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DSS has become the world's largest peer-to-peer multiplayer game! “Don't do it!” - that was the advice I got from my programmer friends, but DSS is a game about dreaming big!
What do you say? Is it fun, or did I fly too close to the sun?!
Co-op only. Friends only.
It uses a peer-to-peer network over the Steam API. No external servers are used.
Players can drop in or out at any time.
New players will have their own faction that will replace a bot.
Players can share resources with each other.
64-player max limit.
Players can mix difficulty settings and casual/advanced controls, if you want to play with your children for example.
You can modify security settings at your own risk.
Zero protection against cheating.
The starting positions of players are not balanced.
The multiplayer will expose your IP address to other players.
It does not allow mixing of local and online multiplayer (might come later).
Location pin - can be placed on the map as both a reminder to yourself and communication with other players.
Text chat.
Voice chat.
Gifted achievements - Players can send rewards to each other in multiplayer. (Not translated, since I still am considering to remove them)
You can send gold, cities and armies to other factions.
Plus other optimizations and polish.
! Old saves will have some bot flag color drifting.
! Joining from a closed game doesn't work.
! Desync can make soldiers rotate for a moment on the spot.
Contains some time-exclusive content:
Social statues - high-five or insult your neighbours.
Skins for location pins, all for the wins.
I have started on the Map2.0 update. It is a big project that will consume up to a year of work. I made that map twelve years ago, and during the years added more and more ad-hoc solutions on top of it, until it now lacks any flexibility - so it’s time to rip it all out and start over.
To cover up the long wait, I will do a series of quality-of-life updates from my list of popular requests. Hopefully you can forgive me for the lack of upcoming updates, but it will be worth it in the end, I promise!
Teaser trailer:
Dev blog:
Planned release date is August 21st
Please let me know about your experience, and any issues you have.
Instructions:
Right click the game “DSS 2: War Industry”: open properties ➜ betas ➜ "beta_test".
https://docs.google.com/document/d/1XQ_BDPMCf4WUWx_DuLiihDB99iKpXhWLgnMq-rW_eHY/edit?usp=sharing
Change log:
https://docs.google.com/document/d/1FEQNrAZmVvhgWhdXlX30V8hnZR6raE_-yzDGYhd2Q9k/edit?usp=sharing
The game is designed for co-op only, competetive gameplay will never be supported.
UPDATE
Change Log:
* Fixed printing of large negative number crash
* Fixed: Allies can drag you into wars in peaceful mode
* Diplomacy Ui improvements
* Fixed: upgraded farms were producing too much
UPDATE
* Fixed: French letter ' crashed the font
* Fixed: Manor lord and Great hall were showing the wrong count
* setting to hide input help
* fixed get relations crash
UPDATE
Change Log:
* Fixed resetting of stockpile limit
* stockpile manual limit is remembered when unchecked
* Fixed empty main city crash on load
* Fixed: Removing guard posts doesn't reduce the count
* Fixed controller tab input play/pause leak
* Fixed: tech spread dont work between all cities
UPDATE
Change Log:
* lowered intro volume
* fixed city pointers data drift on save
* Heavy padded Armor and Padded armor on the stockpile menu, their locations are switched
Hello my lords and ladies! This is my “I am still alive”-update.
I had some testers run the multiplayer and it has been running great, except some bugs here and there. There have been some mixed opinions on the “Gifted awards”, they are a very odd achievement system - you will see. But I still believe in it. I will add the option to opt out of any multiplayer achievements to keep everyone happy.
What I have left to work on is just a hundred little small bugs and optimizations.
Release is still planned for August. It feels like every big game in history is releasing in September, so the pressure is on!
Pins are a new feature that will be released with the multiplayer update. They are designed to have several uses. You can ping locations for other players. Or use it as reminders/communication for yourself and your team. Both text and icons can be attached to the pin.
These will be expanded to more uses in the future; They will be rally points for recruits, and there are plans for the ability to group units under the pin. For example you can have all weapon producing cities on one pin, and select the pin to change priorities on all of them at once.
As usual I have more plans than sense, so it might take a while before I get there.
The first DLC will launch together with the multiplayer update. It is basically me begging for some extra money with some skins in return, and my gratitude of course 🙂
(Yes, it is me in the picture)
Yes, even more opportunities to throw away your money! Dough has agreed to do a big sale together, so now is a great time to grab both games.
New faction
Here is an exclusive early look at the new faction for "From Glory To Goo". Who else needs to call in sick when they release? ːsteamlaughcryː
UPDATE
Master guild has endless loop option
UPDATE
Change Log:
* Repaired: settler start size will block tutorial
* The story start adds 1.5 hours on settler start size
* Settler start will set stockpile limits to 100, to make it easier to start for new players
The network solution is a bit unorthodox, since the game is way too large to use any established techniques.
