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(from Steam)

StarVaders update for 30 April 2025
1.0.1 - Day 0 Patch

Thanks for all the bug reports! We're onto them - just a small casual Day 0 patch to fix some of the reported ones! This is going live for PC right now, will be coming to Mac a bit later.

- Added our publisher's logo to the bootup, woops
- Fixed a black screen softlock when you lose against the OVERSEER
- Made the Tip Jar more obvious when you gotta click on it for an unlock
- Fixed a bunch of localization reports/ suggestions, keep them coming!
- Fixed multiple More Info images showing up on screen

We're looking into some of the resolution issues as well.

Thank you for playing the game, keep the reports coming! If you are enjoying the game please leave a review! It helps us out a lot.

Axolotl


StarVaders update for 1 May 2025
1.0.2 - Day 1 Patch

Wow, it's been great to see all the feedback so far.

We've added a few more options in the settings menu for you to customize how you wanna play the game. Although the "axolotl's prefered way" to play remains the same, more options never hurt anybody!

Sorry if you encountered that major looping softlock when losing in the Overseer fight, this has been fixed! If you are still in a run and it is still not working you might need to delete that run from the main menu (or abandon the run).

New Gameplay Options
- Added a button in the settings to unlock only pilots and the daily run
- Added an Extras option to made Chrono Rewinds during the encounter NOT reshuffle your deck.
- Added an Extras option to give infinite Chrono Tokens.

Other
- Added an option to remove the "F2 Bug Report" prompt
- Buffed Noel, she now starts with an Artillery Fire!
- Added the Bomb keyword to entities that are considered Bombs.
- Rerolling fragments of LINK always gives a different modifier
- Fixed a major bug that happens when you lose against the Overseer
- Attempting a fix on missing resolutions based on base monitor resolution
- Attempting a fix on a bug that prevented the settings menu from applying changes
- Fixed a Task Engine Crash with the Grandmaster
- Fixed a Task Engine Crash involving Transmogrify and special upgrade cards (like Shadow Kunai)
- Fixed Ricochet Fire! + Lazer Bullets being 1 tile too short
- Fixed Enhance (Keeper spell) not targetting random cards
- Fixed Thundersquall - now correctly only targets invaders, and range is accurate
- Fixed a few localization strings and incorrect tags
- Fixed bug preventing typing 1, 2, 3 in the seed
- Attempting to fix a bug caused by patches messing with save files (caused you to start a run with the deck from the previous run)

This is just a first batch of bug fixes, we've still got a few to tackle. Thank you for the meal! (axolotls eat bugs)

Keep sending them over!

Axolotl


StarVaders update for 2 May 2025
1.0.3 - Day 2 Patch

Heya, another day, another patch.

We really appreciate all the bug reports and the feedback that's been coming in! Some notable changes in this update include:

- A new Save Scum extras option that makes it so when you exit and resume an encounter, it starts from start of the fight instead of where you left off.
- Overseer Phase 2 transition now resets your energy and draws 3 cards for you
- Tweaked some of the encounter algorithm to create less "really bad" encouters.

Other:
- Fixed gamepad input resetting when rewinding
- Fixed a Nessie task engine crash when it eats a bomb in phase 2
- Fixed Chain Lightning and Translocate, now playable without summons
- Fixed Salve causing everything to become free when combined with Cold Star
- Fixed not having any rewards anymore when using Infinite Rerolls to reroll rewards for a long time
- Fixed some visual bugs in the glossary involved artifact & their completion stars
- Fixed a few localization issues
- Fixed Red Brand showing up in double artifact reward
- Attempted fix on inconsistency in achievement for not picking up artifacts
- Hypermode Shun now correctly starts with 2 Battery.

Unless there are some serious issues we will likely not have a patch during the weekend, so see you next week! Keep slaying those invaders!

If you are enjoying your time it helps us out so much to leave a review!

We also have a fun discord community you can join here. We've got both long time players and newcomers all discussing strategies and showing off their decks. We will also be starting some cool activities soon inside the discord server!

