A Galaxy of Loot
Venture deep into the Astroloot Sector, a vast and enigmatic sci-fi expanse filled with dark secrets, lost treasures and relentless foes. Every step forward uncovers new dangers and greater rewards. Obliterate anything in your path, level up, and claim every piece of loot you can carry. All in a cozy, stress-free walking simulator infused with deep ARPG mechanics.

Infinite Build Customization
Choose between the Leviathan, Hyperion, or Chronos ship archetypes. Customize your build with hundreds of items, with up to six modifier slots that drastically alter their function. Chart your own course through a massive skill tree with over a thousand nodes, each choice reshaping how your build plays.

Deterministic Crafting
Find and collect nine types of dice, each offering unique and powerful crafting effects. See the exact outcome of your final roll before committing to a craft. There's no gambling.

Balanced for Fun
Astroloot respects your time, offering a true solo-self-found experience where you can discover and craft your own gear. The game is designed for a smooth, balanced single-player experience with no servers or online restrictions. You own your progress. If you’d rather explore and loot with a friend, co-op is just a click away, playable via LAN or online through Steam.

Bugfixes & Improvements
The advertised fix for Time on Minions is now actually live in this version. Sorry for that, it went under the wheels as a last minute mess-up before I released 0.6.9.
[/*]Octron\'s Tangle now correctly applies its Time debuff. This debuff is also inherited by Minions and Parasites.
[/*]Fixed out-of-memory crash that could happen with Parasites and Leech
[/*]Massively reduce memory footprint of Leech: Leech stacks are now compressed as previously done for Radiation stacks
[/*]Fixed diff to not suggest placing Aurora Bulwark into weapons
[/*]
Fixed a regression in Critical Strike Chance provided by Chips, that was caused by the changes in 0.6.9.
Logarithmic Power Report Colors
Skill Tree power reports (DPS, Max Hit, etc.) now use logarithmic scaling instead of linear scaling.
This makes \"good\" and \"very good\" nodes easier to spot, even when extreme unreachable nodes exist elsewhere on the tree.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/3c6f79e83119c264f9abcfe66080d5cac0f1c651.gif\"][/img]
Improved Boss Targeting Hints
Boss lightning attacks that spread in four directions now have a special targeting hint, so that it is easier to find a safe spot.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/0aa0ef435a763f8bdae84d3eb978cc38c4128788.png\"][/img]
Bugfixes
Fixed a bug that the summoner ship\'s Time wasn\'t correctly applied to Minions. Due to this bug, Minions that moved away from the summoner ship usually had less Time than the summoner ship. This fix is a huge buff to Minions that are away from the player. Probably this will require further balancing adjustments for Minions in version 0.7.
[/*]Fixed base critical strike chance regression. %crit on weapons is now a multiplier on the weapon\'s base again, instead of additive with all the other %crit. Sorry for that!
[/*]Fixed display of Monster Level on mission tree
[/*]Fixed depth and monster level displayed on coop Abyss invites
[/*]Enhanced Chaos Circuit glow on skill tree
[/*]Dragon Eye works in Motherboard Socket enabled by a Soul Stone
[/*]Fixed Zuli DPS preview bug when both Multicrit and Multiluck are allocated
[/*]Added limit of how many packs an enemy can summon (50 packs)
[/*]Fixed damage overflow of perfectly timed thermal detonations
[/*]Fixed custom screenshot keybinding
[/*]Fixed an item glitch when using controller input
[/*]
Chinese Translation Enhancements
Special thanks to cpl2004, for spotting and fixing these bugs in the Chinese translation.
Fixed glossary lookup for \"burn\"
[/*]Fixed translation for incomplete sectors on marble machine skill tree
[/*]Fixed Hop description
[/*]Fixed \"max parasites on enemy\" translation
[/*]Fixed Radiant Annihilation description
[/*]Consistent wording for \"hits\"
[/*]
Winter Season Event
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/19b5fb6b87bb6910c6d1a2772165eb0e6e6a3c8e.gif\"][/img]
Thank you for an amazing year of Astroloot Early Access! Your support, feedback, and discussions have made this all possible. Astroloot wouldn\'t be what it is today without you.
Kiki and Carlo are feeling extra festive and they have prepared presents for you! You will have to find them, though. Hint: If you see snowfall, a Seasonal Present is close by.
The Winter Season Event begins on December 14 and runs until January 6 (all times utc).
Don\'t worry, the event will return every year with the same cosmetic rewards.
Abyss Squish
Abyss was the first endgame system implemented and it has been adjusted to fit mechanically into the marble machine system in 0.5. However, Abyss progression is a lot slower than Sector progression. This changes now and you will be able to blast through Abyss 5 times faster than before!
Abyss Monster Level now increases every 1 depth instead of 5 depth
[/*]5 instead of 3 waves will occur every 5 depth (previously 10)
[/*]An additional boss will appear every 25 depth (previously 100)
[/*]Slurxon will appear every 100 depth (previously 250)
[/*]\"Into the Deep\" now grants 2 completions (previously 3)
[/*]This changes the mission layout of opened Abyss sectors, so all opened Abyss sectors will be migrated to unopened Abyss sectors
[/*]The migration will adjust your max completed Abyss depth (divide by 5 and round up)
[/*]
Buff Icon Improvements
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/5975a1efcf91e8ac67707821ec11dd62c33d8d5e.png\"][/img]
All of your chosen Boons are now displayed as Buff Icons. There\'s now also a display setting to adjust the size of Buff Icons. Available sizes are Small, Medium and Large (the current default)
QoL
Improved Wheel of Fortune Affix crafting: only look at and compare tiers, since Lunar Dice exist
[/*]Lunar Dice can be used on Sectors and Sector Chips
[/*]Hop does not get interrupted when there is no enemy to hop to, increased Hop range from 1250 to 2000
[/*]Hop now tries to stay out of the corrupted area as much as possible
[/*]Improved precision of corrupted area particles, it is now a lot clearer where the corrupted area starts
[/*]Boss lightning beam tells are now as long as the final lightning beam will be
[/*]Dice Affixes on Sectors have been split into separate variants, you can now target craft the dice you want using the Wheel of Fortune
[/*]Low-tier Dice Affixes on Sectors can now roll at all ranks
[/*]You can now take/transfer 100 stacked Dice at once while holding shift
[/*]Shift+click for Sectors works for Sectors that are loot on the ground
[/*]For new players, Singularity is probably the most confusing item in the game. Hopefully not anymore, since it got a new attempt of an even better description!
[/*]Ship stats now also include the uncapped value of Dodge, like it already does for Resistances
[/*]Dialogs can be continued by clicking right mouse button
[/*]Always auto-stash picked up Nexus Shards in Dice Tab, even if Misc Tab is open
[/*]Searching in the Marble Machine Skill Tree now also searches for items in the tree
[/*]
Performance
Implemented culling: only visible sprites are sent to the GPU for rendering, this helps especially with deep Abyss trees, but also removes stress from the GPU during regular missions
[/*]Back to G1 GC, but with max pause time tuning. The previous switch to Shenandoah GC caused simulation slow downs in endgame
[/*]
Bugfixes
Plutonium Bar base damage is displayed correctly when used on Minions
[/*]Big Bertha base damage is displayed correctly when used on Minions
[/*]Fixed a glitch in renderer prediction, that could lead to jagged movement (worse the more Time you ship had)
[/*]Fixed regression in actual Necroblast detonation damage to be identical to preview, Necroblast is instant
[/*]Refresh slots properly after item crafting, if any slot changed from a chip slot to a mod slot or vice versa
[/*]Fixed King Gruvak charge + blind interaction
[/*]Fixed King Gruvak dancing around black hole
[/*]King Gruvak returns from corrupted area much faster if he charged outside
[/*]Only allow repeated Hullbreaker damage during collision for enemy-targeting weapons (looking at you, King Gruvak)
[/*]Fixed count preview of stashed Sector Chips
[/*]Fixed double dipping of Range + Parasites
[/*]Better formatting of Cooldown Buffs
[/*]Blueprint does not extract implicits
[/*]Fixed Stash Tab text overlapping in Russian
[/*]Fixed overlapping Power Report hint in some languages
[/*]Fixed German minion armor text
[/*]Fixed Venom Boost Buff Icon description to match the actual effect
[/*]Display Radiation Crit Chance and Crit Damage in stats if DoT can crit
[/*]Damage over Time can crit works for Afterburner
[/*]Fixed damage preview for luck applies to critical strike rolls, crit chance > 100 and multicrit
[/*]Fixed +Monster Level to also apply to Abyss Sector
[/*]Increased critical strike chance scales correctly, fixed glitch with negative critical strike chance and minion power
[/*]
Play in Japanese, Korean, and Russian
Astroloot is now fully localized in Japanese, Korean, and Russian, bringing the full experience to more players around the world.
Welcome to Astroloot! Have a great adventure!
Astroloot
Astroloot ! !
Astroloot! !
Improvements
Gun Turrets and Shard Goblins are Knockback immune (Knockback damage perks still apply, even if a Knockback immune unit cannot be moved by Knockback)
[/*]
Bugfixes
Fixed Item Rarity regression on item drops, this happened if any exclusive loot item was equipped
[/*]Fixed Necromancer to work with Zealot
[/*]Correctly display mod level for Zealot + Slotfather
[/*]Fixed preview for Blind inflicted by DoT weapons
[/*]Fixed Singularity glitch
[/*]
Improved Rustblaster
Knockback has been reworked in 0.6, but Rustblaster was forgotten.
Rustblaster now has Knockback Hits deal 250-300% more Damage. Previously this was 40-60% and only if item level was >= 50.
Any existing Rustblaster without this Affix can be upgraded using an Infinity Dice.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/c22212e7c5e595a18d946319ac63c8160e1da5d5.png\"][/img]
Bugfixes
Fixed Critical Corrosion being able to circumvent \"Non-Critical Strikes deal no Damage\". I\'ve decided to fix this bug in 0.6 and not wait for 0.7, mainly because it is a bug and builds utilizing it can build around it meaningfully while still having very high DPS.
[/*]Fixed Preview Damage if Critical Strike Multiplier is negative
[/*]Fixed Preview Damage if Critical Strike Chance is negative and \"Non-Critical Strikes deal no Damage\" is active
[/*]Fixed Preview Damage of \"Luck applies to your Critical Strike rolls\" (was incorrectly double dipping Luck on first Multicrit roll)