It uses a mix of server-to-peer and peer-to-peer networking. The player who starts the map will host the game and its bots. All other players will host their own cities and armies to minimize any feeling of lag.
Players share their camera view with each other and only send updates for items in view.
The network is designed to handle information to be sent in a scrambled order and be pieced together by the receiver.This is so the multi-core processes are able to send information, without having to wait for a sync-up. Plus, the game doesn’t have to resend old information during packet loss.
You can drop in and out of the game at any time. New players will replace a fitting bot faction.
A theoretical limit of 64 players. I don't recommend playing more than four, but the game’s gimmick is “limitless”, so I guess I have to commit.
It uses UDP through Steam's API and doesn't rely on any external servers.
Want to play with the wife and kids? Casual game mode can be played together with advanced.
Zero cheat protection. Co-op only. Friends only (friends are not included). I try to be very clear on this, my biggest fear is to be review-bombed beyond repair by setting the wrong expectations.
All the basics are complete and the beta test will start 1-2 months. I made the first prototype more than a year ago, since then the network solution was just a theory and I was afraid to hit some technical limit. Joining a game in the first version took 25 minutes, and is now optimized to only take five seconds.
What joining a game looks like
I am a hopeless addict of real-time defense games, and “From Glory To Goo” is easily the best one I have played. It is packed with content; different enemy factions, bosses, leader units and support ships - each time I play I discover something new.
I was positively shocked when Dough reached out and wanted to bundle, and to honor my favorite game I made custom art and added some Easter eggs in DSS.
I have been working on horde bosses for DSS, if/when they are complete I plan to add some extra crossover content.
As a fun side note; the Perafilozof community made an effort to name the “real-time defense” genre. Will the name stick or be forgotten like “Rouge lite”?
Full bundle artwork
UPDATE
* Goo easter egg
* Fixed: bots dont build logistics
* Repaired the mouse in Commander minigame
* Fixed "deep well" culture
UPDATE
Change Log:
* Gold reserves are increased by 6000 on settler start
* Default farm linen priority is increased 1 > 3
* Settlements prioritize base resources more
* Bots will have smaller stockpiles on settlements
* Removed the stockpile auto adjuster (was designed for the previous endless stockpiles)
* Fixed: disabled buttons were broken
* Warhammer attack speed is reduced to 60% of default
UPDATE
Change Log:
* Fixed: all conscript time out on load
* Doubled food requirement for auto building huts, plus it requires stored gold
* Army gold upkeep will allow dept
* Cities start with smaller guards, armies and less servicemen for a more stable start economy
* Bot gold requirement for black market increased 1000 > 10 000
* Some improvements to the auto build grouping
* fixed rare set relations empty player crash
* fixed rare set empty player update crash
UPDATE Change Log:
* fixed: load from save, build priorities in all cities get reduced to 2
* fixed: loading gave rapeseed farms to player cities without trees
* fixed the conscript available resource preview
* fixed: conscript sometimes spent all resources
* fixed animal storage
* increased army food storage 9 minutes > 45 minutes
* army food storage size to ui
* fixed army to city food trade
* fixed: armies did not spend gold on friendly trade
* optimized particles log
UPDATE * fixed unit count and display text for elephant+wagon units
Finally got a native build for Linux running. It fixes the one frame input delay that Proton adds.
Steam Deck still needs some work before I can declare it fully supported, mostly in the editors. UPDATE Post mounts patch 3:
* leaderboard ui improvements
* native linux build
* wide scrollbars for Steam Deck
* fixed conscript, its returning the queue, but bugs out when not started
* conscripts wont count down queues until all items are collected
* fixed storage paste to city set all to zero
UPDATE
Change Log:
* Fixed: hog and cat pens had the wrong models
* I had forget to set proper wagon weights, making light wagons very slow
* Maybe fixed worker units empty faction crash
* Cities count their homes so the value don't drift
* fixed: Worker Units refusing to die again (the xp protection algorithm was too aggressive)
* Increased child food requirement 1 > 100
* fixed: conscript cant be changed during "collecting"
UPDATE
Change Log:
* Fixed the missing mithril sword option
* Maybe fixed: at rare occasions the animal stockpile starts at zero
UPDATE Change Log:
* Added growing food requirements for ai workerhut building
* Ai may build larger cities
* improved messages goto buttons
* fixed: dark lord player had endless diplomacy
* Remade the boss enter event to be placed much smarter
* The story factions are placed closer to the player in large maps
* added color to minimap enemy/ally
* new mode: quick boss
* new culture: Wheelwright, //Speed bonus to conscripted carts
* increased sharp stick damage 20 > 24
* City highlight on faction map
* Low xp workers are lost first
* The conscript is not locking in until all items are available,
-plus it will take ten seconds to fully lock in, to feel more dynamic
* Fixed: Max population recruitment seems to have broken
* close cores popup on battle lab, plus exit end screen
* 3 new achievements
///
/// Bask in the glory, watch your name on the leaderboard
///
leaderboard_glory, //i, t, a
///
/// Alpha warg conscript
///
the_alpha, //i, t, a
///
/// Summon the cannonphant
///
cannonphant, //i, t, a
* Mounts will add one minute training time * fixed rare collect opponents crash
* The tutorial is faster by adjusting the resources
* Wood cutters always pick up some wood
* Fixed rare city neighbor array out of bounds crash
* Fixed rare get xp crash
* fixed:The steel carriage cannot be crafted.
