• Fixed a crash when defining a local noise expression as empty string and using it. https://forums.factorio.com/128654

• Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.

• Fixed a crash when ghost of train stop with custom color is upgraded.

• Fixed a crash when interacting with temporary stops in moving trains. https://forums.factorio.com/127258

• Fixed a crash when migrating rolling stocks. https://forums.factorio.com/128667

• Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. https://forums.factorio.com/128840

• Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn't have these values set. https://forums.factorio.com/129013

• Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. https://forums.factorio.com/128933

• Fixed a crash when script requested printing a localised string that has recursion loop. https://forums.factorio.com/113273

• Fixed a crash when setting active=false on logistic/construction robots. https://forums.factorio.com/128560

• Fixed a crash when trying to parameterize infinity pipe filters. https://forums.factorio.com/128626

• Fixed a crash when trying to render corpses without graphics defined. https://forums.factorio.com/128926

• Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. https://forums.factorio.com/128431

• Fixed a crash when using --dump-prototype-locale with some mods. https://forums.factorio.com/128838

• Fixed a rare, failing demolisher-related consistency check. https://forums.factorio.com/128720

• Fixed a recursive table in data would cause a crash. https://forums.factorio.com/128510

• Fixed a rendering issue with tables when removing all child widgets at once. https://forums.factorio.com/128820

• Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.

• Fixed an issue when changing constant combinator values in multiplayer. https://forums.factorio.com/128613

• Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. https://forums.factorio.com/128938

• Fixed an issue with scrollable tooltips and label sizes. https://forums.factorio.com/128655

• Fixed any filter was showing in copy-paste filters tip. https://forums.factorio.com/129042

• Fixed asteroid collector not drawing arms and radius when offscreen. https://forums.factorio.com/116156

• Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. https://forums.factorio.com/128283

• Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966

• Fixed blueprints not building cover tiles when foundation tile build failed on the same position https://forums.factorio.com/128637

• Fixed consistency issue with locomotive's fuel inventory if it has non fuel items in it.

• Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash https://forums.factorio.com/127660

• Fixed extra padding above the ghost cursor selection GUI. https://forums.factorio.com/126818

• Fixed getting an extra warning message of missing underground even when its not needed. https://forums.factorio.com/124209

• Fixed ghost rotated overbuild over real entity would not generate events. https://forums.factorio.com/128717

• Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.

• Fixed heat pipe connections did not flip. https://forums.factorio.com/129176

• Fixed high memory usage of asteroid collectors because they didn't remove invalid asteroid chunks from tracking when they were disabled. https://forums.factorio.com/128564

• Fixed inserter rotation and extension speed would ignore quality level of normal quality. https://forums.factorio.com/128506

• Fixed inserters could get stuck trying to insert into lab with some modded technologies active. https://forums.factorio.com/128625

• Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.

• Fixed listbox items with remarks would have their text cut off unnecessarily. https://forums.factorio.com/118954

• Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. https://forums.factorio.com/128085

• Fixed missing localisation for nuclear explosion effects. https://forums.factorio.com/129104

• Fixed missing train stop limit and priority blueprint parametrisation context captions translations. https://forums.factorio.com/128318

• Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.

• Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. https://forums.factorio.com/128358

• Fixed other forces' ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.

• Fixed possible memory management error when initializing GPU device counters with Metal. https://forums.factorio.com/128505

• Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. https://forums.factorio.com/123641

• Fixed researched and disabled technologies being shown in the technology tree and considered as "not researched" for prerequisites checks. https://forums.factorio.com/128875

• Fixed script could rotate inserters into diagonal directions. https://forums.factorio.com/129103

• Fixed several issues of factoriopedia entries being in the wrong order. https://forums.factorio.com/128417

• Fixed smart belt building over a curve in reversed direction. https://forums.factorio.com/126645

• Fixed solar panels on a script created surfaces were not affected by surface properties.

• Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651

• Fixed spidertron remote not showing the color of the selected spiders. https://forums.factorio.com/120405

• Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161

• Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. https://forums.factorio.com/129011

• Fixed storage tank was not showing fluid content through window when frozen. https://forums.factorio.com/129084

• Fixed super forced building across underground belts not working for some directions. https://forums.factorio.com/127335

• Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)

• Fixed textbox overlap in logistic network GUI. https://forums.factorio.com/118078

• Fixed texture initialization on low-memory Macs with the Metal graphics backend. https://forums.factorio.com/128458

• Fixed that AnimationSheet::repeat_count wasn't handled correctly and could crash the game. https://forums.factorio.com/128804

• Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. https://forums.factorio.com/128724

• Fixed that a black line could appear between chunks at some zoom levels. https://forums.factorio.com/128367

• Fixed that a long 'Enable train limit' translation would make the train stop GUI expand. https://forums.factorio.com/127386

• Fixed that asteroids would block placing blueprints. https://forums.factorio.com/128859

• Fixed that beacons would not respect the allowed module categories of the affected machine. https://forums.factorio.com/116042

• Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.

• Fixed that building while in the trains GUI when entered from remote view would build physical items. https://forums.factorio.com/128591

• Fixed that changing recipes in ghost assemblers would always clear requested modules. https://forums.factorio.com/128942

• Fixed that changing recipes in ghost assembling machines didn't remove invalid item requests. https://forums.factorio.com/127958

• Fixed that character armor animations did not play correctly. https://forums.factorio.com/128631

• Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. https://forums.factorio.com/127543
high rated
Factorio [2/2]

• Fixed that deleting all achievements in a modded game also deleted Steam achievements. https://forums.factorio.com/128753

• Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. https://forums.factorio.com/128104

• Fixed that destroying a character entity while it was in a space platform would crash the game. https://forums.factorio.com/128935

• Fixed that did on_player_driving_changed_state not run when cargo pods landed. https://forums.factorio.com/117557

• Fixed that disabling a text field widget didn't disable the rich text icon selector. https://forums.factorio.com/125560

• Fixed that eggs could spoil while traveling over open space and result in stuck biters. https://forums.factorio.com/128902

• Fixed that fast-replacing furnaces did not put result items into the correct slots. https://forums.factorio.com/128756

• Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. https://forums.factorio.com/128746

• Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. https://forums.factorio.com/122205

• Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. https://forums.factorio.com/128998

• Fixed that inactive crafting machines were not clearing animation state when freezing.

• Fixed that inserters could get stuck when captured spawners would revert and be re-captured. https://forums.factorio.com/128751

• Fixed that instant upgrading modules was not instant. https://forums.factorio.com/128649

• Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.

• Fixed that it was not possible for scripts to set the player's zoom level at or below 1/32. https://forums.factorio.com/128530

• Fixed that item insertion requests didn't work well with spidertron's sorted inventory. https://forums.factorio.com/120830

• Fixed that items in provider chests did not count as available when reading logistic network requests. https://forums.factorio.com/128584

• Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. https://forums.factorio.com/128194

• Fixed that locomotive fuel request couldn't be canceled outside of remote view. https://forums.factorio.com/128552

• Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. https://forums.factorio.com/128393

• Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. https://forums.factorio.com/128429

• Fixed that negative quality effects did not show correctly in tootips. https://forums.factorio.com/128464

• Fixed that offshore pump ghosts kept their fluid filters in cases where they weren't meant to. https://forums.factorio.com/128542

• Fixed that railguns didn't show the maximum energy consumption correctly. https://forums.factorio.com/128858

• Fixed that recipe with quality tooltip didn't work for modded GUIs. https://forums.factorio.com/128958

• Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. https://forums.factorio.com/128890

• Fixed that renaming all stops would change the color of all stops with that name. https://forums.factorio.com/128440

• Fixed that rocket silos disabled by script would still try to fulfil space platform requests. https://forums.factorio.com/128819

• Fixed that some map generator GUI headers didn't show. https://forums.factorio.com/128566

• Fixed that some space-age recipes using spoiling could be paused indefinitely. https://forums.factorio.com/128716

• Fixed that text field rendering did not work correctly when when changing the text value in some cases. https://forums.factorio.com/126400