[/*]Fixed Shock Preview with negative Critical Strike Chance while \"Non-Critical Strikes deal no Damage\" is active
[/*]Accurately preview Time multiplier for Damage over Time weapons, like it was already done for hit based weapons
[/*]
Nexus Shards Auto-Stash
Nexus Shard Drops now behave like Dice when clicking on them. They get stashed together with all other Dice Drops when clicking on any of them. You can still ctr+click a Nexus Shard Drop to sell it. No auto-stash of other Drops will happen in this case.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/6ddd9ba809033d7ede64539e68c0449e36b1de96.png\"][/img]
Bugfixes & Improvements
Fixed out-of-memory crash on certain Radiation + Contagion builds, Radiation now uses significantly less memory and Radiation simulation performance will be much better as well
[/*]Fixed Turbo Boost Attack Speed gain in Preview
[/*]Fixed increased Attack Speed per Time, which wasn\'t applied correctly if there was no other source of Attack Speed
[/*]Improved Damage Conversion performance
[/*]Improved Luck performance
[/*]Fixed missing button sounds when choosing a Boon
[/*]
QoL
Added quadrillion (Qa) and quintillion (Qi) magnitudes for displaying damage numbers. When displaying damage with magnitudes, the game now shows up to two digits.
[/*]When dropping loot, the system now checks for gaps and inserts loot there, if possible
[/*]Offscreen Loot is filled in gaps as items are picked up
[/*]Kiki\'s Lucky Loop is now a bit more interesting, as the NPCs do not fly with the same speed all the time.
[/*]
Bugfixes
Switch rendering on Windows from OpenGL to ANGLE to fix driver compatibility issues. This emulates OpenGL through DirectX and allows the game to run on more systems (looking at you, Intel GPUs).
[/*]Kinetic Damage can cause Shock is now working in Preview
[/*]Fixed Upload when uploading from a Minion to another Minion
[/*]Kiki\'s Lucky Loop can be finished as an uploaded Minion
[/*]Fixed Thermal Detonation damage regression after performance optimization. It has been dealing all accumulated hit damage of a simulation tick, instead of just the overkill damage of the hit that destroyed the enemy.
[/*]
Stackable Nexus Shards
Nexus Shards with the same Affix now stack like regular Dice. This means there is practically no more limit how many of them you can collect.
The game will automatically group and stack your already collected Nexus Shards when migrating data to the latest version, so you won\'t need to do it by hand.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/53ea5fcc87fabd332918552cc227f9c46f4fe4f0.png\"][/img]
Empowered Crit Ripper
An empowered version of Crit Ripper has been added to the game. It can be found anywhere. It is limited to 1 Chip, but it also counts towards the Empowered Chip Limit of 3.
Empowered Chips now have a white-glowing animation to distinguish them from regular Chips.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/4e324dc9884767e8646af0abf6564aca80055855.png\"][/img]
Balancing
Chaos Circuit now grants 0.5% increased effect of Fields instead of 1% more effect of Fields
[/*]Chaos Circuit now grants 0.5% more Blind Effect instead of 1%
[/*]
Blind slow and damage reduction caps at 80%
[/*]Global DoT Affix can now roll on all Engines
[/*]
QoL
When Shard Goblins spawn, a message of their laughter is shown at the bottom left of the screen, so that the info is available even if Audio is off
[/*]When selling items to Carlo, only Dice Carlo has publicly on display are transferred into his inventory. Other Dice disappear magically, just as they appear when a player receives them as payment from Carlo. This fixes all buyback bugs when Carlo\'s inventory is full.
[/*]The animation of Boss attack targeting tells is now a lot smoother (added client side prediction)
[/*]
Bugfixes
Dice drops granted by Sector Chips are now working as intended
[/*]Shard Goblins do not cause extra Wave Countdowns (was especially annoying in Abyss)
[/*]DIY Workshop does not count as Chip for Lin\'s Overclocked skill
[/*]Fixed a rare crash in crafting preview
[/*]
Thank you for playing Astroloot - Octron the Deep on release weekend! Your feedback and bug reports have been super helpful once again.
Bugfixes
Aurora Bulwarks now spawn before other Minions (this will apply the Aurora\'s fields to the player and those offensive buffs then through Minion Power to the other Minions)
[/*]Fixed a critical bug where stashing the 251st Nexus Shard either put the Stack into your inventory or got destroyed completly
[/*]
Bugfixes
Fix crash when allocating a skill node, while having two Chaos Circuits in the Skill Tree
[/*]Slotfather Mod Level Affix does not become global when used with Minions or Parasites
[/*]Fix for Plasma Nova and Parasites, now the Nova continues to deal damage, even if the Parasite host is already destroyed
[/*]
Octron\'s Arena
Octron\'s Arena contains the Pinnacle Boss of the Endgame and hosts the most demanding Boss Fight in the game. This Sector is Rank 8 and Monster Level 200.
The great risk is rewarded with Exclusive Drops, only obtainable by completing this encounter. This Arena is designed to be a viable endgame strategy that can be further customized by the Marble Machine Skill Tree, very much like Abyss.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/30a97c678213c8bfc9136272f5dc9c9eb6399e6b.jpg\"][/img]
New Endgame Sectors
13 new Endgame Sectors are waiting for you to be completed, granting a total of 20 additional Marble Machine Skill Points.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/6a3c85d36842d90113d619749adc155399f21f74.png\"][/img]
Nexus Shards
Golden Shard Goblins have been spotted all over the Endgame. If you manage to destroy them on a Mission you will be rewarded with a guaranteed Nexus Shard Drop. Nexus Shards are a new type of Dice, that can augment your Nexus with a Major Skill Tree Node.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/ccdb7d6bb05c1c084a576d07180be80e6a27e661.png\"][/img]
Reworked Spirit Animals
Huli
The previously two defensive Skills have been merged into one powerful Atomic Barrier. Most Damage Nodes have been reworked or buffed. And I am very excited to see what you\'ll do with Hidden Waste.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/c974233da84a86f71dc7b4dc5f9fb7ca7fd439de.jpg\"][/img]
Vorak
The single weapon trope has been buffed to better compete with two weapon builds. General-purpose Skills have been buffed and I\'m very curious how hard the new Heavy Impact will hit.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/5e6c1f7da610fca38f9300232548092a903de15f.jpg\"][/img]
New Unique Items
A total of 8 new unique items have been added to the game. Big thanks to our community, especially Entity, Milkyslice, TomatoYogurt and Vehn!
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/63419cbf1ade5421ceb0a893f1d78ed0ff2d2cee.png\"][/img]
New Mods
Purity grants 50-100% more Damage, but you cannot convert Damage.
Overdrive grants 40-80% more maximum Weapon Damage.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/d068db246a86cd738efa7ac2e5ecd46ed7bf96a9.png\"][/img]
Skill Tree Changes
All Unique Skills are now directly accessible and there are no more duplicate Major Skills. Parasite, Knockback and Max Resistance Skills have been buffed.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/75d7112882f45c7d5ef1948f81a50b8a1545a39f.jpg\"][/img]
New Marble Machine Skills
Customize your endgame experience even further with skills to alter the Octron Pinnacle Boss fight and skills that allow for more Shard Goblins encounters.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/60a7a731185c1a8e63c680afda3f7040dbe169cb.png\"][/img]
Sector Chips
You can now find and craft Sector Chips that can be placed into the Marble Machine Skill Tree.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/4dc2243e15067f7d843a77fc41c1b8979e3088f3.jpg\"][/img]
Reworked Kiki
I\'ve created a new version of Kiki, that looks less artificial, and also more cheeky and foxy, how my wife originally imagined the character. Daniel will eventually rework her completely, but he\'s unfortunately fully booked this year already.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/330f7385363bf76ee38eccb778d3cbd2b6e4ecd1.jpg\"][/img]
Ready to play in all supported Languages
Thanks to Allcorrect, all new content is ready and available in Simplified Chinese!
Allcorrect
And so much more!
Read about all changes in the Full Patch Notes .
Thank you all for your continued support and I hope you\'ll have fun with the new endgame content!
We\'re almost there! Octron the Deep launches November 7. These are the final patch notes so you can plan your builds ahead of release.
New Content
Octron\'s Arena
A new Sector where you can fight Octron, the Pinnacle Boss of the Endgame and the most demanding Boss Fight in the game. This Sector is Rank 8 and Monster Level 200.
The great risk is rewarded with Exclusive Drops, only obtainable by completing this encounter. The Arena is designed to be a viable endgame strategy that can be customized by the Marble Machine Skill Tree, very much like Abyss.
Nexus Shards
Golden Shard Goblins have been spotted all over the Endgame Sectors. If you manage to destroy them on a Mission you will be rewarded with a guaranteed Nexus Shard Drop. Nexus Shards are a new type of Dice, that can augment your Nexus with a Major Skill Tree Node. There can be only one Nexus Shard Augment on a Nexus.
Sector Chips
You can now find Sector Chips, which can be placed into the Marble Machine Skill Tree. Their Affixes influence Sectors within the Marble Machine. Uncommon Sector Chips can have 1 Prefix and 1 Suffix, Rare Sector Chips 2 Prefixes and 2 Suffixes. Sector Chips can be crafted through Dice. There is a Limit of 3 active Sector Chips.
Changed Game Mechanics
Time
Overlapping Time Bubbles no longer stack with each other. Instead, the highest increase of overlapping Flows of Time is applied.
Time is now inherited by your Minions and Parasites.
Mass
The physical Mass of ships no longer scales linear per Mass, but instead with a square root function per Mass. Tooltip stays the same (1% reduced Acceleration). However, navigating Ships with a lot of Mass will feel less cumbersome.
Energy
1% more Thermal Damage per Energy was not calculated properly. Depending on calculation order it could lead to less or more Damage than expected. This is now fixed, we\'ll see if Energy is now too strong or not.
Enemy Resistances
Previously, Enemies had 25% (bosses 50%) to all Resistances starting at Monster Level 70, and gained 1% to all Resistances per Square Root of 20 x (MonsterLevel - 70). This was capped at 90% Resistances, but Enemies could still overcap their Resistances at very high Monster Levels.
