
Steam news
Full Steam announcements and update articles for this title.
July 13 update:
the build 12 is available in preview branch.
Hello everyone,
here’s a brief update on what’s coming soon.
The Dev. build 12 will primarily introduce multiplayer, starting with a first 1 vs 1 phase. This step is essential to properly test everything, both from a technical and gameplay perspective. In the following weeks, we will expand to more players and continue developing multiplayer features, including a career mode. In short, multiplayer will be our main focus over the coming months, leading up to version 1.0, which is now very close.
Build 12 also brings several new features, listed below:
Asteroids, including massive ones, are now destructible and will generate additional resources. Visual effects have also been improved and asteroid fields now feature colored volumetric nebulae.
The collision system has been reworked, and drills now come with new logic and updated visual effects.
We’ve put a lot of work into armor systems. The goal is to allow players to create spacecraft with cleaner, more appealing designs, suitable for both long-distance travel and space combat. This has been achieved by refining angles and inclinations of armor modules (see attached images).
Ship cockpits have been redesigned to provide a greater sense of immersion during combat and exploration.
A new omnidirectional engine will make ship maneuvers more agile.
We’ve also improved collectors and turrets, they no longer lose their targets and are now lighter in terms of system performance.
Significant work has been done on performance and overall optimization.
We’d like to take this opportunity to thank everyone who has been sharing feedback and leaving positive reviews, the game keeps growing thanks to you.
We will release the build as soon as possible, following our usual process: preview phase first, then public release.
As a reminder, you can join multiplayer testing by sending an email with your Steam username to: [email protected]
Hi everyone,
We’re rolling out the patch that officially closes Release 11.
This update resolves all reported issues, and wherever possible, we’ve implemented community suggestions to further improve the game.
Although we will continue to improve the current release, our main focus is now shifting to Build 12, planned for June, which will introduce full multiplayer along with several exciting new features.
The project continues to move forward, and the overall positive feedback remains a strong motivation as we work toward the next milestone.
Thank you all for your support and for being part of this journey! The cover image is by Rhimm (Discord community).
- Perimeter Shield no longer transfers overflow damage to the shield module.
- Compound stations are now fully visible and detected when even a single module enters the player's radar range.
- Fixed collectors that could stop working and remain idle after losing their harvest or refine actions, with a safe wake-up recovery.
- Collectors now reset their harvesting and collecting memory after warp operations, preventing them from migrating back to old clusters after warp.
- Fixed repair drones sometimes spawning at the center of the map instead of near their Repair Bay.
- Some modules in compound stations, or units, are no longer invisible when a large number of entities are present in the scene.
- Turret targeting system revisited, turret modules should no more get stuck less often when commanded from Command module.
- Fixed problems with Cockpit mode (keys disabled, stuck inside, etc.).
- Fixed a couple of issues that could cause errors when loading a save file.
- Fixed Command Cube hardpoint rotations. Connected modules should now align correctly.
- Fixed rotation and translation issues on Light Facility hardpoints.
- Biominer stats should now update correctly.
- Fixed collectors that could stop working and remain idle after losing their harvest or refine actions. A safe wake-up recovery has been added so collectors resume interrupted work without reactivating units that were stopped or redirected by the player.
- Fixed an issue that caused engines to not restore max speed on module destruction.
- Fixed problems with Cockpit mode (keys disabled, stuck inside, etc.).
- Compact unit buttons (show all) now use the configuration of the selected facility for costs and icons.
- Fixed autosave label and interval slider not updating in the settings menu.
- Fixed a couple of issues that could cause errors when loading a save file.
- Improved the criteria used by collectors to choose resource wells, as well as the management of gathering and unloading queues.
- Introduced the structure collision control. When enabled, stations will perform an emergency stop when colliding.
- New UI Setting: Font Scale. Allows the player to scale body text size for improved readability.
- AI Personality and Game Difficulty are no longer tied to Presets and are now fully independent settings.
- Group Rotator (limited mode) now snaps at 90-degree increments when right-clicking.
- Prevented AI collectors from harvesting outside Command Center radar coverage.
- Research Centers are now limited to 1 per tier (up to 5). A new match setting allows choosing between Progressive cap or Unlimited.