• Fixed that the Constant Combinator GUI had inconsistent default values. https://forums.factorio.com/128502

• Fixed that the blueprint GUI could think there were pending changes when there weren't. https://forums.factorio.com/128937

• Fixed that the blueprint parametrisation formula UI error handling didn't properly fill the variables resulting in false positive errors. https://forums.factorio.com/128195

• Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)

• Fixed that the fulgoran lightning attractor didn't show what items it would produce when mined. https://forums.factorio.com/128612

• Fixed that the galaxy of fame button would not show when in multiplayer. https://forums.factorio.com/128259

• Fixed that toggling rocket silo space platform requests did not set the last user. https://forums.factorio.com/128785

• Fixed that transport belt ghost upgrading could generate unexpected undergrounds. https://forums.factorio.com/128232

• Fixed that valves would play a working sound when no fluid is flowing.

• Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. https://forums.factorio.com/127940

• Fixed that you could un-toggle all of the time buttons in the production statistics GUI. https://forums.factorio.com/128694

• Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. https://forums.factorio.com/114621

• Fixed the browse arrows in the remote view changing position when opening the train GUI. https://forums.factorio.com/119525

• Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (https://forums.factorio.com/128656) Fixes Railgun upgrades not being correct. (https://forums.factorio.com/116987) Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.

• Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. https://forums.factorio.com/121495

• Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. https://forums.factorio.com/122935

• Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137

• Fixed wait condition "any planet import zero" was ignoring negative filters when deciding which items would be requested. https://forums.factorio.com/128821

• Fixed wire shadow rendering ignoring surface shadow opacity. https://forums.factorio.com/128633

• Improved collection of asteroid chunks on space platforms with fluctuating speed. https://forums.factorio.com/124493

• Killed landmines now explode. https://forums.factorio.com/121065

Minor Features

• Added --run-replay command line option.

• Show existing turrets' radius when holding a turret to be built. https://forums.factorio.com/116572

• Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.

• Spidertron remote tooltips show a camera view of the selected spiders.

Modding

• Added AgriculturalTowerPrototype::accepted_seeds.

• Added AgriculturalTowerPrototype::randomize_planting_tile.

• Added ItemPrototype::moved_to_hub_when_building.

• Added LandMinePrototype::trigger_interval.

• Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.

• Added RecipePrototype::additional_categories.

• Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.

• Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.

• Added helpers to settings and prototype stages.

• Added the "valve" entity type.

• Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.

Scripting

• Added LuaControl::get_inventory_name.

• Added LuaEntity::cargo_bay_connection_owner read.

• Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. https://forums.factorio.com/128752

• Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().

• Added LuaEntity::owned_plants read.

• Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.

• Added LuaEntity::use_transitional_requests read/write.

• Added LuaEntity::valve_threshold_override read/write.

• Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.

• Added LuaEntityPrototype::fluid_source_offset.

• Added LuaEntityPrototype::launch_to_space_platforms read.

• Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).

• Added LuaGuiElement::quality read/write for "sprite-button" type.

• Added LuaHelpers::compare_versions().

• Added LuaHelpers::game_version read.

• Added LuaInventory::name read.

• Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().

• Added LuaSpacePlatform::clear_ejected_items().

• Added LuaSpacePlatform::eject_item().

• Added LuaSpacePlatform::ejected_items read.

• Added LuaSurface::daytime_parameters read/write.

• Added LuaSurface::global_electric_network_statistics read.

• Added LuaSurface::pollution_statistics read.

• Added LuaSurface::set_pollution.

• Added LuaSurface::spill_inventory.

• Added quality to on_script_trigger_effect event when item spoils to script trigger.

• Added character parameter to LuaEntity::launch_rocket.

• Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.

• Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.

• Added drop_full_stack parameter to LuaSurface::spill_item_stack.

• Changed LuaEntity::set_passenger() to work with cargo pods.

• Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.

• Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.
high rated
Mad Restaurant People

v1.5.0.0 ( June 8 - 2025

Engine update to Unreal Engine 5.5.4
AI Rewrite
Keep fire extinguisher from using the conveyor belt
Player can no longer be thrown out of the level by the conveyor belt
Several engine dependent fixes
Some navmesh fixes
Changed path and cursor asset to be more visible
Post edited 5 days ago by Oriza-Triznyák
high rated
(from Steam)

Near-Mage update for 8 June 2025
The No Hand-Holding Update & UI Additions

No Hand-Holding
A lot of players have said there is a bit too much hand-holding in the game.
We heard you, so we added a choice to not show objectives on-screen.
You can choose this right at the start of the game, once Illy exits her room at home:

You can also toggle it at any time during the game, in the Options menu, under Gameplay:

What’s cool about this is that it effectively works like an easy / hard mode switch, and it turns the quest log into a sort of hint system.

You can turn objectives off and find your way around just based on the information the characters give you, and if you’re really stuck (or forgot what you have to do) you can quickly check the quest log.

Even if you beat the game once, since it’s designed to be replayed and try new stuff, it’s an interesting way to experience its world again in a more challenging way.


Fixes & Known Issues
All achievements now working properly ("Kick in the Door" was the only one that didn't trigger).

With hundreds of NPCs that always cycle it was inevitable that some wouldn’t work properly. We’ve temporarily removed a few that caused more confusion (looking at you, Lurdan on Black Lake Shore) and will spend some time resizing hotspots and moving things around.

We wanted to push this update out as soon as possible (it took a while to make the above changes), so we’re aware of a few edge cases that we haven’t had time to address in this patch. One of them is certain characters refusing to interact if you’re flying. It’s being fixed and will be in the next patch; for now if it happens exiting and re-entering the screen without flying should fix it.

We're always checking the Steam Discussions forums, so if you have any thoughts or suggestions, we want to hear your thoughts!


Changelog below:

1.1.0
Added
- Added contextual UI reminders about spellcasting
- Added feature to disable On-screen objectives
- Added "Controls" panel in the in-game Options menu, for easy controller reference

Changed
- Updated translations

Fixed
- Fixed UI scaling issue on Steam Deck
- Fixed some double whitespace occurrences in the dialogues
- Fixed garment cycling for some of the outfit pieces in the Wardrobe UI
- Fixed some instances in which Illy's stance would glitch while talking to an NPC while flying
- Fixed a softlocking progression during the "A Friend In Need" quest
- Fixed achievement not triggering when breaking in Daos' office during A Helping Hand
- Attempted to fix an issue that didn't trigger a Mitzkin notification at the end of the Glykon quest
- Fixed being able to talk about Furfur to Haralamb before actually meeting Furfur
- Attempted to fix a random occurring audio glitch that would crash the game upon arriving in Sighisoara the first time
- Fixed not being able to access the in-game map in Najil's Botanical Emporium and in the Mortar Coil
- Fixed being able to leave the Living Forest during the road to the end game
- Fixed a game-skipping bug that made it possible to visit the Hidden Camp before due time

Removed
- Removed an Hotspot related to an NPC that was causing confusion and other issues in Rakus' Lake Shore
high rated
Loco Motive

Updated to 1.0.5a (Galaxy & Offline Installer)

Changelog from SteamDB:
1.0.5a Hotfix

Thank you to everyone who has been enjoying Loco Motive since our 1.0.5 update!

This small hotfix addresses issues with character positioning when switching between characters during chapter six.

As always, we appreciate your continued support.
high rated
Parkitect

Updated to Version 1.11e3 (Galaxy & Offline Installer)

Changelog from SteamDB:
1.11e3 Update

May 2025 Build Challenge Results

Here are the winning entries:

These workshop items are now included as default blueprints in the game

Aquamarine Palace

Excitement: 92.4 (Extreme)
Intensity: 50.7 (Medium)
Nausea: 23.7 (Low)

Approximate Cost: ~$9,000.00
Approximate Cost (without decoration): ~$5,632.00

Situated on a rocky outcropping in the middle of a desert, the Aquamarine Palace glistens in the hot sun like a beautiful jewel. Inspired by Arabian and Indian architecture. Uses only generic scenery.