Now, all Enemies gain 1% to all Resistances each Level after Level 70. This stops at Monster Level 145, where enemies have 75% to all Resistances.
There is a new Ship Setting, which can be enabled to use the current Monster Level in Preview.
Knockback
All Knockback related effects are applied if a Hit would Knockback an Enemy, even if the Enemy is Knockback Immune (e.g. more Damage/Leech on Knockback).
The Preview System now calculates an average Knockback Chance considering all Weapons that Knockback and also now accurately previews Knockback related Effects.
All Knockback related Effects have been massively buffed.
Corpse Explosions
Previously Enemy Corpses exploded as soon as they were destroyed. Now, Enemy Corpse Explosions are triggered after a short delay.
Spirit Animal Changes
Huli
Atomic Conversion has been removed
[/*]Atomic Barrier grants +5% to maximum Nuclear Resistance (unchanged), 50% Damage taken as Nuclear Damage (new) and no longer grants +25% to Nuclear Resistance
[/*]Thermal Fusion grants 50% Explosive/Electric/Plasma Damage converted to Nuclear Damage (unchanged) and 25% Explosive/Electric/Plasma Damage as extra Nuclear Damage (new)
[/*]Thermal Fusion grants 50% Kinetic Damage converted to Nuclear Damage (unchanged) and 25% Kinetic Damage as extra Nuclear Damage (new)
[/*]Meltdown grants 20% more Nuclear Damage (previously 10%) and Damage dealt has -60% to Nuclear Resistances (unchanged)
[/*]Muli the Evil Twin grants +1 additional Attack (unchanged), +1 additional Attack at Level 50 (new), +1 additional Attack at Level 75 (new) and 20% less Attack Speed (previously 20% less Damage)
[/*]Zuli the Evil Grandpa grants 120% increased Critical Strike Damage (previously 80%), Luck applies to your Critical Strike Rolls (new) and no longer grants 250% increased Critical Strike Chance and 20% reduced Attack Speed
[/*]Added Hidden Waste, which grants Radiation deals 1% increased Damage per Radiation Stack, up to 2,000%
[/*]
Vorak
Masochist grants 60% more Damage if not on full Armor (previously 50%)
[/*]Heavy Impact grants Hits have 40% Chance to deal Double Damage (previously 50%), Non-critical strikes deal 80% more Damage (new) and no longer grants Deal no Critical Strikes
[/*]Zealot grants +10 to Level of Socketed Mod (new), Weapon is modified by Socketed Mod if only one Weapon is equipped (unchanged)
[/*]Soloist grants 180% more Damage if only one Weapon is equipped (previously 150%)
[/*]Colossus grants 24% increased Mass (previously 16%), 1% more Kinetic Damage per 1 Mass (unchanged)
[/*]Debris Wasteland grants +40% Debris Chance (previously 50%), 80% more Debris Damage (previously 70%)
[/*]Danger Zone grants 50% increased Area of Effect (unchanged), 50% increased Area Damage (previously 20%)
[/*]
Balu
Thick Fur grants 8% more Armor (new), 30% Thermal Damage taken as Kinetic Damage (previously 25%), +5% to maximum Kinetic Resistance (previously +4%)
[/*]
Shae
Infection Infusion grants Parasites spawn 50% faster (unchanged), 50% more Parasite Damage (previously 30%)
[/*]
Ivy
Upload transfers all Player items that do not belong to another Minion
Upload removes Minion AI when uploading into one of your Minions, allowing for better controls
Upload has a fixed order of looking for nearby Minions: Left Weapon, Right Weapon, Core
Damage taken from Minions does not apply when the Player\'s Corpse is damaged
[/*]
Skill Tree Changes
Leprechaun grants Luck applies to Damage Rolls (unchanged), +1 to Double Damage Rolls per Multicrit (new), Deal no Critical Strikes
[/*]Reverse Knockback can be reached directly, no longer grants 100% more Knockback Damage
[/*]Knockback Damage grants Knockback Hits deal 16% more Damage (previously 10%)
[/*]Knockout grants 80% more Knockback Damage (previously 30%)
[/*]Knockback Damage per Mass grants Knockback Hits deal 0.4% more Damage per Mass (previously 0.1%)
[/*]Mass Impact grants Knockback Hits deal 1.6% more Damage per Mass (previously 0.4%)
[/*]Bulldozer grants Knockback Hits deal 120% more Damage (previously 40%), Hits that don\'t knock back deal 20% less Damage (unchanged)
[/*]Added Hull Rattler, which grants Knockback Hits have 12% to Death Threshold
[/*]Nuclear Deflection can be reached directly
[/*]Added Celestial Mantle, which grants 12% more Deflector Shield
[/*]Added Nebular Ward, which grants +60 Deflector Shield, +4% to Dodge
[/*]Added Starforge Shielding, which grants Regenerate 3% of maximum Deflector Shield per Second
[/*]Damage Discharge can be reached directly
[/*]Added Quantum Thrusters, which grants +2 Dash Slots, 8% chance to not consume Dash
[/*]Added Void Dash, which grants 28% more Engine Damage
[/*]Added Winds of the Void, which grants Recharge 6% Dash per Second
[/*]Added Thrustwave, which grants 40% increased Engine Damage, 24% increased Area of Effect
[/*]Host Dominance grants 30% more Parasite Damage (previously 16%)
[/*]Parasite Damage grants 8% more Parasite Damage (previously 4%)
[/*]Parasitic Rush grants 24% more Parasite Damage (previously 12%), Parasites spawn 20% faster (unchanged)
[/*]Thermal Absorption grants 20% Thermal Damage taken as Kinetic Damage (previously 16%), +2% to maximum Kinetic Resistance (previously +1%)
[/*]Firewall grants 12% Kinetic Damage taken as Thermal Damage (previously 6%), +2% to maximum Thermal Resistances (previously +1%)
[/*]Heat Shield grants +3% to Thermal Resistances (previously +2%)
[/*]Heat Shroud grants +3% to Thermal Resistances (previously +2%)
[/*]Kinetic Fortress grants +15% to Kinetic Resistance (unchanged), +2% to maximum Kinetic Resistance (previously 1%)
[/*]Titanium grants 28% increased Armor (previously 20%), +8% to Kinetic Resistance (unchanged), +1% to maximum Kinetic Resistance (unchanged),
[/*]Split Nuclear Fortress into Nuclear Fortress and Nuclear Evasion
[/*]Nuclear Fortress grants +15% to Nuclear Resistance (unchanged), +2% to maximum Nuclear Resistance (previously 1%)
[/*]Nuclear Evasion grants +4% to Dodge, +8% to Nuclear Resistance, +1% to maximum Nuclear Resistance
[/*]Split Dash Infusion into Dash Armor Infusion and Dash Shield Infusion
[/*]Dash Armor Infusion grants Restore 0.4% Dash on Hit (unchanged), Leech 0.2% of Hit Damage as Armor (new)
[/*]Dash Shield Infusion grants Restore 0.4% Dash on Hit (unchanged), Leech 0.1% of Hit Damage as Deflector Shield (new)
[/*]Split Fierce Ammo into Fierce Ammo and Ravager Ammo
[/*]Fierce Ammo grants 50% increased Projectile Damage (previously 46%)
[/*]Ravager Ammo grants 64% increased Projectile Damage (previously 46%)
[/*]Split Outbreak into Outbreak and Plague
[/*]Split Quantum Barrier into Quantum Barrier and Entropic Barrier
[/*]Quantum Barrier grants 20% increased Armor and Deflector Shield (previously 15%), Deflector Shield can deflect 25% Nuclear Damage (unchanged)
[/*]Entropic Barrier grants 15% increased Armor and Deflector Shield (unchanged), Deflector Shield can deflect 25% Nuclear Damage (unchanged)
[/*]Split Reach into Reach, Snipe and Grasp
[/*]Melee Damage grant 18% increased Melee Damage (previously 15%)
[/*]Projectile Damage grant 16% increased Projectile Damage (previously 15%)
[/*]Neck Punch grants 60% increased Melee Damage (previously 50%)
[/*]Faster and Slower Radiation now work as described
[/*]
Mod Changes
Added Purity, which grants 50-100% more Damage, cannot convert Damage
[/*]
Added Overdrive, which grants 40-120% more maximum Weapon Damage
[/*]
Knockback has Knockback Hits deal 40-80% more Damage (previously 10-40%)
[/*]
Debris has +25% to Debris Chance (unchanged), 40-80% more Debris Damage (previously 20-50%)
[/*]
Contagion has +20% Radiation Chance (new), Radiation spread now scales with AoE and Range, first spread is instant, follow-up spreads happen 4x faster than before
[/*]
Amp has -40-60% to Electric Resistance (previously -20-40%)
[/*]
Burst has -40-60% to Explosive Resistance (previously -20-40%)
[/*]
Crumble has -40-60% to Kinetic Resistance (previously -20-40%)
[/*]
Flare has -40-60% to Plasma Resistance (previously -20-40%)
[/*]
Nuke has -40-60% to Nuclear Resistance (previously -20-40%)
[/*]
Guardian Drone has 40% Minion Power (previously 50%), 20% less Damage (previously 40%), 20% less Attack Speed (new), Drone Count Thresholds reached faster at lower Mod Levels and slower at higher Mod Levels
[/*]
Hunter Drone has 40% Minion Power (previously 50%), 20% less Damage (previously 40%), 20% less Attack Speed (new), Drone Count Thresholds reached faster at lower Mod Levels and slower at higher Mod Levels\nHunter Drone AI has been improved, Hunter Drones now prioritize targets closer to the Player
[/*]
Titan Bulwark has 60% Minion Power (previously 70%)
[/*]Grim Bulwark has 60% Minion Power (previously 70%)
[/*]Aurora Bulwark has 60% Minion Power (previously 70%)
[/*]Hop has 30% less damage taken while hopping and 3s after (previously 15%)
[/*]Unseen Strike scales with Mod Level instead of Ship Level (it now does what the tooltip says)
[/*]
Item Changes
Added Shuriken, a new Kinetic Weapon that has intrinsic additional Attacks and Chains
[/*]Hullbreaker has 480% Damage Efficiency (previously 240%), now deals damage every second while colliding with an Enemy, this scales with Time (previously one hit per collision)
[/*]Afterburner has been reworked to emit Flames that deal Damage over Time, has improved steering and now has 25-50% increased global Area of Effect while active (new)
[/*]Warp has 400% Damage Efficiency (previously 300%), 400-800 Range (previously 300), about 8x Base Damage at Eternal Tier, its Nova Area now is always identical to its Range
[/*]Fusion Drive has 280% Damage Efficiency (previously 100%), 500-700 Range (previously 400), 200-500 AoE (previously 200), 2-7 additional Attacks (previously 2)
[/*]Black Hole Warp has 240% Damage Efficiency (previously 50%)
[/*]EMP has 8% Base Crit Chance (previously 5%) and about 5x Base Damage at Eternal Tier
[/*]Blast Mine has 100% Damage Efficiency (previously 40%) and about 2.4x Base Damage at Eternal Tier
[/*]Waste Mine has 80% Damage Efficiency (previously 40%) and about 1.2x Base Damage at Eternal Tier
[/*]Plasma Mine has 100% Damage Efficiency (previously 40%) and about 2x Base Damage at Eternal Tier
[/*]
Unique Item Changes
Slotfather
Blastgun / Exclusive Drop
16-24 to Level of Socketed Mods
Lee\'s Tempests (TomatoYoghurt)
Turbine Blades / Exclusive Drop
800-1000% increased Kinetic Damage
Kinetic Damage can cause Shock
20-30% Chance to deal Double Damage
40-60% more Effect of Shock
Octron\'s Tangle (Vehn)
Unknown Nexus / Exclusive Drop
+2 to Level of all Mods
Mass grants more Thermal Damage instead of Kinetic Damage
Time grants more Kinetic Damage instead of faster flow of time
Energy grants more Nuclear Damage instead of Thermal Damage
Infestus (Milkyslice)
Baryte Nexus
Parasites can attach to your ship
Enemies can have +1 additional Parasite attached to them
5-8 to Level of Parasite Mods
