
Steam news
Full Steam announcements and update articles for this title.
The goal of this update was to improve core UI to be cleaner, easier to tell what you're looking at, and better organized.
Corp Stats Before:
Corp Stats After:
Similar overhaul on the planet stats screen for worker counts, and icons added on the resource incomes.
The new worker icons are clickable to bring up a guide telling you what they are:
Setting income to hidden now hides all but the basic corp info in the left panel, corp name, portrait, level, title, alliance. In case you don't want people to see your stats when they click view profile.
Portraits can be chosen by clicking the portrait on the corp stats screen.
Emojis will now automatically replace keyboard smileys like :) and some emojis entered via phone keyboard should work.
New Titles screen added with 14 new titles. Each rank has a Steam achievement, so there are a ton of achievements now.
The title with the checkmark will show on your corp-info page under corporation name for other players to see.
Bugfixes: Some researches failing the resources check fixed.
Bread limit button opening Wine limit fixed.
Alien invasion fleets not dropping loot and counting as PvP wins fixed.
Workers occasionally reducing by large amounts from offline income fixed.
Some Consumables being generated in the same loop they were consumed in fixed. (This fixes Wine and Habsuits and other consumabes that require an input resource to be created before the consumable loop to ensure they were all properly tabulated before trying to consume them.)
Removing a listing from the bazaar requiring storage to hold the resources or they disppear fixed.
Modules disappearing when using the "Unequip all modules" button fixed. If you had this bug you can use the command /fixmodules or /removeallmodules to get the modules that disappeared before the bug was fixed out of limbo.
The server has been reset back to just starter systems.
This should be the last reset, so it's probably the last chance to play on a fresh server with a mostly even playing field.
A PvE space for players -
Andromeda is completely PvE now, so people can expand outside the starter system without worrying about having their stuff destroyed by players.
Milky Way remains open PvP and fleet battles vs players now give the winner one of the destroyed ship's modules, so there are some stakes. Planet Marketplace -
The Credit economy system has been overhauled to make producing consumables and selling them to workers and tourists more of a vital part of the game, and contribute to a "Planet Marketplace" level. Providing services like medical facilities and comms satellites contributes to it too.
What this means in practice is if you provide all the consumable types, you can upgrade Habitats and Resorts to Tier 10 now. In addition each planet marketplace level adds +5% profit from tourism like the old system did. The "Consumables Distribution" screen (With the button on the top left of the planet stats screen) has been rebranded the "Planet Marketplace" screen, to set what goods should be sold to both workers and tourists. It seems way better now, at least to me.
Proper per-resource production limits integraded into storage screen -
Rather than the old (bad) system where you choose production limits on a seperate screen and could only turn off ALL ore production or ALL high tech production, you can now set a limit per resource type directly on the storage screen by clicking the green arrow with a line on top and entering a value you want that resource to stop at. The ability to add Slot Specialties to planets added as a reward for playing in PvP Milky Way - Osmium Ore added that is available in the Milky Way galaxy only. Osmium Ore to bars option added on refinery.
New building added: Mega Factory.
Mega Factories are kind of endgame and can produce "Specialty Adders", 1000 Osmium = 1 Specialty Adder. (I couldn't think of a non-confusing lore friendly name), and can also be set to produce any other resource any building with "Factory" in the name can produce.
Research added for Mega Factory building limit.
It is now possible to add slot specialties to planets if you have Specialty Adder in your storage. (With a confirmation screen to avoid accidentally adding one.)
Other smaller changes -
Time crystals spilt into decimals like other resourses and building timer skip cost lowered to much more reasonable amount than 1 TC for a 1 minute timer. As low as .01 of a TC for a few second timer, up to 1 for a 20 minute timer.
Storage building buffed to give 100,000 storage at max tier, and 150,000 with max tier + all addons.
Small UI user experience improvements made: Upgrade button now disappears when a sector is max tier. "No ships to display.", "No units to display.", "No modules to display." added to inventories when they don't have anything so it doesn't look like the game bugged and failed to display something.
Issue where the back button was showing in a trade and if you clicked it, it would exit the trade screen entirely fixed.
Scroll speed in the trade window being unusably slow fixed.
Double clicking a planet mid move toward a different planet fixed to warp you straight to the clicked planet instead of starting to move to it and sometimes missing.
Dropoff in efficiency of solar arrays on planets farther from the sun reduced. Rayeon planet in starter was getting 123 MW with a tier 3 solar array, which made it hard to get enough power to run industry. Adjusted so it gets 201 MW after. (Base being 240, so a 39 MW loss from star distance.)
Guide and tips updated to reflect new Planet Marketplace system instead of tourism level system.
Variable overflow issues fixed.