+++

Solarpunk Scream

Excitement: 65.5 (Very high)
Intensity: 36.3 (Medium)
Nausea: 17.1 (Low)

Approximate Cost: ~$7,921.01
Approximate Cost (without decoration): ~$4,525.00

+++

E.U.S.S. TUCAN

Excitement: 52,1 (High)
Intensity: 72,2 (High)
Nausea: 21,3 (Low)

Approximate Cost: ~$7,650.14
Approximate Cost (without decoration): ~$3,177.00

+++

A Winter's Trail

Excitement: 59.6 (High)
Intensity: 79.5 (High)
Nausea: 16.2 (Low)

Approximate Cost: ~$5,939.86
Approximate Cost (without decoration): ~$3,330.00

+++

Yellow Danger Noodle

Just a very skinny giant yellow snake on what could be a branch or entire fallen tree :3

Excitement: 77.5 (Extreme)
Intensity: 42.5 (Medium)
Nausea: 20.9 (Low)

Approximate Cost: ~$6,698.50
Approximate Cost (without decoration): ~$4,164.00
high rated
JDM: Japanese Drift Master

Updated to 1.1.53.1 (Galaxy & Offline Installer)

Changelog from SteamDB:
Patch 1.1.53.1

Ossu!
Hope you folks are having a wonderful week!

We have a nice package of fixes and adjustments for you this week, including further open world optimizations, improvements to the save file system, UI fixes and many car and car parts adjustments.

Here is the full rundown of patch notes:

Patch Notes

Gameplay

• Fixed an issue where the score counter would disappear during drift lessons in Drift School
• Fixed an issue where the ABS assists would automatically turn on, if the player opened up the smartphone menu.
• Fixed an issue where text boxes would overlap during the tutorial mission.
• Fixed an issue where one of the seats for the Alpha Moriyamo would remain locked at all times.
• Fixed an issue where the reward money displayed was not equal to the reward money earned during the Main Story delivery missions.
• Fixed an issue where the money earned through delivery missions would disappear after a game restart.
• Made adjustments to the chase camera rotation deadzones. The camera will now not immediately pan to the side with the slightest touch of the rotation.
• Fixed an issue when the game would provide a wrong reason for a mission fail, during chase missions. Now the game will properly display that the player has been caught and not disqualified.
• Further improved level optimization and introduced minor bug fixes to the open world.
• Improved the lights in traffic cars.
• Fixed an issue when the ABS and keyboard / gamepad assists would reset to default on restarting the game
• Fixed an issue when the player could be spawned in the burned down garage after completing Chapter 04.
• Enabled a tutorial for part upgrading in the Tuner Shop
• Made balance changes to the Sushi Delivery side missions: reduced the number of points required to reach the next rank; increased rewards for drifting during sushi deliveries; adjusted and shortened delivery routes for better pacing; increased package durability during sushi delivery missions.

UI / HUD

• Fixed an issue where the game would lock and the interface would disappear when exiting the Challenge mode.
• Fixed an issue where the audio and race countdown would move out of sync when the player paused the game during the countdown.
• Improved the Game Settings menu screen alignment.
• Fixed an issue where the HUD would not display properly during the drag tournament story mission.
• Added small art fixes to various manga pages.
• Fixes to spelling and text display for various Manga pages.
• Fixed wording on select event descirptions to better define their goals.
• Added a missing manga page from the main story line in Chapter 03.
• Improved the navigation system - upon reaching your destination the pin will now disappear.
• Fixed issues with different fonts displaying in the tuner shop. All texts will now display properly.
• Fixed an issue of flickering and scaling icons when having connected more then one input.

System

• Fixed an issue where the game could crash after repeatedly restarting missions.
• Made improvements to the save system. The game will now create backup save files to mitigate issues caused by hardware issues.
• Added the option to disable HUD in-game. You can access this feature through the smartphone.
• Added icons instead of button bumbers and axis numbers when using these steering wheel presets : Logitech G923 PS, Logitech G923 XBOX, Logitech G29, Thrustmaster T150, Thrustmaster T300
• Improved shadow quality on Ultra graphics settings
• Added rain drop effects on the windshield for Low and Medium graphics settings.