* Food craft rebalance: water cost 8 > 3, output 20 > 25 * Beer increased water use 5 > 8 * fixed terrain search, Array out of Bounds
UPDATE Change Log:
* fixed: you can overwrite storage restrictions using the factionwide storage menu
* Handspear is anti cavalry and have increased damage 10 > 15
* Improved weapon tooltip
* fixed: combining dogs and single row units
* fixed: mounted basilicas
* fixed xbox stick crash
* fixed building get position crash
Capture and breed animals, then use them as mounts!
Soldiers can be any combination of animals, weapons and equipment.
40 new resources.
30 new buildings.
A complete rebalance of the economy.
Steam Input and Steam Deck support.
-See full change log below.
If you want to finish your old game save, you can use the Steam version manager and roll back to “version_settlers2026”.
I had two big goals with this update; Animals are an efficient way to increase the visual appeal of the game. All my friends have expressed love for my new critters, so I think that goal was a success!
Second, I wanted players to be able to maintain interest in more cities. Previously, you could have around 5–7 fun, specialized cities before management started to feel like a chore; now, that number is closer to 7–9. The new economy also makes idle cities valuable for tax collecting.
Some features were cut to make it in time for the Steam medieval fest; those will be patched in soon.
An online multiplayer update is planned for this summer. To set the right expectations: this will be friends-only co-op games.
Finally, for the autumn, I will try sticking to just polish and quality-of-life improvements.
Happy gaming!
* 10 new city cultures
SOLDIER RECRUITING
* More options in soldier conscript: man type, shield, animal and wagon.
* Adding up to 12 000 000 possible soldier types
* Soldiers have gold upkeep, related to their training
* Extended recruiting to battle lab and god powers
* Skill bonus will now also affect base health (to symbolize better survival skill)
* Shields affect damage block, health, move speed and attack speed
* Reduced units without shield to 50% damage block
NOBLEMEN
* A new man type that can be produced for conscripting
* Noble houses now function as housing for noble men
40 NEW RESOURCES
* 5 New basic resources
* 3 new wagon types
* 4 shield types
* 21 new animals
* 8 Animal armor types
* 4 new collectable terrain resources
* Conserved food, Extra storage capacity for armies
30 NEW BUILDINGS
* Animal farming pens uses breeding and cost upkeep
* Item storage
* Soldier hall - unlock advanced conscripting
* Cesspits with destruction menu
* Limit toggle for stockpile
* Added farming tab to buildings
* Buildings tooltip
* Improved farms tooltip
USER INTERFACE
* Menu for cesspits
* Limit toggle for stockpile
* Added farming tab to buildings
* Buildings tooltip
* Improved farms tooltip
* improved multi line content in buttons
* Mobility value to represent soldier speed
* Army total mobility value, is 20% medium speed + 80% slowest unit
* city strength includes soldier defence from walls * Updated soldiers tooltip
* Ui for exposing soldier stats
* crafting tooltip on some buildings
ACHIEVEMENTS
Knights achievement has been adjusted Leaderboards for city size, victory difficulty and survival time in 350% and 400%
VOXEL EDITOR
* Added frame export
* Pick works with layers
* repaired the animation locks
SYSTEMS * Redesign of the resource stockpile system * Wild animals and trapper buildings to capture them
* Animal pens have upkeep
* Can breed animals to higher tiers
* Resource collecting is limited by storage
* Crafting: can produce two different items in one craft
* Orchards have their own priority
* All worker skills are stored
* Cities have a biome status - affects some buildings and animals
ECONOMY REBALANCE
* tax reduced to 25%
* soldier gold upkeep reduced to 25% (however is zero in retail)
* service men upkeep reduced to 40%
* guard upkeep reduced to 40%
* orchard food produce increased 30 to 50
* wheat farm produce increased 30 to 50
XP REBALANCE
- The general xp gain is -25%
- But lvl1 to lvl2 is increased +50%
- Collier has double xp gain - Workers store all xp now, instead of just three
* Increased all technologies point costs with about +50%
PERFORMANCE
* Diplomacy is converted to a component system, removing around a 1000 references
* made a cleaner exit of the multicore process
* Worker xp use ECS BOT AI * Auto build will now check for work priorities and resource access on crafting
* Rebalanced all auto build options
* Better at building up from settlement
TUTORIAL
* Shorter and more streamlined tutorial * settler tutorial on unclaimed area