Glass Shield (Milkyslice)
Phantom Shield / Exclusive Drop
Weapons are modified by Level 10-25 Range
-20% to all Resistances
Inflicts Blind within 500 range
Goblin Crown
Amber Nexus / Exclusive Drop
Can be augmented with 2-3 additional Nexus Shards
Chaos Circuit (Entity)
Unique Chip / Exclusive Drop
Limit: 2
Has one of the following Affixes, that grants per Skill Node on the shortest allocated path to another Chaos Circuit:
1% increased Time
[/*]1% increased Mass
[/*]1% increased Energy
[/*]1% more Kinetic Damage
[/*]1% more Electric Damage
[/*]1% more Plasma Damage
[/*]1% more Explosive Damage
[/*]1% more Nuclear Damage
[/*]3% increased Deflector Shield
[/*]3% increased Armor
[/*]1% more Damage over Time
[/*]1% more Minion Damage
[/*]1% more Parasite Damage
[/*]1% more Engine Damage
[/*]1% more Melee Damage
[/*]1% more Melee Damage
[/*]1% increased Attack Speed
[/*]1% more Luck
[/*]1% more effect of your Fields
[/*]1% increased Minion Attack Speed
[/*]1% increased Area Damage
[/*]1% increased Area of Effect
[/*]3% increased Critical Strike Chance
[/*]3% increased Critical Strike Damage
[/*]3% to Kinetic Resistance
[/*]3% to Electric Resistance
[/*]3% to Plasma Resistance
[/*]3% to Explosive Resistance
[/*]3% to Nuclear Resistance
[/*]+1% Radiation Chance
[/*]1% more Radiation Damage
[/*]+1% Aftershock Chance
[/*]0.5% more Aftershock Damage
[/*]+1% Blind Chance
[/*]1% more Effect of Blind
[/*]+1% Shock Chance
[/*]1% more Effect of Shock
[/*]+1% Debris Chance
[/*]1% more Debris Damage
[/*]+1% to Dodge
[/*]
Dragon Eye
Unique Chip / Exclusive Drop
Limit: 3
Has one of the following Affixes that grants per Dragon Eye:
10-15 to Time
[/*]10-15 to Mass
[/*]10-15 to Energy
[/*]3-5% more Deflector Shield
[/*]3-5% more Armor
[/*]20-30% increased Critical Strike Damage
[/*]30-50% increased Critical Strike Chance
[/*]8-10% to all Resistances
[/*]1% to all maximum Resistances
[/*]Viruses have 10-15% increased Effect
[/*]+1 to maximum Venom Boost
[/*]+1 to maximum Turbo Boost
[/*]+1 to maximum Shield Boost
[/*]+1 to maximum Focus Boost
[/*]+1 to maximum Forge Boost
[/*]3-5% increased Minion Power
[/*]
Bastion
Maximum Resistance Roll changed from 2-5% to 2-7%
[/*]Damage Conversion changed from 10% to 25%
[/*]
Big Bertha
Damage per Mass now also applies Mass from other Items and Fields
[/*]Area of Effect per Energy now also applies Energy from other Items and Fields
[/*]
Sector Changes
Added Slice of the Spiral
[/*]Added Wulfric\'s Lair
[/*]Added Moon Base
[/*]Added Carlo\'s Nightmare, a new chase unique Sector
[/*]Added Kiki\'s Lucky Loop, a new chase unique Sector
[/*]Added Shard Den, a new chase unique Sector with Exclusive Drops
[/*]Added Roost of the Star Eater, a Rank 7 Sector with Exclusive Drops
[/*]Added Roost of the Iron Gale, a Rank 7 Sector with Exclusive Drops
[/*]Added Roost of the Sun\'s Wrath, a Rank 7 Sector with Exclusive Drops
[/*]Added Roost of the Storm Reaper, a Rank 7 Sector with Exclusive Drops
[/*]Added Roost of the Detonator, a Rank 7 Sector with Exclusive Drops
[/*]Added Octron\'s Arena, Rank 8 Pinnacle Boss Sector with Exclusive Drops
[/*]Seventh Tentacle now rolls an additional Affix - Rank 7 Sectors have 4-8% chance to drop as Octron\'s Arena instead (existing Sectors can be upgraded with an Infinity Dice)
[/*]Shard Goblin Chance can roll on Sectors
[/*]Monster Crit Chance changed from Suffix to Prefix
[/*]Infinity Dice can be used on Sectors
[/*]
Marble Machine Skill Tree Changes
Added 7 Sector Chip Sockets
[/*]Added Goblin Fever, which grants Missions have 6% chance to contain a Shard Goblin
[/*]Added Goblin Echo, which grants Shard Goblins have 20% chance to appear in pairs
[/*]Added Kiki\'s Goblin Trick, which grants Kiki Missions have 24% chance to contain a Shard Goblin
[/*]Added Goblin Grav, which grants Shard Goblins have 20% chance to spawn 2 clones on death
[/*]Added Shard Struck, which grants 30% chance to augment Nexus Drops with a random Shard Affix
[/*]Added Shard Hatchery, which grants Turtle Eggs have 14% chance to drop with a Nexus Shard
[/*]Added Shard Shop, which grants Carlo\'s Shop has 24% chance to offer a Nexus Shard after a Carlo Mission
[/*]Added Unleashed Octron, which grants Octron\'s Arena has +80 to Monster Level, Octron drops +1 Exclusive Item
[/*]Added Contained Octron, which grants Octron\'s Arena has -80 to Monster Level, Octron drops no Exclusive Items
[/*]Added Rank 8, which grants Rank 7 Sectors have 8% chance to drop as Octron\'s Arena instead
[/*]Added Echoes of the Eighth, which grants 18% chance to drop Octron\'s Arena after completing it
[/*]Added Entangled Loot, which grants Octron\'s Arena contains 2 additional Kiki Mission
[/*]Added Entangled Eggs, which grants Octron\'s Arena contains 2 additional Carlo Mission
[/*]Added Octronics, which grants Affixes of Socketed Sector apply to Octron\'s Arena
[/*]Added Machine\'s Bounty, which grants Non-unique Sector Chips have 100% increased drop chance
[/*]Monster Level grants +3 to Monster Level (previously +1)
[/*]Monstrosity grants +9 to Monster Level (previously +3)
[/*]
Balancing Changes
Big Asteroids split into 3 Clones for 6 Times (previously 4 Clones for 5 Times)
[/*]Items with 4, 5 or 6 Slots are now rarer, this increases the average amount of Slot Dice needed when crafting items with these Slot amounts
[/*]
QoL Changes
Added Ship Setting to Preview a Boss Enemy
[/*]Added Ship Setting to Preview the current Monster Level
[/*]Hovering over items now shows how many of this item you have in your Stash
[/*]Reduce map size of certain Carlo Missions
[/*]Better display of AoE damage radius in stats
[/*]Improved Death Threshold Preview, it now applies the best Death Threshold of any Weapon to total DPS only
[/*]Can search for Sector Rank in Stash
[/*]Pressing ALT on Octron Affixes that \"Add Virus on Hit\" shows information about the Virus
[/*]Improved the in-game Glossary description of Fields
[/*]Improved memory layout for better cache locality
[/*]Reduced memory allocations of preview calculation
[/*]Improved Controller interaction in Settings
[/*]Improve layout of Resume Game screen so that the Steam Overlay does not interfere with its buttons
[/*]Improved Main Menu
[/*]Reworked Kiki / Koko assets
[/*]Improve error message when placing things into skill tree sockets is not possible
[/*]Unique Chips with a limit can be swapped without first having to remove the socketed chip
[/*]Singularity can be removed without deallocating the Chip Socket holding it, if the skill tree would still be intact afterward
[/*]
Bugfixes
Fix visual artifacts when multiple Parasites are attached to an entity
[/*]Fix rotation of Flame Slinger Projectiles
[/*]Fix Damage Preview for Hullbreaker + Unseen Strike
[/*]Fix Matilda to be a Unique Enemy
[/*]Fix wording of Drop Effect (it is more, not increased)
[/*]Fix controller interaction with Dice Slots in stash, incompatible Dice Slots are skipped
[/*]Fix glitch when cancelling language selection
[/*]Damage per Field is now previewed correctly for Parasites and Minions
[/*]Fix name of Crystal Nexus
[/*]Preview full more damage against Blind as soon as Blind Chance is > 0
[/*]Consider attacks per seconds and Blind Chance for less damage taken preview
[/*]Add missing Multicrit Glossary description to stats
[/*]
Thanks for playing Astroloot in Early Access. I hope to see you all next Friday!
This is a small maintenance update to prepare the core of the game for the upcoming major content update, Octron the Deep launching Nov 7.
Update to Java 25 (should slightly increase performance)
[/*]Update to libgdx 1.14
[/*]Fix for a crash at startup that could happen if the Windows user name contained non-ASCII characters
[/*]
Huli and Vorak were among the first Spirit Animals I implemented, and theyre showing their age. Both have fallen a bit off-meta recently. But thats about to change.
\nHere are their planned updates for the next content patch:
Huli
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/411657cf255f8ec7374675de449eee8d968f297b.jpg\"][/img]
Vorak
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45510497/5e6c1f7da610fca38f9300232548092a903de15f.jpg\"][/img]
Excited to see what builds youll create with their new abilities!
Astroloot - Octron the Deep launches November 7!
It is time to face and defeat the ultimate evil - Octron himself.
Fight your way through new endgame sectors and unlock more Marble Machine Skills
[/*]Face Octron in his Arena, the final Pinnacle Boss of the Endgame
[/*]Discover exclusive unique items that can only drop from Octron
[/*]Unveil rare Shard Goblins and bring them down for precious Nexus Shards, a brand new crafting material
[/*]Discover new items, skills and mods to unleash even more powerful builds
[/*]Experience a full rework of at least two Spirit Animals and lots of balancing improvements
[/*]
If you want to follow the progress of this release you can do so in the #focus-work Channel on Discord.
Happy Looting!
Target of Hunter Drones is reset after Minion Dash
[/*]Various late game performance improvements
[/*]Improve Death Screen performance
[/*]
Bugfixes and Improvements
Fix stack overflow error when calculating very deep Abyss depths
[/*]Radiation is considered for Necroblast damage in damage preview
[/*]Add performance setting to disable Corrupted Area particles
[/*]Fix that enemies do not spawn in the Corrupted Area
[/*]Improved Language Selection UI
[/*]
Fixed targeting of Parasites on Nihalor
[/*]Fixed random duplicate egg drops when using any sort of corpse explosion
[/*]Fixed wording of \"Engine Damage\" affix on Wheel of Fortune
[/*]
If you experience a crash when opening your stash since version 0.5.15, it could be that this is caused by the new Octron item animation.
As a workaround I have added a new display setting to turn these animations off.
The setting is located here:
Settings / Display / Show Item Animations
Endgame Loot
Starting at monster level 80, Elder items (except chips) drop as dice instead.
[/*]Starting at monster level 100, Ancient items (except chips) drop as dice instead.
[/*]The same rules apply to Carlo's inventory.
[/*]
Endgame feels very Astroloot-like again. More currency drops, and every item that hits the ground or shows up in the shop is worth a look, just like it used to be during the campaign.
Bugfixes
Fix storage item exception with sparse storages ("Storage item is completely empty")
[/*]Update filtered Astral Affixes in dice tab, after filter is reset
[/*]Fix mix-up of Faster / Slower Radiation on skill tree
[/*]Fixed a few minor text bugs
[/*]
New Weapon: Flamethrower
Say hello to the newest addition in your arsenal: a powerful DoT weapon that engulfs enemies in searing flames. Enemies continue to burn even after escaping the heat, but the burn fades slowly once they're out of range. Stay close and keep it hot.