Thanks,

Axolotl


StarVaders update for 6 May 2025
1.0.4 - Roxy's Revnenge
**First up, a warning: IF YOU ARE PLAYING ON MAC, BACKUP YOUR SAVE FILES. We will be adding Steam Cloud support to Mac soon, but are unsure how it will affect the game if you played on multiple devices. Our apologies if something happens to them!

For anyone looking for save files for the MAC version. It's at "/Users/USERNAME/Library/Application Support/com.Pengonauts.StarVaders".**

Hope you all had a great weekend! Got some great feedback from a very wide range of types of players, they've all been super useful! We're only 3 people on the team (2 programmers and 1 artist), so it will take some time to fix everything, but we're hard at work!

Here are some of the notable changes in this patch:

Roxy's New Starting Deck
- 5x Shift
- 2x Fire!
- 2x Triple Fire!
- 1x Nova Bomb

Roxy is the weakest pilot on higher difficulties, but her deck is great to introduce the game with - so what I did was keep the tutorial deck the same, but changed her deck after the tutorial run. Gunner struggles a lot because of their weaker movement, so I brought Triple Fire! into her starting deck as an extra AOE option that can target further invaders.
Vengoid+

Vengoid+ now moves erratically, instead of giving Shields.

Vengoid Plus is one of the hardest invaders to deal with in Post-Apocalypse +, there's not a lot of time nor leeway to deal with them and the Shield makes it much more tedious to fight against. Shield was a boring ability anyway! Erratic movement now challenges the player in a slightly different way while still keeping the identity.
Hemophage

Hemophage fight has been quite confusing and difficult for a lot of players, and a very long fight as well. We've cut down their health pool, updated their description, and added more visual indicators to be more clear that the "purple" hemocytes should be destroyed since those are the ones that will channel doom. To balance this change, we've also shortened the turn limit.

True Ending Fixes and Improvements

The Overseer fight for the True Ending can occasionally be a big pain point for players, particularly if it's the first time they encounter it - it doesn't help that the transitions are kinda badly implemented timing-wise. I've made changes to address some of the issues:

- (from patch 1.0.3) You now draw 3 cards and reset energy on phase 1 -> 2 transition.
- On each phase transition, you now keep all your puppets. (If they were in the "head" zone, they move to the bottom side of the grid)
- The "Assist" cards that drop as pickups to help on the final turn have a glowing visual indicator now.
- I've added more descriptions for the final phase for the Hearts and the Blooms.
- Phase transition's timing has been improved so that you don't get screwed if you overheat / use an end-of-turn attack to trigger the phase transition.

Other changes:
- Noel's Novalanche now costs 1.
- Added backup loggerdata in case of steam cloud issues.
- Changed order of Act 3 invader unlocks for smoother complexity ramp (Void Rifts before Pulsars)
- Fixed Magical Gun not appearing in the pool.
- Fixed Parry, now works with Deflector / Reef Assault (the Charge will be dropped as pickup on the grid)
- Fixed Echo+ counting Dummy or Ticks for self-destructing
- Fixed Helping Hand no longer showing up as Used
- Fixed doubled 3D Printers now properly shoes up as Used
- Fixed Refresh drawing 5 cards instead of 3
- Fixed Pickup Rarity not being shown in the info panel
- Fixed Zombie component sometimes causing Haunting to go infinite (the hat kept moving between two summons)
- Fixed 0 cost triggers being inconsistent with 0 cost cards with reduced cost (it was because their cost was negative lol)
- Fixed Piercing Bullets + Lazer Bullets interaction in Japanese
- Fixed Oru's ability not working sometimes.
- Fixed an infinite loop caused sometimes by Hook Jab.
- Fixed a Task Engine crash involving Nessie.
- Ticks getting the Erratic modifier and teleporting.
- Recharging a random summon no longer targets unchargeable Bombs with Blast Legion
- Polymorph no longer spawns Care Package (a removed item)
- Fixed Transmogrify interaction with Warp
- Fixed Chronosphere not removing Odeus' bullet attacks.
- Many small localization changes

Again, thanks so much for playing the game and sending over the bug reports! We will keep working on improving the game, hope you enjoy!