Audio

• Added additional SFXs to game credits, game intro and the race with Ayumi mission.
• Added new garage SFXs.
• Added new drag tournament SFXs.
• Added minor sound fixes and adjustments to the radio, game notifications and text messages.
• Improved the rev sounds for the Sushi Delivery car.
• Adjusted audio levels for storm effects.
• Adjusted the RPM SFX for custom engine settings in Nissan Z 432.

Cars

• Fixed an issue with side indicator lights not working correctly in Hideo’s car..
• Fixed an issue where the exhaust pipe would float under Subaru Impreza GR STI.
• Fixed an issue where the Bosozoku (star) exhaust pipe would incorrectly fit in Subaru Impreza GR STI.
• Fixed an issue where the side mirrors would not properly display the car's colour change - Subaru Impreza WRX STI.
• Fixed an issue where the digital speedo would not properly display the car's speed - Subaru BRZ.
• Fixed various part fittings and display issues with Nissan S14
• Fixed taillight and brake lights issues in Nissan Z33 after attaching certain body parts.
• Fixed the materials in an NPC car when racing in Mission 01, Chapter 05.
• Fixed an issue where “Wheelrage” LED lights didn't properly display light in Nissan 350Z.
• Fixed an issue where the rear bumper for Yotsuhoshi Shadow's “Paddock M” body kit could not be properly selected.
• Fixed an issue where the Mazda RX-8's tires were not set at a proper angle.
• Fixed an issue where the Mazda RX-8's wheels were not properly aligned to the tires.
• Fixed an issue where the Nissan Z432's RPM counter did not properly display RPM values.
• Fixed an issue where the Nissan 370Z's "Overdrive" taillight would remain active both during night and day.
• Fixed a fitting issue in Yotsuhoshi Revolution where certain parts would overlap visually.
• Fixed an issue where Honda Acty's rear wheels would not resize properly with the change of the body kit.
• Fixed an issue where Alpha Moriyamo's Burnout Labz Spoiler could not be painted.
• Fixed an issue where a bumper would disappear when using the “Shakotan short” exhaust in Mazda RX-7 FC.
• Fixed an issue with Racero's GT3 textures.
• Fixed an issue where the “Powermotion CS XX” rims were not correctly centered.
• Fixed stuttering revs between 300 and 5000 rpm for Nissan Laurel.
• Fixed a bug where one of Nissan's 400z hood couldn't be unlocked and bought.
• Adjusted camera angles for the Honda Acty and Nissan RZ34.

We are continuing to work on various requests, features and bug fixes reported or proposed by you. Some of our immediate tasks that should go live soon include:

• Adding Cloud Saves.
• The addition of FSR upscaler.

These are, of course, only examples - we continue to analyze, reproduce and fix various issues coming from your feedback. We wanted to take a moment here and once again thank you for eagerly sharing your feedback with us, it has been a tremendous help! We only request a little bit of patience, as we work our way through all of them.

If you encounter any bugs or issues, please remember to send us a bug request HERE.

We also encourage all of you to join our ever-growing Discord server, when you can interact with other JDM fans, as well as with us directly.

Let’s Drift
The Gaming Factory Team
high rated
No Man's Sky

Updated to 5.71_Beacon_145254 (Galaxy & Offline Installer)

Changelog from the official website:
Beacon 5.71

June 06, 2025.

Hello Everyone,

Thank you to everyone playing No Man’s Sky – Beacon, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 5.71, which is now live on Steam, and will be coming to other platforms as soon as possible.