Unique Variant: Solaras Fire
Huge shoutout to Keryan for helping design this scorching unique version. It burns with a fiery twist that might create new build opportunities.

New Mod: Inferno
Want to spread the heat? The new Inferno mod adds flat explosive damage and increased area of effect, turning your explosive-based builds into infernal monsters.

New Nexus: Lin's Modesty
True power doesn't always shout. This new unique Nexus rewards minimalism by granting 3-7% more Damage per equipped Uncommon Chip. Sometimes, being modest is the most dangerous choice.

Community Spotlight: Unique Item Designers[/h3]
Back in my previous game Mazebert TD, many of the most iconic unique items were created by players. Id love to continue that tradition in Astroloot.
A new credits section has been added to honor community unique item designers.
Got a spicy item idea? Come share it on Discord . Your creation might just make it into the game (with your name in the credits, of course).

Bugfixes and improvements
Snappier player movement
[/*]Improve positioning on first Carlo mission
[/*]Fix crash dialog sometimes not showing on top
[/*]Fix custom mouse cursor selection glitch on lower resolutions
[/*]
Astroloot runs great on Steam Deck. And not just in theory. I own a Steam Deck myself and play Astroloot on it regularly (as does my wife, pictured below).

Heres what you can expect when playing on Deck:
High Performance
[/*]
Astroloot runs buttery smooth at 90 FPS on Steam Deck OLED.Readable UI
[/*]
The screen layout is tuned for handheld play, with clear, readable text and well-sized UI elements.Controller First
[/*]
Every action in the game is fully playable with the built-in controls. No touch screen required!Great on the Go
[/*]
Whether youre grinding through the endgame or just enjoying a quick loot run, Astroloot feels right at home on Steam Deck.
If you're a Deck player, welcome aboard! Astroloot is ready for handheld looting.
Improved Rescue Mission at Level 3.
[/*]Ship movement became a bit jittery after the switch to a dedicated simulation thread, this is now smooth again!
[/*]The game now shows an alert if it crashes, to communicate what went wrong and with the option to submit a bug report on Discord.
[/*]

I was incredibly lucky to work with Daniel Lieske , who reimagined all of Astroloot's Steam Store and Library visuals!
After spending some time playing the game himself, Daniel came up with a design that captures what Astroloot is about: Battling overwhelming waves of enemy ships in deep space. I think the new capsule art tells that story beautifully.
He also created a brand-new logo, which is now live and part of this release. Im super happy with how it turned out, it feels right at home in the Astroloot universe, especially the nods to the skill tree:

Here's a comparison of the old and new Steam capsule art:


Next, Daniel will be working on a new version of Carlo, our beloved trader turtle, so stay tuned!
QoL Improvements
Underline hints on stats can now be toggled like everywhere else, improving visual clarity
[/*]Better explain why items cannot be equipped when level requirements are not met, especially with controller input
[/*]Holding backspace or arrow keys now repeat in text inputs
[/*]
Bugfixes
Improve game db updates, so that an OS crash during saving does not result in a corrupted storage
[/*]Fix boost estimation in damage preview if only minions are used and the player doesn't deal damage
[/*]Fix glitch after search focus is removed with controller input on skill tree
[/*]Hide controller hint on search if steam floating gamepad text input is visible, since it is cannot be toggled by this button
[/*]
Stash

You can now search your stash to quickly find items.
[/*]Stack limit increased: Stashed item stacks can now hold up to 100 items (previously 25).
[/*]Streamlined stack interaction: Opening an item stack no longer opens a new screen. You can now expand and manage stacks directly within the stash.
[/*]Better controller support: Searching with a controller is now smoother and more intuitive, it works the same for the skill tree and for the stash.
[/*]Quick search shortcut: Press Ctrl + F to instantly focus the stash search bar.
[/*]
Bugfixes and improvements
Add minion power to stats
[/*]Display deflector shield per second in stats
[/*]Fix that hits from explosions can leech
[/*]Fix name of additional attack chance skill
[/*]
A lost transmission appeared next to Nihalor's Chamber
[/*]Fix minion power scaling for less multipliers
[/*]Properly dispose of Nihalor's targeting lasers once destroyed
[/*]
This is a hotfix for the new simulation thread.
It fixes a glitch, when the renderer was running at a lower FPS count than the simulation.
Fixes a rare race condition in the command buffer, that was introduced by today's 0.4.2 release.
Dedicated Simulation Thread

The simulation now runs on its own thread, freeing the renderer from heavy lifting. This boosts performance, especially in rollback-heavy co-op sessions or FPS-hungry builds. The renderer reads from a double-buffered simulation state and uses client-side prediction for smooth movement. This should yield better performance, smoother co-op, and an overall more responsive game.
A new Sim-FPS stat now appears next to your FPS. If it drops below 50 and turns red, the game will slow down to let the simulation catch up. This will feel like bullet-time, but should at least still be playable.
Co-op player info
When playing co-op, the game will now show some info about your co-op partner next to your buffs.

Bugfixes
Fix attack speed per time to also apply to Minions
[/*]Fix preview calculation of Instant Leech
[/*]Fix the cap of Leech in-game. The preview calculated this correctly, but in-game the cap was 50 times higher due to a technical error. The base leech cap has been raised from 10% to 25%.
[/*]Fix display of more damage affix quality range on Empowered Chips
[/*]Fix a rare stats glitch when hovering item allocated skills
[/*]
Fix Radiant Annihilation scaling with Minion Power
[/*]Fix Minion attack speed mutating owner's attack speed when minion spawns
[/*]Fix Necromancer Level is applied when spawning Minions, instead of Minion Level
[/*]Fix a rare crash during Nihalor fight
[/*]
Campaign Showdown
The wait is over. Astroloot's main campaign is now complete!
Face off against the final Guardian bosses and claim their powerful Boons
[/*]Unlock the third Spirit-Animal Token to take your build customization even further
[/*]Embark on new adventures with Kiki and Carlo, each with their own surprises
[/*]Earn 7 brand-new achievements as you explore the final chapter
[/*]Descend into Nihalor's Chamber for the ultimate showdown, an epic boss battle that will push your build to the limit
[/*]
Enemy Damage Overhaul
The enemy damage system has been rebuilt from the ground up to make combat feel fairer, smoother, and more predictable. Without losing the challenge.
Reworked Damage Curve to better scale difficulty across all stages of the game
[/*]Completely overhauled enemy weapon logic - all enemies now operate from a shared damage baseline
[/*]Enemy weapons are now always common rarity, removing random affix rolls that could previously lead to wild damage spikes
[/*]The Corrupted Area has been tuned to be a little more aggressive, so watch your back!
[/*]
Boss Exhaustion
A new mechanic that flips the power dynamic in long boss fights: Boss Exhaustion rewards endurance with huge damage potential.
5 seconds after being damaged, bosses start accumulating Exhaustion Stacks - one per second while taking damage
[/*]Each stack causes the boss to take 3% more damage, up to a max of 30 stacks
[/*]New skill tree nodes let you invest in and enhance this effect even further
[/*]This system goes hand-in-hand with the enemy damage rework: Enemy damage now scales more slowly at extreme monster levels, making tanky builds viable, even in the deepest Abyss.
[/*]
Minion Builds Overhaul
Previously, only skills that explicitly mentioned Minions could affect them. This made Minion builds feel narrow and one-dimensional. Not anymore.
Minion Power now grants a portion of your offensive stats to your Minions, enabling more synergy-rich builds
[/*]Base Minion Power depends on the Mod: Drones have 50%, while Bulwarks have 70%
[/*]Tons of changes to minion-focused skill tree nodes to support new strategies
[/*]Raise your Minion's power with the all-new Necromancer Mod, perfect for commanding your swarm
[/*]
New Mods
Four powerful new Mods have arrived, ready for new fun builds:
Hop: Activate your engine to leap across the battlefield in a flash. Each hop consumes Dash, but as long as you've got charges, nothing can pin you down.
[/*]Crush: Become a close-combat menace with more melee damage and a chance to deal double damage.
[/*]Necromancer: Empower your Minions like never before with a direct boost to their Minion Power.
[/*]Agility: Crank up your Engine Damage and gain extra Dash Slots.
[/*]
Empowered Chips
A new tier of power has arrived.
Empowered Chips can now drop from level 70 onward and are limited to 3 equipped at a time
[/*]They come with a brand-new pool of ultra-powerful affixes, that are exclusive to Empowered Chips
[/*]Existing Chips with now-exclusive affixes remain unchanged, but can be converted to Empowered Chips using a Blank Dice
[/*]
Item Enhancements
A wave of upgrades and reworks is herebuffing favorites, refining mechanics, and introducing something brand new.
Broodfire: A brand-new unique that unleashes long-lasting projectiles which bounce off the Corrupted Area
[/*]Plasma Nova: Melee tag removed and damage boosted for more explosive impact
[/*]Orbitron: Range tag removed; now fires constantly, even without enemies nearby
[/*]Grand Finale: Now also grants more damage the longer the rocket has been flying, up to 80%
[/*]Zeds Pact: Now can roll up to 250% more Bulwark Damage (was 150%)
[/*]Warp: Melee tag removed
[/*]
Balancing
Limit shock stacks to 100
[/*]Thermal modifiers count only 33% during damage conversion
[/*]Minion Commander on skill tree now also grants +1 to Level of all Minions
[/*]Imperial Legion on skill tree now also grants 10% Minion Power instead of 16% increased Armor
[/*]Add new unique skill "Umbra"
[/*]The unique skill "Fist of the Endbringer" now grants 60% more damage against Bosses (was 50%)
[/*]The unique skill "Necroblast" now grants 800% corpse explosion damage, scales with offensive Minion stats and Area of Effect (was 50%)
[/*]Add new skill cluster "Necrotic Power"
[/*]Add new skill cluster "Assembly Line"
[/*]Add new skill cluster "Phantom Step"
[/*]Add new skill cluster "The Untouchable"
[/*]Add new skill cluster "Tyrant Cruncher"
[/*]Add new skill cluster "Burden of Collapse"
[/*]Add new skill cluster "Stressed Overlords"
[/*]The skill "Army of Greed" now also grants the effect of "Sidekick's Boon"
[/*]The skill "Sidekick's Boon" has been removed
[/*]Buff the skills "Horde Resilience", "Pack Savagery" and "Swarm Frenzy"
[/*]Grim Bulwark and Titan Bulwark now have 20% more damage (was 10%)
[/*]Guardian Drone now also grants 10% less damage taken
[/*]Drones now gain +1 Drone at level 4 and then every 6 levels (was at level 5 and every 5 levels)
[/*]The spirit animal skill "Mastermind" now also grants 25% increased Minion Power
[/*]The spirit animal skill "Guardians" no longer grants Minions have 20% to all Resistances. Instead, it now grants 10% increased Minion Power and 40% of Minion Power also applies to defences
[/*]The spirit animal skill "Bodyguards" now also grants 20% increased Minion Power
[/*]Reduce increased attack speed on chips, maximum is now 12% (was 20%)
[/*]
QoL & Bugfixes
Allow to zoom further out of the skill tree
[/*]Skill tree search also finds items placed into the tree
[/*]Multiplayer reject reasons are now displayed directly on the alert screen
[/*]Multiplayer invitations are no longer automatically rejected during other screen interaction
[/*]Fix horizontal cut-off item info text
[/*]Shock preview calculation now considers "non-critical strikes deal no damage"
[/*]Blind preview calculation has been fixed when multiple items are used, that each have a chance to cause Blind
[/*]
Localization
Astroloot is going global - this release is a huge step towards that goal.
All previously hardcoded text has been fully extracted into localization files, paving the way for languages besides English
[/*]German is now fully supported as a second language
[/*]Simplified Chinese is unfortunately not quite ready yet, but it is on the way. Huge shoutout to moulei for the incredible work on this!
[/*]
Huge thanks to everyone who's been part of Astroloot's journey so far. Your feedback, bug reports, and ideas have been invaluable. This game wouldnt be the same without you.
We're still deep in Early Access, and there's much more to come.
But for tonight? I'm cracking open a beer and starting a personal-stash co-op run.
See you in the Abyss!
Astroloot - Fall of Nihalor launches June 6!
Face Nihalor and her two remaining Guardians. They are big, they are mean, and they are the ultimate test for your build.
I'm also rolling out a full balance overhaul:
- Minion Power rework your minions offence now scales with your ship.
- New Mod: Hop a dash-archetype mod for fast, agile builds that want to blink and bounce around the battlefield.
- Full enemy damage rework, enemy damage will now cap at a certain point
- Beta partial language support for Chinese and German
- And, many, many more...
Can't wait to see the builds you all cook up!
Personal Stash Beta
You can now toggle between a shared and personal stash for each of your ships! Personal stashes start empty and are perfect for SSF-style play. You can toggle between the two at any time. This feature is rolling out a bit early so players can test it before the big 0.4 update. (Also, I might want to use this myself... )
Bugfixes and Improvements
- Toggle to exclude Engine Damage from DPS preview (on the new Ship settings)
- Fix Singularity glitch
Trade Improvements
Previously, Carlo's limited inventory meant you had to complete a new mission before you could sell more items. With this update, you can now sell as much as you want Carlo's inventory will simply stack items on top of one another as it fills up. Buyback remains fully supported, even when items are stacked, so you can confidently trade without fear of losing something valuable. Additionally, Carlo now brings more dice to the table at higher levels.
Smarter Item Comparison
When comparing items, the system now checks whether the new item can hold as many modifiers as the one you're currently using. If it can't - such as when the new item has fewer mod slots - the system will assume the maximum rollable modifier slots for that item and include this estimate in the comparison. It will also clearly indicate when and how many modifier slots were assumed, so you stay fully informed. To avoid confusion during early gameplay or crafting:- This feature activates only after you've unlocked crafting.
- While crafting with a Slot Dice, it will compare the item exactly as it is.