The whole reason the reset happened is because a bug that only showed up when someone reached over 4 billion credits and the Bazaar broke down with that high of numbers and added a bunch of credits to the server that shouldn't have existed. All the variables behind the scenes have been switched to "decimal" which holds up to 79,228,162,514,264,337,593,543,950,335 instead of just 4 billion, so a break like that shouldn't happen again.
Tons more bugs fixed.
I've got the game to where I think it's in the best state it has been in years, and I'm going to keep working on updates like titles and Steam achievements and try and make a push to get this game more popular.
List of Changes: Plasma cannon ability added and Basilisk alien plasma cannon ship made buildable for completing starship datadrive raid.
Plasma cannon is like nuke but instead of having the defense down debuff it just deals more damage. (1300 damage for Nuke, 1500 for Plasma Cannon.)
Plasma cannon ability added to AI config.
14 new Economy research options added that give corp-wide production bonuses.
Time crystal shop scrollable ships being offscreen fixed.
Research screen changed over to only be spawned in when viewed and not inactive in the scene all the time.
In App Purchases backend updated.
2 new raids / campaign sections added:
Starship Datadrive - 4000+ Combat Power - Rewards 6 Weapon Components on first completion.
Second raid added:
Simulation Shenanigans - 5000+ Combat Power - Rewards 6 Support Components on first completion.
I won't spoil these. Have music enabled when starting Simulation Shenanigans for optimal fun.
Missions screen optimized to only spawn when viewed instead of being always spwned in and inactive.
Engine updated to apply a critical security fix.
Improvements: Quick select upgraded to be able to scroll through as many fleets as you want on it.
Armies can now be added to quick select, with buttons to toggle between viewing fleets or armies.
Corp. Control Panel button added to "My Corp" screen with the option to bulk set the ratio of research to credits Supercomputers generate.
More options will be added to this screen in the future.
Top Players list added for Diamonds and Rhodium.
Bugfixes:
"No owned Army to recall" message showing when an army does exist fixed. (Hopefully)
Battle not being opened after viewing the land battle map fixed.
Camera in battle being zoomed out if you start the battle while the camera is still moving through space fixed.
Bazaar not updating when you buy or sell to an order till you leave and come back fixed.
Offline terraforming in starter system overshooting caps fixed.
Refinery slot specialty being a white icon fixed.
Clicking a 3D building from the the "My Corp" screen stacking UIs fixed.
"Go To" fleet button on the fleet list not working properly fixed.
Optimizations: Top Players screen no longer always spawned and inactive in the scene, now it is only created when it's being viewed to reduce unessesary GameObjects.
The 3D land battles update mentioned in the previous annoucement is finished and live. I'm going to copy a lot of the stuff from the last announcement and put it here plus any additional changes made since that post.
Along with the land battle improvements, this update comes with a fresh start for the server, which is something it seems at least half the playerbase wants. (And the land units are changed in a way that busts everyone's ground defenses.)
Star Movement Freedom:
Starmap level FTL blocking seems a bit overpowered, allowing one person to wall off an entire section of space for themselves. (Which is how it was intended to work)
With the goal of removing stuff that makes it easy for large corporations to snowball, and reduce the need for seasons to level the playing field again,
Overclocking FTL disruptors to block starmap travel has been removed. (FTL Disruptors remain for Solar system level redirecting of enemy attacks to the planet with the disruptor.)
Since starlanes mostly exist because of overclocked FTL disruptors, starlanes don't have to exist anymore either, meaning you can jump to any star you want like it was originally.
Starlanes removed.
FTLs will continue to fulfill their planet-level role allowing you to make a "Gate" planet with an FTL disruptor on it and put a fleet and army on that planet to defend all the other planets in the system.
To help balance out that ability to block people at the starmap level being removed, FTL Disruptors can now be built on 4 planets in a system, allowing you to have 4 "Gate" planets with defenses that protect the other planets in that system.
Citadels lowered to Standard tier instead of Elite, with reduced stats, and they can now be used in Andromeda. This means Citadels will likely not be more powerful than an endgame fleet of Elite ships anymore.
Many of the changes made including the land battles overhaul are intended to make PvP viable again like it was in the old days.
More Credits. Because this update kind of pushes people to defend with fleets instead of Citadels and adds land units + modules for them that require upkeep, the base amount of credits you gain from Resorts has been increased a bit.
More Resources and more variety of Resources. Loot for defeating enemy ships now comes with bonus loot beyond the composition of the ships in the fleet to simulate items in their cargo holds.
Ships can drop every type of resource except Planet buster bombs and Gravity generators (To destroy and create planets respectively.) That means in addition to the normal loot, you might get some extra Gold bars, Androids, Rhodium Bars, Weapon Components, or even the microtransaction currency: Time Crystals.