- Resource drop-off rate increased by 50%.
- All tech researches are now 10% faster.
- Command Center and Command Cube construction range increased by 15%, and related researches are now 20% faster.
- Build holograms are now white, for improved visibility.
- Fusion Resource production reduced by 5%
- Fusion proximity bonus reduced by 25%
- Plasma cannon bullet speed and fire range increased.
- Trade offers can now be disabled for the current match.
- Research no longer accelerates when changing priority multiple times.
- Fixed an issue that caused queues to appear in an incorrect order in the order list.
- Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
- Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
- Enemies in War Machine mode now properly upgrade their shields.
- Unit cap increased, for all modes, up to 25K in "meltdown".
- All weapon turrets now have wider targeting angles for improved accuracy.
- Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
- Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
- Fixed a known issue that caused some turrets to not attack.
- Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
- Armor regeneration rate doubled for increased durability.
- Gravity Well now consumes energy.
- Solar Panel production and storage increased by +5%.
- Bioforge storage increased to 10,000 RUs.
- Increased resistance for advanced armors (+5% across all armor types).
- Missiles, bombs, and mines are now +5% more resistant.
- Pirate light units now deal +5% attack damage.
- All upgrade bonuses increased to +15%.
- Command Cube health reduced by -10%.
- Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
- Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
- Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
- Formations are now aligned on the right of the parade, forward stacked.
- Rangers are now included in all attacks (excluding station escorts).
- Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied.
- Fixed collectors sometimes not remembering the distant resource cluster where they were working.
- Fixed collectors not switching queue when a free docking point is available nearby.
- Fixed collectors forming queues only on the Command Center docking.
- Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers.
- All basic structural modules construction time reduced by 15%.
- Fixed an issue with Hinge modules that caused module destruction when two hinges were stacked on one another.
- Fixed a configuration issue that caused some Armor modules to give multiplicative health bonuses, increasing Command Center health beyond intended values.
- Fixed a configuration issue that caused NavLight to incorrectly provide health bonuses.
- Fixed Nuclear Power Reactors not being upgraded properly.
- Fixed Space Sonar energy consumption display.
- Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
- Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
- Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
- Artillery cannon no longer targets fighters, corvettes, or utility ships.
- Fixed selecting a single unit inside a formation requiring a second click.
- Fixed an issue when creating formations with non-attacking units.
- Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
- Fixed an issue where Turrets stopped retargeting after their target moved out of range.
- All derelict resource capacity increased by 150%.
- Federation Heavy Artillery Turret, long‑range heavy weapon.
- Pirate Heavy Warship, the most lethal Pirate vessel.
- New Biominer model and animation.
- Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
- Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
Station blueprint additions:
- Anti‑Missile Platform
- Defender
- Breachdrill
- Cruiser
- Heavy Cruiser Evo
- Battleship
- Battlefield Barge
- Carrier
- Heavy Carrier
- Battlecarrier
- Annihitron
- Grinder
- Battlecruiser
- Federation Mothership
- Federation Mothership Heavy
- Light Drill Rig
- New map Gathering Belt for Deathmatch.
- All maps updated with new detailed asteroid models.
- New Arena map for War Machines mode.
- New Battlefront map for Deathmatch.
- New Survival map: The Long Travel.
- Various improvements to multiple maps, including object placement and detectability systems.
- New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
- You can also add custom‑created blueprints to face in the Arena.
- AI Command Center will now migrate to another resource cluster when its current one is depleted, using Warp if possible and orienting towards the enemy at destination.- AI will deploy blueprints and create formations facing forward.
- AI final attack now waits for the enemy to be sufficiently weakened based on a personality setting.
- Added chance to warp frigates and station blueprints directly to the enemy base when a battle is already in progress.
- Final AI warp attack is now only possible when a battle is already in progress at the enemy base.
- Secondary attacks now use formations.
- Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
- Fixed AI final warp attack could teleport the main station inside the enemy station.
- Fixed late game attacks not starting due to formation idle state not being computed correctly.
- CPU personality can now enable Turbo Mode for station movements.
- CPU Station blueprints will retry movement if they stop too far from the target.
- CPU formations are now repositioned to avoid overlapping.
- Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
- Improved collector allocation per drop point.