Thanks,

Pengonauts

HOTFIX - [spoiler]Fixed Chaos Bloom's panel being broken[spoiler]
Post edited May 07, 2025 by FlockeSchnee
Thanks for bringing the changelogs here! :)
Is the game up to date (1.0.5)?
avatar
aeraer11: Is the game up to date (1.0.5)?
Nope, not yet. It's still at 1.0.4. It's probably late.
Guys, here's an update behind why the 1.0.5 has been kinda late. I asked one of the developers about it on Discord, and here's the answer I got. Let's all hope for the best for what the future has to bring! :)
Attachments:
StarVaders update for 16 May 2025
from version 1.0.4 to 1.0.6. No changelog.
Guys! The 1.0.7 is now up!
StarVaders update for 22 May 2025
1.0.7 - Fixer Upper

More bug fixes! And we've reworked some of the Hemophage as well.

Hemophage 2.0

Based on feedback we're smoothening out some of the awkward parts of the Hemophage, and allowing more options to deal with it so it's not a pain to fight.

- No longer becomes Immune while splitting (you can keep hitting it with repeated cards to deal more damage, but it will split into more Hemocytes)
- In the "Final phase", no longer recombines with Hemocytes and only keeps 1 HP.
- Added more text for describe the Hemocytes.
- Reduced total HP again.
- Delayed attacks (like Titan Rocket or Auto-Bombs) now correctly trigger before the Hemophage absorbs its Hemocytes.

Other:
- Fixed issue with our save backup system, wasn't working for certain OS versions.
- Fixed bug where you reload into an empty hand
- Fixed bug where some boss timers don't show up
- Repeated self-drop cards now keep their rarity (like Claw Trap)
- Pilot Album now unlocks correctly with Daily or Challenge wins
- Fixed Sygyzy counting twice for Xenn's Relic
- Fixed a couple softlock involving skipping cutscenes
- Fixed a softlock involving pressing mutliple buttons at once during unlocks
- Fixed Old Comet, now doesn't trigger when played.
- Fixed bug where Nessie stops moving.
- Nessie now heals the tile directly in front of it each turn on Phase 2.
- Fixed bugs where Nessie's attack isn't correctly displayed when rerolling during an attack
- Fixed generation error where you reroll into the same encounters at the start of an act.
- Fixed True Ending working with dailies or challenge on Mac
- Fixed Boss room not appearing if you have too many relics
- Fixed Eclipse not ending when there are no more waves or enemies. (Eclipse now also ends early if there are only Echos left on its turn)
- Fixed Task Engine crash involving repeated Raise Army on Bombs with Blast Legion
- Fixed timer not showing up on pause/resu,e
- Bombs with Blast Legion can no longer be stealth charged (to trigger Charge Fire).
- Fixed visual bug where the Overseer fight is warped
- Fixed Witch Fire counting cooldown of destroyed spells.
- Made Death by a Thousand Cuts achievement count one less repeat (because it was confusing that you needed to see 11x in game)
- Fixed softlock by getting stuck in Pause Menu on a screen outside of a run
- Many localization changes

Keep the bug reports coming! Thanks!
Axolotl of the Pengonauts
(from Steam)

StarVaders update for 24 June 2025
1.1 - Beach Episode ~ Our first major update is live!

FYI we are gonna be in the Summer Sale with a 10% discount starting on the 26th.

It's finally Summer (in the northern hemisphere) and the pilots are enjoying a well-earned break after fighting invaders in countless timelines. Check out what's new in the 1.1 update below!

We've also finally reached over 2000 overwhelmingly positive reviews at 98%!

It's honestly so insane to me, I never would have thought so many people would enjoy our very wacky, very specific design philosophy. I've thanked you all so many times already but you really don't know how helpful it is to us indie devs.

If you missed it, here's a recap of what we've done between 1.0.0 and 1.0.7:

1.0.0 ~ 1.0.7 Notable Updates Recap:

- Added Savescum Mode and Infinite Chronos assist mode toggles
- Buffed Roxy and Noel's starting decks
- Improved the clarity and balance of the to make them feel better to play against
- Fixed dozens of bugs, crashes and localization issues of all types
- Much more! check out the full changelog of all updates in our previous news posts.

1.1.0 - BEACH EPISODE:

[New!] Sandbox Settings
Adjust the game to your liking with the Sandbox Settings, a new menu to tweak the game with.

