
Gameplay
- Create elaborate drills and conveyor designs to move resources into your Core
- Use production blocks to create a wide variety of advanced materials
- Build drones for automatically mining resources, assisting in building and protecting your base
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
Campaign
- Advance through 12 replayable built-in zones with randomized spawn points
- Collect and launch resources
- Research new blocks to fuel progress
- Configure launch loadouts to bring resources to each zone
- Variety of mission objectives and goals
- Invite your friends to complete missions together
- 120+ technology blocks to master
- 19 different types of drones, mechs and ships
- 50+ achievements to complete
Gamemodes
- Survival: Build turrets to defend from enemies in tower-defense based gameplay. Survive as long as possible, optionally launching your core to use your collected resources for research. Prepare your base for intermittent attacks from airborne bosses.
- Attack: Build factories for units to destroy the enemy cores, while simultaneously defending your base from waves of enemy units. Create a variety of different types of support and offensive unit to assist you in your goals.
- PvP: Compete with other players on up to 4 different teams to destroy each other's cores. Create units, or attack other bases directly with your mechs.
- Sandbox: Play around with infinite resources and no enemy threat. Use sandbox-specific item and liquid source blocks to test out designs, and spawn in enemies on request.
Custom Games & Cross-Platform Multiplayer
- 12 built in maps for custom games, in addition to campaign
- Play Co-op, PvP or sandbox
- Join a public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Mix&match gamemodes: Combine PvP and PvE gamemodes together
Custom Map Editor
- Paint terrain with an editor UI
- Edit and preview structures in-game
- Configurable tool modes: Change how each tool functions
- Powerful map generation system, with many different types of filters for procedural manipulation of terrain
- Apply noise, distortion, smoothing, erosion, symmetry, ore generation and random terrain to your maps
- Randomize and configure ore generation, as well as placement of river and resource tiles
- Configure enemy wave layouts
- Share exported maps on the Steam Workshop
- Customize base map rules
- Use 75+ different environmental blocks
This release includes a complete sound rework for most units and blocks, with a focus on Serpulo content. The audio engine has also been improved to handle more simultaneous sounds without cutting off playback.\n\nThis release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack. \n\nI am aware that this may be controversial, but the \'wave simulation\' system has always easy to cheese, generally inaccurate, and flimsy at best. Sectors will frequently be lost even when defenses seem sufficient, or captured even when defenses are clearly inadequate. Invasions have been disabled by default to account for this change. \n\nFull changelog:\n\n
- \n
- Made Beta\'s guns no longer rotate\n
- Improved Scepter\'s secondary weapon visuals and damage\n
- Made Ripple fire half as frequently with ~2x the damage per shot\n
- Removed Flare spawners from Omura (they were annoying and useless for its tech tier)\n
- New Flare attack patterns and AI, with a return to older v5 circling behavior - surprisingly, about 85% of the community voted to approve this change in the Discord\n
- Increased shale\'s oil production attribute value\n
- Reduced research costs for higher tier units on Serpulo\n
- Removed the background wave simulation system - sectors with waves that are not being played on will be frozen in time, and will not produce items\n
- Disabled Serpulo sector invasions by default - this system will likely be removed or reworked entirely in the future\n
- Enabled core incineration by default\n
- Increased active sound cap (32 -> 100)\n
- Limited sounds to a maximum of ~6 per type (one sound can\'t drown out all the others)\n
- Complete rework of most sounds in the game, with a focus on Serpulo units and turrets\n
- Added a large amount of new sounds to blocks/units/functions that were lacking them\n
- Added movement sounds for most units\n
- Renamed most sound effects - while this will break mods and logic, it was necessary, as the old sound naming scheme was an incomprehensible mess\n
- Many minor bugfixes, crash fixes and improvements for the data patch system\n
- Fixed logic insert line button not working properly\n
- Fixed Intel GPUs not being detected properly on Windows\n
- \n
- Nerfed Flare damage and range significantly\n
- Increased liquid capacity of many blocks based on consumption rate\n
- Fixed a possible crash\n
- Increased Java mod minGameVersion due to new sound effect name changes\n
Minimum Setup
- Memory: 1 GB RAM
- Graphics: Anything with OpenGL 2.0 Support
- Storage: 100 MB available space
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