- AI Agent now stops all activity when its Command Center is destroyed.
- Unlocked warp attacks and Command Center attack strategies.
- Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
- Fixed formations in Hold attack style losing their target.
- Fixed collectors incorrectly going into escort mode.
- Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
- This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
- Builds and repairs stations with strategic module choices.
- Develops fleets by selecting strong units and equipping optimal weapons.
- Manages research progression across tiers.
- Prioritizes strategic operations based on the situation.
- Manages economy (power, population, resources).
- Handles defense and attack priorities.
- Evaluates enemy hostility and selects targets based on personality.
- Shifts focus during crises (energy, population, resources, base under attack).
- Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
- AI can construct and deploy blueprint stations for attack, mining, and defense.
- Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behavior: special abilities used when ready, long‑range attacks enabled mid‑game.
- Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
- CPU attacks using blueprints.
- CPU sends patrols to escort blueprints and attacks more often.
- CPU defends and improves its base more consistently.
- Remapped all UI body text to a new font (Exo2) for improved readability.
- When saving is not supported, a red text now explains the reason in the save panel.
- Fixed selection getting out of sync when right-clicking a button on the selection panel.
- Recycle and Scuttle buttons are now placed last in command queues.
- Fixed camera rotation not sticking to the tactical plane in tactical mode.
- Fixed UI background lines being cut off on 21:10 aspect ratio screens.
- Added a detailed map preview with zoom in/out controls in the match creation screen.
- Added an info button popup in the match creation screen.
- Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
- Map list now hides unplayable modes under the selected game type.
- Area selection changed to white for better visibility.
- Disabled edge scrolling when in windowed (non‑fullscreen) mode.
- Added Get Started button to the match creation room.
- Improved visibility and persistence of formation overlay arrows.
- New mortar rocket lifetime-expire visual effect.
- Updated cockpit textures for corvette, interceptor, scout, bomber, and command bridge models with visible pilot windows.
- Ion cannon mid turret pitch pivot adjusted to reduce rear compenetration; vertical targeting inclination reduced.
- Fixed transparency issue on internal wreck sections for some modules.
- Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
- Updated plasma cannon visual effects.
- Weapon ranges are now more visible.
- Eclipse effect on high game speed settings is now slower.
- Fixed warp bubble being visible in Tactical view.
- Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
- Blueprint‑built modules now display the correct 10% shield visual.
- Improved part‑connection rendering.
- Added frontal weapons to tooltips.
- Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
- Added new unit responses when dying or jammed.
- Improved weapon audio mix and long‑distance audibility for heavy weapons.
- New soundtrack and playlist for War Machine and fast‑battle maps.
- New maneuvers SFX for fighters and corvettes (3 intensity levels).
Save System
- Fixed "The Long Travel" mission not saving properly.
- Fixed enemy waves timer not reloading properly from a save file.
- Fixed various save/load issues with AI state and unit actions.
- Save and Load are now available in AI Deathmatch game mode.
- Arena mode now supports saving during the build phase (save button is disabled during battles).
- Leader orders now persist across save and load.
- More unit actions are now persisted across save and load.
- Game time is now more consistent across save and load.
- Optimized matrix inverse calculation by reordering off-line transformation fast path.
- Fixed a memory leak in AI agent attack memory.
- Freed invalid engaged docking slots to prevent stuck wreck and remain queues.
- Added Headless mode for dedicated server support.
- Removed full UI rebuild from marquee selection for smoother interaction.
- Reduced performance impact of idle turrets (modules and unit turrets).
- Faster math calculations for blueprint construction pose matching.
- Build Order Panel optimized to avoid unnecessary canvas updates.
- Reduced memory allocations during turret initialization.
- Idle state checks now limited to relevant entities.
- Feedback effects now properly disabled when culled, improving performance.
- Foundation work continues and is now integrated into the codebase (not yet enabled).
- UI localization updates, including War Machine mode.
We’re including some QHD previews to showcase what’s new in this build.
beghins, Team Complex
The Federation’s Heavy Artillery Turret is a massive, ultra-long-range weapon, crucial for delivering long-distance fire support.
The Heavy Plasma Cannon is a heavy‑grade energy weapon engineered for focused, directional assaults.