Improved Damage Conversion
The damage conversion system got reworked to improve clarity and eliminate edge cases that caused confusion. Backwards damage conversion is no longer possible. Previously, two skills (Volt Shift and Death Ray) converted damage in reverse order, leading to intuitively low damage values. Backwards damage conversion has now been removed entirely.Conversion order has been adjusted:
Old: Kinetic Explosive Electric Plasma Nuclear
New: Kinetic Explosive Plasma Electric Nuclear
Volt Shift: No changes required. The fix for Plasma Electric was naturally applied by the new conversion order.
Death Ray: Now deals base Kinetic damage. The previous damage conversion affix has been replaced with a new Death Threshold Affix.

Bugfixes and Improvements
- Boss hp bar is shown for Treasures
- Removed technical projectile limit introduced in previous patch
- Wings Power-Up now grants only increased attack speed and no increased velocity (in packed missions the increased velocity was rather a debuff)
- Prevent rolling Slot Dice if max modifier slots are already reached
- Fix save game error with very high abyss boss loot (max item level is now always 100)
Small bugfix release that improves performance for some end-game builds.
- Group entities by type to fixed memory regions to improve CPU cache efficiency and bitset queries
- Limit max enemies at the same time alive to 1024
- Limit max amount of projectiles alive at the same time to 10,000
- Improve steering performance of rockets
- Increase range of Zapper and limit lifetime of Zapper projectiles to its range similar to other ranged weapons
- Players / minions / enemies are now always rendered above projectiles for better visual clarity
- Prevent visual artifacts when picking up Power-Ups
- Fix Thermal Fusion Soul Stone name
- Reduce difficulty of the two missions after Azathoth
- Aetherbane gains 3% increased damage per destroyed enemy instead of 2%
- Fix Thorns and King Gruvak's projectiles that disappeared after the last patch
- Venom and Focus mod can be equipped in engines and cores again
- Buff Aetherbane damage 1% -> 2% per destroyed enemy
- Significantly reduce King Gruvak's Hullbreaker damage
Boss HP Bars
This update brings a big quality-of-life improvement to boss battles! Bosses now have dedicated HP bars, visible at all times, whether they're on-screen or off. A special objective hint icon marks off-screen bosses, and their health bars are displayed right beside it, keeping you informed from any distance. Even better, the system supports multiple bosses at once. Never lose track of the fight again!
End-game Loot Improvements
The max completed monster level calculation didn't consider Abyss progress, so it got stuck at 55. This level is used for two things at the moment:- Scale loot on the ground depending on usefulness
- Roll the Turtle inventory
Carlo could not offer better loot than level 55 all that times, even if you've ventured deep into the Abyss already (sorry for that).
While at it, I've also added a little border indicator and punchier drop sound to Eternal items, they now pop-out a little better.

Shaekiru's Wrath
A unique chip has been added, which hopefully will enable a new set of fun projectile builds.
Debris Improvements
Debris now scales with increases to AoE radius, previously its splash radius has constantly been 150. Plus, stats now also show Debris damage and radius.
Balancing
- Monster damage now increases a lot less in endgame, to incentivize defensive builds
- Limit self-reflected damage of Sacrificial Claws to 10% of max Armor/Deflector shield per game tick
- Motherboard and Zealot can roll on Soul Stone
- Enemy Death Explosions don't overwrite existing Corpse Explosions
- Add DoT tag to Beta Ray Mod
- Fix Miss Chance interaction with luck
- Temporal Frenzy now works with Parasites
- Projectile speed can now roll on chips
- Hullbreaker damage buff (damage efficiency from 140% -> 240%, more damage to unique enemies now scales up to 800% for Eternal Hullbreakers)
- Only up to one Asteroid Pack can spawn per Abyss mission wave
Improvements
- Lifetime of straight shooting projectiles adjusts to range, to ensure they will reach their target
- Rockets can target enemies again, once they escaped the enemy's bounds they hit before
- Average instead of sum of range of all weapons is shown in diff preview
- Unseen strike applies to attacks per second instead of hit damage in preview
- Shock system uses attacks per second for preview damage
- Improve luck description and clarify it doesn't apply to Dodge / Power-Up drops
- Fix unintended experience penalty for mods at higher ship levels
- More streamlined starter mod experience for new players
Thank you for being part of EA, and have a great weekend!
Dice Pickup QoL
- Picking up any dice on the ground now automatically stashes all uncollected dice at once.
- This feature becomes available once you've unlocked the stash.
- A summary message will now appear, showing what was stashed. This should help clarify what just happened - especially for new players.

Soul Stone Improvements
- Soul Stone now works when placed into item chip sockets
- Item allocated skills are now highlighted on the skill tree
- Infinity dice can re-roll items that are already eternal. This change prevents Soul Stones being bricked due to too many re-rolls.

Tutorial Improvements
- Stats are not shown until Starter Mod Reward is claimed
- Items / Skills / Mission tabs are hidden until Starter Mod Reward is claimed
- When claiming the Starter Mod Reward, the chosen Mod is automatically equipped
- Rename first mission from "Asteroid Field" to "First Contact"
Bugfixes & Improvements
- Fix persistence of dash button on controller settings
- Double all pickup drop ranges on skill tree
- Make Lin's Yin description consistent with other crit reductions
- Do not show armor percentage in skill diff when hovering over allocated Nuclear Deflection node (percentage would be close to infinity)
- Remove voice slider from audio settings for now
Hotfix for random Audio crashes introduced with 0.3
Happy Easter everyone!
This update contains balance tweaks, a whole batch of improvements and the most powerful unique Chip the game has seen so far!But wait... there's more. Somewhere out there hides a mysterious Easter Egg. And of course Carlo wants to have it. No spoilers - you'll have to find it yourself.
New Chip Possibilities
A brand-new chase unique Chip item has been added to the game. It comes in 66 different variants and is probably the most powerful Chip in the game.Also, a new set of Affixes can roll on chips now!
- Range T2: 3-4%
- Range T1: 5-7%
- Area of Effect P2: 3-5%
- Area of Effect P1: 6-10%
- Area Damage P3: 4-8%
- Area Damage P2: 9-18%
- Area Damage P1: 19-32%
- Crit Chance S3: 4-10%
- Crit Chance S2: 11-20%
- Crit Chance S1: 21-30%
- Crit Damage S3: 4-8%
- Crit Damage S2: 9-16%
- Crit Damage S1: 17-25%
- Damage over Time S3: 8-14%
- Damage over Time S2: 15-21%
- Damage over Time S1: 22-34%
Audio Enhancements
Some users experienced loud Audio crackling noise after playing for a few hours. Apologies to your ears! A few measures have been implemented, to hopefully fix this problem.- All OpenAL library calls now happen on a dedicated thread
- Unused Sound files are removed from the sound pool and disposed after each mission
- Offer an alternative Audio library in beta mode (choose 'miniaudio' in settings, if the issues with OpenAL remain)
Crafting Enhancements
Users with lots of dice could experience massive freezes, when crafting with the Wheel of Fortune.- The Wheel of Fortune search has been put onto a background thread
- While searching, dice keep rolling and the dice count increases steadily
- You can always abort search by clicking 'prev' or changing craft mode
- Search now always stops if max modifier slots are reached (Slot Dice)
Time Enhancements
Users with a Time Stacking build experienced uncontrollable movement of their ships, since everything was moving so fast.- Time can accelerate movement of entities only for a maximum of times two, not more
- Intrinsic base velocity of engines does not increase after Relic item quality
- Reduce intrinsic velocity affix on Siebenmeilen unique item from 80-100% to 10-30%
Bugfixes & Improvements
- Only Fields work with and can be put into DIY Workshop
- Enemy objective hints fade in and out and don't appear / disappear abruptly
- Fix double damage chance to scale with Luck
- Add range tag to Plasma Nova
- Nova attack range scales with AoE damage radius
- Radiant Annihilation does not affect DoT in preview damage
- Fix weapon base damage on item info. Damage Conversion is applied later - it was confusing and sometimes wrong, when it happened here before.
- Display actual range on Viral Nexus item info
Happy Easter and have fun with the egg hunt!
- Fix performance regression for projectile heavy builds introduced in version 0.2.11
- Improve performance of split / chain entity lookups
- Rewrote animated lightning system for better performance (decouple game state from presentation to reduce entity creations)
This is a small improvement on yesterday's projectiles update.
- Lifetime of Rockets increased by accident from 5s to 17s. This release adjusts Rocket lifetime to 3s. It also slightly increases Rocket velocity (still a lot slower than before last patch).
- Reduce projectile amount of small Thorns from 12 to 4
- Remove small Thorns from Abyss, only big Thorns remain in Abyss
- Slightly increase projectile speed of cannon / blast gun / plasma blaster (still a lot slower than before last patch)
- Restore previous lifetime of Azathoth projectiles
You're all very welcome to join the current balancing discussions on Discord: https://discord.gg/47YdnDJgVG
Thank you for providing feedback so quickly. It's a lot of fun to work out the perfect balance together with you.
Slower Enemy Projectiles
This version tests a new take on enemy projectiles. All enemy projectiles have been adjusted to usually not move faster than the player, so that it is possible to see projectiles coming and to have a chance to avoid them. It brings the game back to the chilled, relaxed vision I started with.Especially mid-campaign missions become a lot more relaxed to play. Also Abyss feels a lot less stressful, because there should be no more totally unexpected one-shots.
I did a lot of testing with this change, and I really like it. But I am very excited to hear what you think about it!
Bramble and Ash Path polishing
With DPS on the lower end, Bramble and Ash Path have been quite a nightmare to play. When I introduced them, I tested with a high level build with huge DPS and did not feel the pain. I did now and adjusted those missions to make them more enjoyable.- Add limit to enemies that spawn other enemies, at some point they run out of enemies to spawn
- Reduce spawn rate of enemies that spawn other enemies
- Enemies that spawn other enemies do not spawn enemies that shoot projectiles
- Reduce armor of Ash Queen and Bramble Queen
- Ash Queen has no Flame Slinger weapon
- Bramble Queen has no Blastgun weapon
- Reduce armor of Motherships
Performance Improvements
With heavy investment, some mine builds have been pretty much unplayable in endgame. Especially with additional mine trigger chance, high luck and projectile mines, there have been a lot of problems. This patch brings improvements for those builds:- Swapped collision detection broad phase to a faster algorithm (this should benefit performance for all builds)
- Extra mine triggers add to the triggered mine's damage multiplier and do not spawn extra mine effects
- Storm Mine and Shrapnel Mine spawn 3 projectiles at all item qualities (was up to 6 at Eternal quality)
- To compensate, Storm Mine and Shrapnel mine's damage was increased (up to doubled at Eternal quality)
- Limit amount of animated lightning projectiles rendered in parallel on screen (they are still simulated, but do not shred the GPU and Renderer)
Bugfixes
- Reworked Shock preview calculation. It now estimates enemy resistances before calculating each weapon's hit damage. This means, when you apply shock with a support weapon, the DPS preview for your other weapon will properly take into account the applied Shock of the support weapon.
- Increase max packet size when playing via Steam network, to fix mission starts with builds that use more memory than expected (this still needs to be fixed for local network games)
- Ensure only one instance of Astroloot runs in parallel
Hotfix for glitch discovered by TomatoYogurt.
Mission Objective Hints
Mission hints aren't just for tutorials anymore! I've expanded and enhanced them across various objectives. Now, important entities are visually marked - even off-screen, helping you stay on track.
Objective types now using mission hints:
- Destroy all enemies, Enemy Waves, Enemy Spiral, Abyss (once 25 enemies or fewer remain)
- Egg Hunt (every egg marked)
- Destroy Boss (boss is marked)
- Talk to NPC (all NPCs marked)
Skill Tree
Making big build changes is now actually fun:- Deallocate entire sections of the tree in one go
- Allocate multiple skills at once - the system finds the shortest path and spends your points efficiently
- Mix and match allocation/deallocation in one go. Once you hit confirm, you'll be prompted to spend Blank Dice if needed to refund points.