Bug Fixes

• Fixed a rare issue that could cause newly-claimed settlements not to have an Overseer's office.
• Fixed an issue that could cause the settlement teleport destination to become the centre of the monument, rather than office.
• Fixed an issue that caused the camera to be incorrectly positioned when first interacting with non-Autophage settlements.
• Fixed a number of issues that could cause Sentinel raids on settlements to escalate the player's wanted level.
• Fixed a rare issue where settlement building terminals would read out information about the wrong building.
• Fixed an issue that caused some Autophage settlement parts to be replaced with stone versions.
• Fixed a number of issues with the UI progress dial when retiring as the Overseer of a settlement.
• Fixed a number of issues with settlement UI pages when viewed in non-standard resolutions.
• Fixed an issue that caused "faulty goods" decisions to be chosen too often when solving settlement dilemmas.
• Fixed a number of issues with the display of stats on the settlement history page.
• Fixed an issue that caused settlements claimed prior to 5.7 to have all empty stats on the settlement history page.
• Fixed a number of minor visual issues with Autophage settlement parts.
• Fixed an issue that caused Autophage settlers to be visible before being properly revealed.
• Fixed an issue that caused settlement building upgrades to fail to take their materials from the player inventory when started.
• Fixed an issue that could cause missions to display incorrect information when there are several settlements in the same system.
• Fixed a rare issue that could cause players to appear to own settlements they do not.
• Fixed a number of particle rendering issues affecting PC, PlayStation 5, Xbox Series S/X and Switch 2.
• Fixed a number of minor text issues.
• Fixed a number of minor icon issues.
• Fixed DualSense controller vibration on PS5.
• Introduced a number of optimisations to mission markers.
• Optimised settlements meshes.
• Introduced an optimisation related to base building.
• Introduced a number of optimisations for NPCs.
• Introduced a number of rendering optimisations.
• Introduced a number of memory optimisations on Xbox Series S/X.
• Introduced a number of memory optimisations on PlayStation 4 and Xbox 1.
• Fixed a hang that could occur when loading into a settlement after changing the system time.
• Fix a crash related to settlement upgrading.
• Fixed an animation crash.

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games
high rated
Union of Gnomes update for 10 June 2025
from version 1.5.26 to 1.5.27. No changelog.
high rated
Star Trucker

Updated to 1.0.63.0 M (Galaxy & Offline Installer)

Changelog from the official website:
Update 1.0.63.0

Patch Notes - June 10, 2025

Star Trucker has been updated to v1.0.63.0. This update focuses on job rewards and difficulty balance while adding a host of new features and improvements…

Job Rewards

We’ve adjusted various payouts to help with cash-flow when starting out and XP progression towards the end-game.

• Increased base cash reward for all jobs by $200
• Increased cash bonus for Multi-trailer certifications from 5% → 20%
• Increased XP bonus for Multi-trailer certifications from 10% → 25%
• Increased XP bonus for Tier 1 certifications from 5% → 10%
• Increased XP bonus for Tier 2 certifications from 10% → 25%
• Increased XP bonus for Tier 3 certifications from 20% → 50%
• Fixed issue where long distance bonuses were not always awarded
• Fixed issue where multi-trailer certifications did not match
• Job board now shows estimated XP rewards
• Job board can now filter jobs by XP

Damage

Collision calculations have been overhauled to provide fairer and more consistent damage reporting.

• New collision calculations and improved impact recognition
• Reduced damage received from small debris and glancing blows
• Updated the mass values ranges of debris, asteroids and props to better reflect their scale
• Multi-Trailers no longer cause collision damage with themselves
• Fixed issue with damage occasionally being applied multiple times on initial impact
• Fixed issue with some asteroids misreporting their mass
• Fixed issue with monitors showing incorrect trailer damage values

Resting Up

You can now use your cab’s bed to skip time. Just be careful not to miss your delivery window!

• Use your cab’s bed to rest for up to 4 hours of in-game time
• Truck systems will continue to drain while you rest unless parked at a station
• Risk of parking tickets when resting in sectors with restricted parking
• Use designated parking bays to avoid tickets
• Stations allow free parking for a set number of hours
• Rest period will automatically end if a serious incident occurs
• 50% less oxygen is consumed in the cab while resting

License Plates

Choose from a variety of vanity plates and display your handle loud and proud.