STEAM INPUT * Added support for Switch, Steam and PS controllers (layouts not done)
* Will store previous control setup
* Players can choose between mouse mode (free cursor) or controller mode (lock cursor to center)
* reduced move speed during build mode
* option to lock mouse to window
* options for edge push, and added active push
* mouse pointers are instanced (for split screen)
* I changed the cloud setup to no longer copy all files
* removed logs for performance
* added patches
* tooltip flips when hitting right side
DECK SUPPORT - BETA
* added button icons for the deck
* added mini map scale option
* steam deck starts at ui scale 1.5, smaller mini map, and puts the deck controls as first suggestion
* scroll in-game
* links controller to mouse, if only one player
* complete official Deck layout (except editors)
UPDATE * Fixed an empty pointer crash in soldier update
I came to the realization that players want to know where their resources come from. Some things are laughable obvious in hindsight.
In the mounts update I randomly gave each city some starting resources, mostly animals. The idea was to add some more tactical asymmetry to the factions, plus I needed a starting point for the animal breeding. This just led to everyone asking how they got the animals and how to get more. This is probably the reason that some developers leave chests on the map in RTS games.
My solution was to add wild animals to the map, and let the player capture them with a trapper’s hut. I reused the animal pens to save time, the only difference is that they are locked from being picked up until a trapper is placed.
The animal pens are remade to use animals to produce more animals, and you now have to slaughter them for the resources, or use them in the soldier conscription. (Currently they just produce food)
All 22 animal types are in a tier system and you have a chance to breed better animals. For example a pony can produce horses. And then horses can be used to breed war- or draft horses. The war horse is great for mounted soldiers, while a draft horse will be able to pull heavy wagons.
I even made a cesspit building for those who want to create a massive animal breeding industry and need to flush any unwanted “products” down the drain. The cesspit will convert a portion of destroyed products to fuel, as a little bonus.
You don't want to know how the sausage is made
As a small side note; I have been working on Steam Input + Deck support.
Change log: * Fixed: faction will override stockpile settings on load * Fixed rare empty player city work crash * Fixed: could copy-build mines and locked buildings * Fixed rare empty faction on get gold
Change log:
* Fixed empty faction deserters crash
* Secret alliances are broken and the South Hara event drags the player into war with all large enemies. I removed the South Hara alliance.
* Fixed dead factions on event crash
PATCH UPDATE
Change log:
* Reduced warmanger power with 50%
* Added a max size on the war manager attacker faction (about max 150% size of the player on 100%)
* Added faction gold info on diplomacy view
* Added food info on opponent cities
* Cleaned up the city overview a bit
* The bots/auto build can plant trees * Fixed rare empty map crash * Fixed split screen crash * Fixed rare god recruit crash
* Expanded city head bar to contain low resource warnings, will show max 3 warnings (to avoid jumping menu)
* Fixed story event adjacent factions check crash
* fixed off-screen soldiers went idle when waiting for the command animations
UPDATE Change log:
* Fixed profile flag reading crash
* There is always room for one worker (dead city fix)
* fixed: switching automated cities back to manual doesn't set their work priorities to the faction default.
* city capture will set all work to "follow faction"
* removed the unused trade system
* fixed: army bundle merge doesn't remove the old armies
* work stations will queue all work and not just top priority one (fixes low skill worker lock)
* Fixed path visuals that dont remove
* Fixed: guards dont move off-camera
* added steam api debug info in settings
* Repaired Achievements
* fixed: loading resets all priorities back to the nation's defaults
* Added affected items to culture description
* Fixed rare terrain click crash
I changed the cloud setup to no longer copy all files. It now will leave out PC settings and "junk"-files. Please let me know if something doesn't sync properly.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for DSS 2: War Industry, 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 DSS 2: War Industry 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.