The Biominer is a biomechanical entity capable of consuming anything within its vital area and converting it into resources. It prefers asteroids, but in their absence, it can turn against both enemy and allied ships. It can self-replicate and represents the most advanced resource-gathering system of the Federation. However, it requires control, and in the campaign, it plays a primary role.
Deflector Plate, clean and resistant.
The Pirates' Heavy Vessel is the ultimate mobile attack weapon of the Pirates. It is extremely fast over linear distances thanks to its powerful engines and is armed with lateral ion cannons, long-range missiles, as well as rapid-fire rockets to annihilate light ships. It is highly durable and capable of delivering devastating strikes against bases and heavy ships.
Eclipse from the new survival map The Long Travel.
The hinged rotary module connects distinct sections of warships and allows them to rotate from 0 to 180 degrees. This system enables the movement of weapon blocks or the concealment and exposure of specific ship parts, making vessels more versatile and lethal. It can be used, for example, to create defensive barriers or assault wings for breaching maneuvers.
Hi everyone.
Today, March 13, we’re releasing Version 0.11.16, in preview branch, which includes many improvements. To enable the Preview, go to your Library, right‑click on Era One, select Properties, then open Game Versions and Betas.
Below, you’ll find the release notes for Version 0.11.16, followed by those of previous versions for easy reference.
The team will continue iterating on this build, aiming to make it polished, and well‑balanced. At the same time, we’re shifting our main focus toward multiplayer, which will be the core of the next build. As always, your feedback will remain our main guide throughout this process.
Thank you, as always, for your continued support. We hope you enjoy the progress we’re making.
--------------------------------------
Era One - Release Notes v0.11.16 (March 13)
Modules and Stations
- All basic structural modules construction time reduced by 15%.
- Fixed an issue with Hinge modules that caused module destruction when two hinges were stacked on one another.
- Fixed a configuration issue that caused some Armor modules to give multiplicative health bonuses, increasing Command Center health beyond intended values.
- Fixed a configuration issue that caused NavLight to incorrectly provide health bonuses.
- Fixed Nuclear Power Reactors not being upgraded properly.
- Fixed Space Sonar energy consumption display.
- New AI station blueprint added (Command Center class).
Units
- Formations are now aligned on the right of the parade, forward stacked.
- Scouts are now included in all attacks (excluding station escorts).
Maps & Scenery
- Resource clusters are now constantly evaluated and scored based on quantities and estimated yield.
Gameplay
- New Gameplay setting: Structure Collision Control: stations will perform an emergency stop when colliding.
- New Game Setting: Font Scale. Allows the player to scale body text size for improved readability.
- AI Personality and Game Difficulty are no longer tied to Presets and are now fully independent settings.
- Group Rotator (limited mode) now snaps at 90-degree increments when right-clicking.
- Fixed stale collector target state causing wrong harvest destinations.
- Prevented AI collectors from harvesting outside Command Center radar coverage.
Enemy AI
- AI Command Center will now migrate to another resource cluster when its current one is depleted, using Warp if possible and orienting towards the enemy at destination.
- AI will deploy blueprints and create formations facing forward.
- AI final attack now waits for the enemy to be sufficiently weakened based on a personality setting.
- Added chance to warp frigates and station blueprints directly to the enemy base when a battle is already in progress.
- Final AI warp attack is now only possible when a battle is already in progress at the enemy base.
- Secondary attacks now use formations.
- Fixed AI final warp attack could teleport the main station inside the enemy station.
- Fixed late game attacks not starting due to formation idle state not being computed correctly.
Graphics and Visual Effects
- New mortar rocket lifetime-expire visual effect.
- Updated cockpit textures for corvette, interceptor, scout, bomber, and command bridge models with visible pilot windows.
User Interface and Settings
- Remapped all UI body text to a new font (Exo2) for improved readability.
- When saving is not supported, a red text now explains the reason in the save panel.
- Fixed selection getting out of sync when right-clicking a button on the selection panel.
- Recycle and Scuttle buttons are now placed last in command queues.
Save System
- Fixed "The Long Travel" mission not saving properly.
- Fixed enemy waves timer not reloading properly from a save file.