Along with better ship drop rates, cargo containers found floating in space are now vastly improved, giving up to 8 types of item instead of just 1. These also can give every resource type but planet busters and gravity generators.
Party chat added.
Limits on creating planets in the starter system removed.
Crystals added to show where slot blockers are with 3D buildings on.
Transport ship corp level required lowered from 15 to 2. Asteroid wrangler lowered from 25 to 10.
Toggle for render mode added. Forward / Deferred / Forward+.
Bugfixes:
Bug where Standard of Living would say +25m (Including +5m from SoL) but only give +20 or +23 fixed.
The last starmap visited is now remembered and reopened even after closing and reopening the game.
Bug where the reflection probe would be on at the start with reflections off fixed.
Bug with spaceport having 2 aluminum bar requirements instead of 1 being glass fixed.
So many more.
This update contains major refactoring to reduce the number of objects in the scene, and asset loading improvements to only load stuff in when it's actually needed to reduce memory use.
Several UI screens such as the production screen have been converted away from being in the scene disabled to only being created when needed, resulting in hundreds fewer inactive objects in the scene.
Lots of optimization tricks have been applied, like merging all the land battle scene rocks into one object.
Land battles are the heaviest performance addition yet, but the game still runs medium/high settings at 40-60 FPS on a Samsung Galaxy Note 8, a phone from 2017, so people on Steam hopefully shouldn't have an issue. Other Performance improvements: Ship interior optimized by making it not inactive and just toggled on when needed in the scene. (A workaround for baked lighting outside a scene had to be implemented.)
Now it takes up zero memory when show ship interior setting is disabled.
The next major update changes land battles from entirely 2D UI based to 3D with land units that can rank up and be built out with modules like ships.
This update is continuing along the lines of trying to improve the things players say are the weakest links in the game. (With the last update being highly requested 3D buildings instead of 2D icons.)
Along with the land battle improvements, this update will ultimately come with a fresh start for the server, which is something it seems at least half the playerbase wants. (And the land units are changed in a way that busts everyone's ground defenses.)
What this means: The game was supposed to be seasonal with really long "seasons", that's why it said "Welcome to Andromeda Season 2" when you login.
The idea was to give everyone a fresh start once things start stagnating (Which could take years), and allow new players to join without being over a year behind.
So basically the next update will be the start of Season 3.
BUT this should* be the final season. *Barring the off chance of something catastropic happening without a viable backup.
A Beta build has been uploaded to Steam Betas on the "testing" branch and a test server seperate from the live server is running for people to do some testing on and kick the tires before release.
The save data on the test server is from the live server a month or so ago, so existing players should have their stuff from then to test with.
The test server may be rebooted to apply the latest changes, so if you are kicked from the server it's probably that.
Land units and land unit modules can now be build on the production screen.
Once created units are not lost in battle like before, they just need repairs when they die, allowing you to rank them up from combat and equip modules to them, and setup a permanent army.
The defender that holds the planet can build stationary defenses that can fight alongside their defending army that are comparatively cheap with high stats but are fully destroyed when they die.
These stationary defenses completely replace "Planetary Units" that were locked to a planet before.
Star Movement Freedom:
Starmap level FTL blocking seems a bit overpowered, allowing one person to wall off an entire section of space for themselves. (Which is how it was intended to work)
With the goal of removing stuff that makes it easy for large corporations to snowball, and reduce the need for seasons to level the playing field again, Overclocking FTL disruptors to block starmap travel has been removed.
Since starlanes mostly exist because of overclocked FTL disruptors, starlanes don't have to exist anymore either, meaning you can jump to any star you want like it was originally.
FTLs will continue to fulfill their planet-level role allowing you to make a "Gate" planet with an FTL disruptor on it and put a fleet and army on that planet to defend all the other planets in the system.
Many of the changes made including the land battles overhaul are intended to make PvP viable again like it was in the old days. Several other changes such as nerfing Citadels a bit already happened last update to make PvP more viable, while giving the defender a large home-turf advantage.
This update contains major refactoring to reduce the number of objects in the scene, and asset loading improvements to only load stuff in when it's actually needed to reduce memory use.
Several UI screens such as the production screen have been converted away from being in the scene disabled to only being created when needed, resulting in hundreds fewer inactive objects in the scene.
Lots of optimization tricks have been applied, like merging all the land battle scene rocks into one object.
Land battles are the heaviest performance addition yet, but the game still runs medium/high settings at 40-60 FPS on a Samsung Galaxy Note 8, a phone from 2017, so people on Steam hopefully shouldn't have an issue.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Andromeda: Rebirth of Humanity, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Andromeda: Rebirth of Humanity statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.