Notable features include:
- Optional customization of difficulty with new settings based on player suggestions.
- Ban specific packs and bosses from appearing during gameplay.
- We will continue to add to the Sandbox Settings based on player feedback and suggestions!

[New!] Beach Pack
Part of the magic of the "Pack System" is that it lets us add a lot more variety and mechanics without diluting the card pool as is often a problem in many deckbuilders with a lot of content.

We will be able to add as many packs as we can think of, and each one added will expand the variety of the card pool across multiple runs. And if you do not enjoy the new packs, you can always disable them in-game with the new sandbox settings!

The first new pack post-release is the Beach Pack, themed around "random" synergy. Randomness is not always dangerous, sometimes it can be harnessed and used to your advantage.

Use the Pocket Sand to strike random invaders while sifting through your deck, or throw the Beach Ball at other invaders with big splash damage. (Beach Ball is one of my new favorite Items to build around!)

This pack is designed to synergize with the existing card pool too. The Roadtrip card will return all cards that mention "random" from your discard pile to your hand, and the Lucky Dice artifact will improve the odds of ALL random-related artifacts and cards from other classes and packs!

Discover these in-game after you unlock the Beach Pack through earning trophies!

[New!] Buncha Artifacts
We're adding a new neutral Legendary, and each pilot gets a new pilot-unique Common artifact that explores a bit more of their unique mechanics!

Some of these are references to content creators who played the game that we really enjoyed, try to guess who they are!

Notable QoL Improvements
- On the Character Selection screen, there is now an indicator for the highest difficulty the pilot has won with.
- Challenges now show a different trophy when they've been completed with the True Ending (this is not retroactive so only new runs will update it).
- Regenerating Shield now has its own, more visible section in the description, and has been added to the bosses that it applies to that was missing that information.

Notable Balance Changes
- Zeke has been buffed to start with Echo on their Nova Bomb instead of a Heated.
- Zeke has had problems with setup and early-game, which became a lot more apparent after the buffs to Roxy and Noel. Changing the Nova Bomb upgrade gives Zeke a strong AOE setup early and also helps showcase his ability to dismantle self-purging cards as an advantage.
- It's not the biggest buff but it does give him the much needed early game tempo to be able to get off the ground easier and build towards something stronger.
- Doom Ritual has been reworked to only activate if no other invaders are channeling Doom.

Other
- Buffed Chant (from Dark Medal), now draws a card.
- Buffed Dawnbreaker and Nightbringer, now only increases cost of Sun/Moon cards by 1.
- Nerfed Hologram, now 1 cost instead of 0 cost.
- Added a countdown for when the Daily Run resets
- Orchids and other similar simultaneous doom + attacking invaders now attack before channeling Doom.
- Added animations for Min! (very important)
- Added whiff indicator to Static Wave
- Added more info tooltip for Robo-Parrot
- Added a toggle in the settings for increasing danger zone visibility on the grid.
- Buffed Gunner Assist!, now fires 2 additional rockets
- Ghosts can no longer gain immunity while they are channeling Doom.
- Added some modding-framework related changes to the codebase in preparation for modding
- Improved the clarity of a few boss descriptions
- Fixed several missing card tags
- Fixed bug involving entities floating above holes
- Fixed a few mouse-hover input related bugs where some entities are too close to each other
- Fixed Ultra Coolant crashing on a no-commons pool modifier run.
- Fixed missing 2x Legendary Special reward on a no Legendary pool modifier run.
- Increased Guide scale for better readability
- Fixed Visual overlap of completion star in more info
- Fixed Summon limit text overlapping with Bomb limit
- Fixed Summon limit text not updating when max Summon limit is changed
- Attempted fix on Nessie freeze when defeated
- Attempted fix on settings scene crash due to resolution errors
- Attempted performance improvements and fixes for memory leaking
- Many localization changes based on suggestions.

Hope you all enjoy! The update is live now!

Other than any immediate bug fixing patches, the next big content update will be Update 1.2 around September / October. It will be very scary and have a bigger focus on new gameplay content! The beta for it will be up in the next few months, so stay tuned!

- Axolotl of the Pengonauts
Post edited June 26, 2025 by FlockeSchnee