- Fixed various save/load issues with AI state and unit actions.
Performance and Optimization
- Optimized matrix inverse calculation by reordering off-line transformation fast path.
- Fixed a memory leak in AI agent attack memory.
- Freed invalid engaged docking slots to prevent stuck wreck and remain queues.
- Added Headless mode for dedicated server support.
Multiplayer.
- Exposed new team‑score multipliers and improved DPS weighting for AI evaluation.
--------------------------------------
Era One – Release Notes v0.11.15 (February 27)
Gameplay
- Research Centers are now limited to 1 per tier (up to 5). A new match setting allows choosing between Progressive cap or Unlimited.
- Resource drop-off rate increased by 50%.
- All tech researches are now 10% faster.
- Command Center and Command Cube construction range increased by 15%, and related researches are now 20% faster.
Enemy AI
- CPU Scouts are now sent to patrol instead of Strikers.
- CPU will now attack enemy collectors.
- CPU personality can now enable Turbo Mode for station movements.
- CPU Station blueprints will retry movement if they stop too far from the target.
- CPU formations are now repositioned to avoid overlapping.
Graphics and Visual Effects
- Ion cannon mid turret pitch pivot adjusted to reduce rear compenetration; vertical targeting inclination reduced.
- Fixed transparency issue on internal wreck sections for some modules.
Save System
- Save and Load are now available in AI Deathmatch game mode.
- Arena mode now supports saving during the build phase (save button is disabled during battles).
- Leader orders now persist across save and load.
- More unit actions are now persisted across save and load.
- Game time is now more consistent across save and load.
--------------------------------------
Era One – Release Notes v0.11.13 (February 21)
- CPU, manual loops, inactivity issues and various bugs have been fixed
- CPU attacks using blueprints
- CPU sends patrols to escort blueprints and attacks more often
- CPU defends and improves its base more consistently
- Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied
- Fixed collectors sometimes not remembering the distant resource cluster where they were working
- Fixed collectors not switching queue when a free docking point is available nearby
- Fixed collectors forming queues only on the Command Center docking
- Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers
- New Light Drill Rig blueprint added
- Improvements to engine max speed and rotation, +5%
- Build holograms are now white
--------------------------------------
Era One – Release Notes v0.11.12 (February 16)
Modules and Stations
- Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
Units
- Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
- Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
- Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
- Artillery cannon no longer targets fighters, corvettes, or utility ships.
- Improved formation range calculation.
- Light adjustments to stance and formation bonuses when units enter a formation.
- Fixed selecting a single unit inside a formation requiring a second click.
- Fixed an issue when creating formations with non-attacking units.
Maps & Scenery
- All maps updated with new detailed asteroid models.
- Battlefront map: increased resources, improved resource placement. AI now starts near carbon asteroids.
- Fixed an issue that caused Challenges to not work on the Battlefront map.
- Arena map improvements and new blueprints for War Machine mode.
- Pilots voices restored in Deep Void, Full Combat, Arena, and Battlefront maps.
- All derelict resource capacity increased by 150%.
- Fixed Battlefront map Command Center signal being displayed far from the actual position.
Gameplay
- Increased Resource drop speed by 20%
- Fusion Resource production reduced by 5%
- Fusion proximity bonus reduced by 25%
- Plasma cannon bullet speed and fire range increased.
- Trade offers can now be disabled for the current match.
- Research no longer accelerates when changing priority multiple times.
- Fixed an issue that caused queues to appear in an incorrect order in the order list.
- Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
Enemy AI
- AI uses better criteria when choosing weapon modules.
- Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
- Improved collector allocation per drop point.
- AI Agent now stops all activity when its Command Center is destroyed.
- Unlocked warp attacks and Command Center attack strategies.
- Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
- Fixed formations in Hold attack style losing their target.
- Fixed collectors incorrectly going into escort mode.
Graphics and Visual Effects
- Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
- Updated plasma cannon visual effects.
- Weapon ranges are now more visible.
- Eclipse effect on high game speed settings is now slower.
- Fixed warp bubble being visible in Tactical view.
User Interface and Settings
- Fixed camera rotation not sticking to the tactical plane in tactical mode.
- Fixed UI background lines being cut off on 21:10 aspect ratio screens.