Loot Balancing
- Introduced an Item Rarity system, which is being tested in Abyss missions. Each Abyss depth adds +1% Item Rarity. Item Rarity has diminishing returns, so the highest depth won't automatically bring the best loot outcome in terms of time spent vs drops.
- Abyss missions now drop extra dice, making their longer time investment compared to regular missions more rewarding
- Mod drops now scale better: their drop rate is reduced at higher-level missions where they're less useful
Balancing
- Unique items with no visible item tier have no item tier level requirement
- Add more field effect affix to Papyrus
- Animated lightning duration is affected by projectile speed
- Reduce enemy amount of level 25 missions final wave
- Remove Motherships that spawn Thorn enemies from the game entirely (they were just annoying)
Bugfixes
- Fix stacking of dice with controller
- Fix update of item diff when hovering over multiple empty slots with a Mod item
- Fix Chronos Virus combined with virus effectiveness, before it resulted in faster enemies instead of slower enemies
- Fix damage preview for Pendulum, to only works for hits
- Fix damage preview for Shock, to require lightning damage to trigger
All these changes and improvements wouldn't have been possible without your feedback. Thank you for being part of Early Access!
Improvements
- Glossary hints on item description now work with controller input.
- Glossary hints on item description now properly work with loot items on the ground.
- Improve switching between screens and loot item description with controller input.
- Show Aftershock chance if Nuclear damage can cause Aftershock and a weapon deals Nuclear damage.
Balancing
- Remove XP penalty for playing higher level content. An XP penalty now only applies if you play content that is below your level.
- Additional Attacks Mod now works with Laser.
- The Critical Corrosion skill now works with Radiation Damage.
Balancing
The more damage per split on initial hits was a bit nuts and really out of line compared to other mechanics. Split already provides huge clear - investment into Split should be rewared with a damage improvement, but not as much as we had. The following adjustments have been made:Split Mod
Before: 2% more at level 1 to 8% more at level 20
After: 10% increased at level 1 to 40% increased at level 20
Shatter Strike
Before: 8% more
After: 40% increased
Split Damage
Before: 2% / 3% more
After: 10% / 14% increased
Other balancing changes:
- Hullbreaker now grants 30% less damage taken (before: 20% less damage taken)
- Enemies spawned from Motherships grant experience, the experience amount decreases for each enemy the Mothership has spawned so far
Bugfixes
- Fixed a crash with Black Hole Warp
- Skill and item diffs group Thermal Damage taken correctly
- Display critical strike stats for DoT weapons if Critical Corrosion is allocated
Glossary Hints on Items
Ever wondered what a specific item attribute does? You no longer need to jump over to the skill tree to find out. By holding ALT, all keywords with a glossary entry will now be underlined, making it easy to get more info at a glance.This feature currently supports mouse input only. Controller support is planned for a future update.

Minion Resistances Mod
A summoner without minions is as good as dead. While the last update boosted their innate tankiness, this one introduces a brand-new Minion Mod: Minion Resistances.It occupies one modifier slot but could potentially free up valuable skill tree nodes in certain minion-focused builds - giving you more room to experiment and optimize.


Improvements
- Take all dice at once while crafting is not yet unlocked. This way new players can better organize their inventory.
- Improve visibility of enemy projectile tells
- Change blend mode of Flame Slinger projectiles for better visibility
- Improve explosion particles so that they don't overlap too much and don't turn into bright flashbangs.
- Improve Debris description
- Improve Multicrit description
Balancing
- Buff Minion Damage Mod from previously 40% more damage at level 1 and 60% more damage at level 20, to 60% more damage at level 1 and 80% more damage at level 20
- Reduce velocity of DrakVeth Eggbane
- Motherships don't spawn new enemies if there are too many enemies alive
- Motherships, Ash Queen and Bramble Queen grant more experience, to account for their spawns giving no experience
Bugfixes
- Unlock gained Achievements when loading a Demo game into the EA version. Unfortunately this does not help existing imports, but will prevent this for new players.
- Treasures can be damaged by Black Holes
- Fusion Drive triggers when dashing during a dash
- EMP triggers when dashing during a dash
- Remove range tag from Black Hole Warp, since it only scales with AoE
QoL
- Always show diff when hovering over items, ALT now only toggles between verbose details
- Simplify less damage taken in diff (group different damage types if all values are the same)
- Ships can be renamed (Resume Game -> Edit -> Rename)
- Add stacked Buff display to Aetherbane, replacing its damage increase notifications
- Reduce clutter on death screen if no damage was mitigated
- Change wording of "Replay" to "Watch Replay" on death screen
- Rename "Kamikaze Drone" to "Hunter Drone"
Balancing
- Buff Minion Armor, add hidden modifier to all minions "50% less damage taken from enemies"
- Improve Parasite damage scaling, especially with fields
- Enemy pack size does not grow after monster level 100
- Reduce amount of enemies on first Bramble Path mission
- Fix bug when taking a not yet earned boon reward out of the stash via mouse input
- Turbine Blades fade out after not attacking to prevent flickering on high damage builds
- Clarify Rigor Mod description, it now says "increased base critical strike chance"
QoL
- Make Abyss depth clickable to jump to the bottom of the Abyss
- Add button to the Abyss bottom to jump back to the top
Balancing
- Attack speed of your ship now applies to Parasites
- Luck of your ship now applies to Parasites
- Automatically destroyed enemies after victory do not trigger on-death effects
- Reduce projectile speed of Thorns
- Reduce damage and projectile speed of Blast Gunners
Bugfixes
- Fix abyss jump to top with controller input
- Properly spawn new parasites instead of redirecting the host, this fixes the observed Parasite attack animation glitches
- Parasites are properly disposed (fixes jerky movement if they left a time field behind)
- Add base crit chance to Fusion Drive
- Fix Deflector Shield glitch with Aurora Bulwark + Aegis
- Improve readability of abyss depths and abyss edge color
Performance Improvements
Abyss pushed not only your builds to the limit, but also Astroloot's performance. Thanks to the save games many of you shared, I was able to fix bottlenecks, and boost the performance in many cases. Here is what we got:- Improve performance of impact and explosion particles (already part of yesterday hotfix 0.2.1)
- Optimize Death System performance
- Rewritten Debris system for better performance
- Limit amount of Asteroids that can be spawned from an Abyss wave
- Limit amount of overlapping animated lightning projectiles
- Limit amount of overlapping novas
Fixes and Improvements
- Actually check if Opal is unlocked for Affix crafting
- Adjust Abyss color scheme to a deep blue / purple, as the bright red caused visual problems for some players. The deepl blue / purple also better fits the laid back vibe of Astroloot and a dark Abyss in general.
- Jump back to campaign by clicking the Abyss button
- Improve checkbox UI
21 New Missions
Continue your journey deeper into the Astroloot Sector with 21 brand-new missions packed with fresh challenges, powerful loot, and cosmic secrets.Face King Gruvak
Prepare for your toughest battle yet. King Gruvak, the first of the Final Boss's elite protectors, stands in your way. Will you survive his wrath?Kiki's Lost Opal
Join Kiki on a new side quest! Help her get a new shiny thing and - surprise - unlock new crafting powers.Carlo's Stolen Legacy
Help Carlo track down his stolen treasure. You will not regret helping a rich turtle, would you?Enter the Abyss Endless Wave Mode
Until a full endgame system arrives, test the limits of your build in The Abyss. An endless wave-based mode where scaling enemies push your power (and sanity) to the edge.Be warned: Many have entered the Abyss. Few return the same...
Balancing
- Regular Rocketeer enemies now deal less damage
- Death Explosions deal less damage
- Adjust level requirements and drop level of Ancient and Eternal items. Ancient items now require player level 68 (previously 64) and can drop from monster level 65 (previously 60). Eternal items now require player level 80 (previously 70) and can drop from monster level 80 (previously 68).
- Chase uniques always sell for an Inifinity Dice, even if they have max slots
Bugfixes
- Black Hole now deals damage
- Fix a bug in the time system, which caused time running backwards in rare scenarios
- Fix glitch with returning projectiles
- Fix for Mine tells sometimes being hidden by enemies
- Fix dsync with Retaliation Instinct
- Fix dsync with increased armor per mass

Fix crash when selling chase unique item from the ground
Death Screen Improvements
- Show total received damage next to damage taken, so that it is apparent how much damage was absorbed by your defence layers.
- The same has been done for the final blow.
- Fix: Damage applied to your ship corpse was aggregated into damage taken. Corpses have no defence, so it looked like your ship's defence was not applied correctly. Now, only damage taken while your ship is alive is aggregated.
- Allow to take screenshots on death screen with F12.
- Add new hint to random hint pool, if playing co-op: "You can give items to your co-op partner by dropping them on the ground".
Other improvements
- Reduce armor of Bosses in Kiki Wheel of Fortune Quest (first missions -50%, final mission -66%).
- Dash distance is constant and does not scale with max velocity, to allow for predictable dashes.
- Mouse cursor is not always hidden on Steamdeck or in Steam Big Picture Mode, so that an external mouse can be used.
- Change from controller input mode to mouse input mode only when mouse moved significantly.
- Minions now always follow their summoners' ship. Only if the summoner is destroyed, they follow the closest nearby player.
- Fix highlighting of damage types on some weapons / skills.
- Chase unique items can be sold for an Infinity Dice.
- Aetherbane and Twin Blaster gain "base weapon attack speed" affix instead of "ship attack speed" affix. Unfortunately this applies only to new drops. Existing items can be upgraded to the new variant with an Infinity Dice.