• New option to equip a license plate added to the body shops
• Customize your registration label from the License Plate screen
• Unlock new plates via cash or challenges
• Equip special collaborative license plates from our friends at Raw Fury

Free Play Mode

A new mode for those who want to haul instead of holla.

• Free Play replaces Hardcore mode on the New Game screen
• Starts the game with the entire galaxy unlocked and all truck features enabled
• Disables Convoy side jobs and related achievements

New Options

Extra settings to help improve accessibility and allow a greater range of custom shortcuts.

• Added lots of new shortcuts for cab interactions to custom binding screen - PC ONLY
• Added quick look shortcut feature - PC Only
• Added option to toggle quick look re-centering method - PC ONLY
• Added option to reduce or disable seated camera momentum
• Added option to reduce or disable external camera momentum
• Added option to disable the brake cut-off feature
• Added option to auto-center the cab view after a short delay
• Added option to enable CB mic auto-press during NPC interactions

Photo Mode

Take great snapshots as you cruise the galaxy! For more information on how to get the most from this feature be sure to check out our handy PHOTO MODE GUIDE.

• Added a Photo Mode option to Pause Screen
• Added Multiple camera modes and filters
• Ability to save screenshots to your PC or Console

UCCs

Balance tweaks for the standard UCC alongside a new longer lasting variant.

• Added a Heavy Duty UCC with increased hitpoints and robustness
• Heavy Duty UCCs added to shops and salvage generator
• Reduced Standard UCC fragility by 30%
• Reduced EMP discharge damage by 17%
• Reduced electrical storm damage rate by 20%

General

• UI will now alert player when a new customization item has been unlocked
• Reduced how long warnings and alerts appear on cab monitor screens
• Improved NPC damage materials
• Added new User Manual options for Resting, Parking and Docked Perks
• DLC / Add-On screen now lists pack contents

Bug Fixes

• Fixed issue with New Aspen having unavoidable debris when arriving from Crossvale
• Fixed various trailer UV mapping issues
• Fixed an issue with longer than expected pauses while listening to GRR
• Fixed issue where collected cone POIs would reappear using scanner
• Fixed issue where some trailer bounding boxes were misaligned
• Fixed issue where stacked pop-ups could lose input focus

Side Job Fixes

• Fixed issue when spawning the damaged reactor in “Meltdown”
• Fixed issue with maglink visuals during “Full Throttle”
• Fixed issue with the “Bear Contingency” quest vanishing under certain conditions

Once again we thank you for your patience as we continue to work hard to improve and expand your star truckin’ experience.

As usual, please report any issues and oddities you encounter to the Raw Fury Support Desk and be sure to check the Latest News page for information on future patches and developer updates.

- Dan & Dave ( aka Monster and Monster )
high rated
Northgard

Updated to 3.7.26.42112 (Galaxy & Offline Installer)

Gardariki, Clan of the Hippogriff DLC is available now.

Changelog from Steam:
Clan of the Hippogriff | Patch Notes for v3.7.26.42112

Clan of the Hippogriff

• The clan of the Hippogriff is now available in game
• The clan will be playable in ranked at a later date

v3.7.26.42112

Bug fix

Military path - Fixed Legion old bonus supply malus being granted on level 2 with the new effect
Knowledge - Fixed Military strategy working with enemy military units
Cross Of Vidar - Fixed patrol not attacking in Mission 6
Conquest - Fixed a crash in Gods fury Known Issues Hippogrif Missing some Deutch localization Missing Korean localization

Known Issues

Hippogriff
       ○ Missing Korean localization
       ○ Hippogriff conquest victory does not count for success
Gameplay - Decolonisation system issue if an enemy scout is present on the tile when another player uncolonize the tile
Conquest - IA losing alone in Titanomachy
Event - Issue with competitive event (IA and loading a save)
Bifrost - Crash when overing Ljosalf diplomacy menu if special characters are present in your pseudo
Lobby - Issue with lobby finder