Performance and Optimization
- Removed full UI rebuild from marquee selection for smoother interaction.
Localization
- Updated localization and made Game Mode Detail panel auto-sizable.
- Fixed missing turret module/research name and description.
--------------------------------------
Era One – Release Notes v0.11.9 (February 7)
Modules and Stations
- Reduced the cost of the new Small Deflector Plate to 1500.
- Fixed incorrect cost and bonus configuration for the Bioforge.
Units
- Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
- Fixed an issue where Turrets stopped retargeting after their target moved out of range.
Maps & Scenery
- Added a detailed map preview with zoom in/out controls in the match creation screen.
Gameplay
- Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
- Enemies in War Machine mode now properly upgrade their shields.
Enemy AI
- Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
User Interface and Settings
- Added an info button popup in the match creation screen.
- Increased character space in tooltip text for better readability.
Audio
- Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
--------------------------------------
Era One – Release Notes v0.11.6 (January 30)
War Machines
- New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
- You can also add custom‑created blueprints to face in the Arena.
Gameplay
- Unit cap increased, for all modes, up to 25K in "meltdown".
- All weapon turrets now have wider targeting angles for improved accuracy.
- Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
- Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
- Fixed a known issue that caused some turrets to not attack.
- Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
- Armor regeneration rate doubled for increased durability.
- Gravity Well now consumes energy.
- Solar Panel production and storage increased by +5%.
- Bioforge storage increased to 10,000 RUs.
- Increased resistance for advanced armors (+5% across all armor types).
- Missiles, bombs, and mines are now +5% more resistant.
- Pirate light units now deal +5% attack damage.
- All upgrade bonuses increased to +15%.
- Command Cube health reduced by -10%.
- Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
- Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
- Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
Units and Modules
- Federation Hinge Module, allows the construction of moving ship parts, improving attack and defense management.
- Federation Heavy Artillery Turret, long‑range heavy weapon.
- Pirate Heavy Warship, the most lethal Pirate vessel.
- New Biominer model and animation.
- Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
- Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
- Pirate Roller Mine, added the new Pirate massive perforation Mine (coming later this week).
Station blueprint additions:
- Anti‑Missile Platform
- Defender
- Breachdrill
- Cruiser
- Heavy Cruiser Evo
- Battleship
- Battlefield Barge
- Carrier
- Heavy Carrier
- Battlecarrier
- Annihitron
- Grinder
- Battlecruiser
- Federation Mothership
Maps & Scenery
- New Arena map for War Machines mode.
- New Battlefront map for Deathmatch testing against the new Player AI.
- New Survival map: The Long Travel.
- Updated map icons with detailed images for the new zoom feature (click on the map!).
- Various improvements to multiple maps, including object placement and detectability systems.
- Deep Void and Full Combat maps received improved final attack waves based on new blueprints, plus the new Federation Mothership.
User Interface and Settings
- Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
- Map list now hides unplayable modes under the selected game type.
- Area selection changed to white for better visibility.
- Disabled edge scrolling when in windowed (non‑fullscreen) mode.
- Added Get Started button to the match creation room.
- Improved visibility and persistence of formation overlay arrows.
Enemy AI
- This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
Features include:
- New Battlefront map in Deathmatch mode for AI testing.
- Builds and repairs stations with strategic module choices.
- Develops fleets by selecting strong units and equipping optimal weapons.
- Manages research progression across tiers.
- Prioritizes strategic operations based on the situation.
- Manages economy (power, population, resources).
- Scouts to expand awareness.
- Handles defense and attack priorities.
- Evaluates enemy hostility and selects targets based on personality.
- Shifts focus during crises (energy, population, resources, base under attack).
- Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
- AI can construct and deploy blueprint stations for attack, mining, and defense.
- Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behavior: special abilities used when ready, long‑range attacks enabled mid‑game.
- Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
Optimization
- Reduced performance impact of idle turrets (modules and unit turrets).
- Faster math calculations for blueprint construction pose matching.
- Build Order Panel optimized to avoid unnecessary canvas updates.
- Reduced memory allocations during turret initialization.
- Idle state checks now limited to relevant entities.
- Feedback effects now properly disabled when culled, improving performance.