QoL
- Faster death screen appearance.
- Boons can be put into the stash. They can be only taken out by ships that reached the required quest state.
- Add Misc stats including stats for Luck, Multiluck and Thermal Detonation (if present).
- Add setting for controller vibration.
- Enable wheel of fortune crafting for Jinx Dice.
Balancing
- Improve cooldown of Parasites, they now really behave like weapons. Their cooldown now only resets when they actually spawned.
- Increased attack speed applies to Parasites.
- Adjust T1 max explosive resistance affix to be in line with other max resistance affixes.
Bugfixes
- Fix a dsync that could happen with boss attack sequences. This resulted in a weird death screen replay.
- Fix wording from Armor Reparation to Armor Repair.
- Improve wording of damage taken from Dash.
- Improve flame slinger projectile texture
Hotfix for game crash when clicking on the skill tree on desktop
Hey everyone!
I'm a solo indie dev working on Astroloot in my spare time after work. To keep development manageable, I focus on one major feature at a time. Once that feature is finished and released, I move on to the next big thing.
For progress updates and a sneak peek at what I'm working on, join the community on Discord!
I'm excited to announce that the first focus feature is complete: The Death Screen!

[h4]What's New?[/h4]
Previously, when you died in Astroloot, you were instantly sent back to the mission selection screen, with little feedback on what actually killed you. That's no longer the case!
The new Death Screen adds clarity and impact to your final moments:
- Freeze-frame your death See the exact moment your ship was destroyed, frozen in time.
- Damage Breakdown View all the damage types you took during the mission, which enemy delivered the final blow, and what kind of damage ended your run.
- Bullet-Time Replay Watch a slow-motion replay of the last two seconds before your destruction, helping you analyze what went wrong.
- Instant Retry & Ship Screen Options Quickly restart the mission or head back to customize your ship.
- Contextual Hints A randomly selected hint appears, with the pool of hints adapting based on your run. If you took heavy Electric damage, for example, a tip about boosting Electric Resistance may show up.
- Full Multiplayer Integration The Death Screen works seamlessly in multiplayer, so you and your co-op partners can see what happened.
[h4]What's Next?[/h4]
With the Death Screen fully implemented, it's time to expand the campaign! The next focus feature will be adding more missions, bringing new challenges and content to Astroloot.
There are also some quality of life improvements and bugfixes in this release:
QoL
- Astral Affixes can be sold for an Astral Dice
- Increase default mouse scroll speed and add setting to adjust it manually
- Improve skill search interaction with controller
Bugfixes
- Fix rare multiplayer dsync caused by a combination of lightning projectiles and rollback netcode
- Fix rare multiplayer connection race condition where one player did not receive messages from the other player anymore
- Fix rare multiplayer connection timeout issue at start of game
- Fix verbose ranges on minion attack speed and armor affixes
- Fix radiation damage preview to consider more damage over time taken
Thanks for playing, and as always, your feedback is invaluable!
Balancing
- Reduce intrinsic max dodge from 90 -> 75 and theoretical max dodge from 99 -> 90. (I know, I know it says balanced for fun, but it really was a little bit over the top.)
- Buff Parasite, before it had 25% less damage at all levels, now it scales from 25% less at level 1, to 25% more at level 20
QoL
- Dice can be rolled by left / right keybinding
- Radiation damage is now displayed as a separate stat, especially when using Radiant Annihilation it was very confusing before being mixed with hit damage
- Extended path to take screenshots to /Astroloot subfolder
Bugfixes
- Fix for skill info in skilltree to always fit the screen
- Fix initialization order of spawned mods, which has caused rare minion level / minion count mismatches
- Fix Pelt of the Moon King max dodge
- Show power up notifications only on player entities
- Prevent skill tree movement while searching and typing W, A, S, D
Thank you for your support!
QoL
- Improve Wheel of Fortune visibility
- Reduce spatial audio falloff, you should now hear distant enemies better
- Reduce rendering statistics to FPS and Ping
Balancing
- Reduce projectile speed of certain enemies about 40% to 20%, so that players have a chance to evade manually
- Improve Parasite spawn cooldown
Bugfixes
- Fix highlight that stayed visible if items are moved via CTRL, until you hovered any other item
- Fix mod / minion level affixes now always count towards the players ship, instead of sometimes just the minion that carries the item
- Fix slot highlight bug with minion mods, now only possible slots are highlighted
- Fix rare keyboard movement glitch, where the game missed a released key and the ship kept moving in a direction
- Add a setting to use the native mouse cursor
- Show the actual key that is configured for Details Hint, instead of always "Alt"
- Fix rare crash in bitsets, improve sparse bitset performance
Thank you for your support!
Final preparation for Early Access
- Improve victory sound
- Improve spikes sound
- Some QoL improvements for mechanics that get unlocked later in the game
Hey everyone!
Just a quick (and slightly sleep-deprived) update Astroloot is getting a full sound and music overhaul!
Two days ago, a streamer reported that the game's music got flagged for copyright. This took me completely by surprise. I immediately contacted my sound asset provider (whom Ive had a pro subscription with for two years), and turns out even though they offer lots of game assets, their license doesn't actually allow asset usage in games - only for videos. There would have been a business license option, at around $10k, which was just out of my league as a solo indie dev. So I really messed that up, big time!
So what happened next? Well, I basically hit panic mode, took two days off work, and went on a full sound rescue mission:
After two non-stop days of work, Im finally done! I really wanted to get this out ASAP so that you all get to experience the demo with updated sound assets before deciding to buy the EA version.
To my surprise I am actually satisfied with the outcome. I think everything got a bit more consistent now. But it is different to what you heard in the demo so far, so I really hope this works out well and that you're going to enjoy the new sound of the game.
There are some other improvements in this version, so read on!
QoL
Bugfixes
Phew, that's it! Hope to see you all later today for the EA launch!
Removing Cutscenes
First off, I want to thank you all for playing the demo and sharing your feedback! It's been amazing to see how many of you are enjoying the core gameplay - building unique ships, looting, and blasting through waves of enemies.I want to take a moment to address the AI-generated cutscenes and voiceovers of previous versions. It was never my intention to make anyone uncomfortable or cause harm. As a solo developer, I added those cutscenes thinking it would be a fun extra layer to the game, but I understand now that I reached the exact opposite of what I intended.
Because this game is, at its heart, about gameplay and build creativity, not about video sequences, I'm removing all video cutscenes and voiceovers in this update. Moving forward, the focus will stay on what makes the game fun.
Thank you again for your honest feedback, and for being part of shaping this game into something awesome. I really appreciate all of you!
QoL Improvements
- Color-code all damage types and their corresponding ailments on items and skill tree (if you prefer no color, you can disable this in the display settings).
- Add min height for Deflector Shield Bar if it is present, to improve its visibility
- Distinguish dash bar color from deflector shield bar color
Bugfixes
- Fix Early Access countdown. EA starts Friday 7:00 PM GMT+1 (not AM). Sorry for the confusion this has caused!
QoL
- Directly jump to Stash when unlocking it
- Add more contrast to highlighted possible item slots
- Game remembers last window size and position in Windowed Mode
Bugfixes
- Fix Minion level and all mod level affixes on weapon that Minions are attached to
- Fix damage preview for Minions, points in Time affect nearby Minions
- Fix +Dash Slot Affix on Engine
- Ensure item info overlay fits the screen for loot items
- Fix dash movement when ship velocity is zero (at start of mission dash did not move the ship forward)
- Fix sound glitches by having only one instance per sound loop running in parallel
- Enemies with death explosion attribute count towards mission objectives
Balancing
- Remove shortcut to Halo on skill tree
- Reduce scaling of Zapper projectiles at higher item levels
Enemy Balancing
- Better constrain enemies attacks to visible area
- Randomly delay initial enemy attacks to prevent unfair one-shots
Parasite Improvements
- Add indicator to enemies that have a Parasite attached
- Indicate that Parasite Mod isn't compatible with Minions
- One Parasite per weapon can attach to an enemy, making boss fights more rewarding
- Better Parasite distribution accross enemies, when there are many around
Balancing
- Tune down Railgun a little bit, so that it is in line with other weapons
- Solar Dice cannot be rolled onto Astral Affixes
- Rework of EMP to reduce CPU spikes
Quality of Life
- Restore Search / Power Report selection when opening skill tree again
- Improve astral affix validation message for common items
- Better aggregation of Minion Range in diffs
- Warp sound for all Engine dashes
Bugfixes
- Fix initialization order of affixes with Minion buffs on items
- Mod level affixes work on Chips
- Enter Search Text, then hover over skill, alt is now working
- Fix resume game screen glitch after deleting a game
This is somewhat of a screen scaling improvement release!
Screen Scaling
- Scale down item info widget if item info does not fit the screen entirely
- Improve screen scaling, so that players always see the same amount of space during combat
- Fix glitch with unsupported aspect ratios, black bars are shown when aspect ratio is not within 4:3 to 21:9
- Fix glitch of stats / trade when resizing window
- Fix glitch of skill tree lines on scaled resolutions
Balancing / QoL
- Improve astral affix validation order so that players understand better on which items the affix is going to work
- Adjust Armor Leech and Minion Armor Leech, so that it needs a bit of investment to get going
- Fix layout of armor leech indicator
- Cap enemy weapon range to visible screen range
- Adds one more digit to xp progress display
- Improve UX by highlighting action buttons, this should especially prevent accidential crafting
- Add more glossary entries
- Minor wording improvements
- Improve UI scaling of Full HD display resolution
- Trigger chance of Ailments does not cap at 80% but 100%
- Fix effective Radiation Chance of Sport Blaster
- Fix Radiation DPS preview calculation
- You can now press ALT and hover over underlined parts of the skill node description! So far, there are about 80 entries in the glossary explaining various mechanics of the game. Hopefully that lets you enjoy planning your build on the tree even more!
- Allow to compare mods when pressing ALT and there are empty slots where the mod would fit into
- Add more stats descriptions
- Add Windows taskbar icon
- Fix some UI glitches

- Add hoverable descriptions to ship stats screen (see screenshots below)
- Add setting to configure the input controller deadzone
- Fix movement glitch when switching between keyboard and controller movement

After almost two years of development, Astroloot is ready for Early Access, and I want YOU to be part of this journey.
What is Astroloot?
Astroloot is a cozy yet deep sci-fi ARPG focused on looting, leveling up, and customizing your own spaceship. Featuring a massive skill tree, deterministic crafting, and meaningful build choices, every upgrade brings you closer to your ultimate ship.Whats Included in Early Access?
- Core gameplay loop: Loot, craft, and optimize your ship
- A massive skill tree for endless build possibilities
- Deterministic crafting craft gear your way, with the right amount of RNG
- The first major sectors to explore and conquer, the final EA boss is monster level 50
- A vast amount of items and mods to find, that shape your playstyle
Why Early Access?
I believe in building this game alongside the community. Your feedback will help shape new features, balance changes, and upcoming content. This is just the beginning of Astroloots journey, and I'd love you to be part of it!Join the Looters!
Astroloot is here, and were just getting started. Jump in, craft your perfect build, and help shape the future of the Astroloot Sector!Release date is Mar 14, 2025 7:00 PM GMT+1
- Add setting to adjust the display mode of the game. Available modes are Windowed Fullscreen, Windowed and Fullscreen
- Add keybinding to take an in-game screenshot. Default key is F12
- Shorten end of tutorial voice
- Fix numbers for Dash on Hit Mod
- Fix L2/R2 buttons on Xbox controller
Minimum Setup
- OS: SteamOS 3.6+
- Processor: Quad core 2.4Hz x64-compatibleMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: OpenGL 2+
- Storage: 500 MB available space
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