Graphics and Visual Effects
- Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
- Blueprint‑built modules now display the correct 10% shield visual.
- Improved part‑connection rendering.
- Added frontal weapons to tooltips.
Audio
- Added new unit responses when dying or jammed.
- Improved weapon audio mix and long‑distance audibility for heavy weapons.
- New soundtrack and playlist for War Machine and fast‑battle maps.
- New maneuvers SFX for fighters and corvettes (3 intensity levels).
Multiplayer
- Foundation work continues and is now integrated into the codebase (not yet enabled).
Localization
- UI localization updates, including War Machine mode.
beghins, Team Complex
Hi everyone.
Today, February 27, we’re releasing Version 0.11.15, which includes many improvements.
If you try it out, let us know what you think. We need your feedback to make it challenging and fun before making it public and adding more content.
Any feedback or reports are greatly appreciated!
Below, you’ll find the release notes for Version 0.11.15, followed by those of previous versions for easy reference.
The team will continue iterating on this build for roughly one more week, aiming to make it fully playable, polished, and well-balanced. As always, your feedback will remain our main guide throughout this process.
Afterward, our efforts will shift toward the multiplayer mode.
Thank you, as always, for your continued support. We hope you enjoy the progress we’re making.
To enable the Preview, go to your Library, right‑click on Era One, select Properties, then open Game Versions and Betas.
--------------------------------------
Era One – Release Notes v0.11.15 (February 27th)
Gameplay
- Research Centers are now limited to 1 per tier (up to 5). A new match setting allows choosing between Progressive cap or Unlimited.
- Resource drop-off rate increased by 50%.
- All tech researches are now 10% faster.
- Command Center and Command Cube construction range increased by 15%, and related researches are now 20% faster.
Enemy AI
- CPU Scouts are now sent to patrol instead of Strikers.
- CPU will now attack enemy collectors.
- CPU personality can now enable Turbo Mode for station movements.
- CPU Station blueprints will retry movement if they stop too far from the target.
- CPU formations are now repositioned to avoid overlapping.
Graphics and Visual Effects
- Ion cannon mid turret pitch pivot adjusted to reduce rear compenetration; vertical targeting inclination reduced.
- Fixed transparency issue on internal wreck sections for some modules.
Save System
- Save and Load are now available in AI Deathmatch game mode.
- Arena mode now supports saving during the build phase (save button is disabled during battles).
- Leader orders now persist across save and load.
- More unit actions are now persisted across save and load.
- Game time is now more consistent across save and load.
--------------------------------------
Era One – Release Notes v0.11.13 (February 21th)
- CPU, manual loops, inactivity issues and various bugs have been fixed
- CPU attacks using blueprints
- CPU sends patrols to escort blueprints and attacks more often
- CPU defends and improves its base more consistently
- Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied
- Fixed collectors sometimes not remembering the distant resource cluster where they were working
- Fixed collectors not switching queue when a free docking point is available nearby
- Fixed collectors forming queues only on the Command Center docking
- Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers
- New Light Drill Rig blueprint added
- Improvements to engine max speed and rotation, +5%
- Build holograms are now white
--------------------------------------
Era One – Release Notes v0.11.12 (February 16th)
Modules and Stations
- Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
Units
- Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
- Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
- Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
- Artillery cannon no longer targets fighters, corvettes, or utility ships.
- Improved formation range calculation.
- Light adjustments to stance and formation bonuses when units enter a formation.
- Fixed selecting a single unit inside a formation requiring a second click.
- Fixed an issue when creating formations with non-attacking units.
Maps & Scenery
- All maps updated with new detailed asteroid models.
- Battlefront map: increased resources, improved resource placement. AI now starts near carbon asteroids.
- Fixed an issue that caused Challenges to not work on the Battlefront map.
- Arena map improvements and new blueprints for War Machine mode.
- Pilots voices restored in Deep Void, Full Combat, Arena, and Battlefront maps.
- All derelict resource capacity increased by 150%.
- Fixed Battlefront map Command Center signal being displayed far from the actual position.
Gameplay
- Increased Resource drop speed by 20%
- Fusion Resource production reduced by 5%
- Fusion proximity bonus reduced by 25%
- Plasma cannon bullet speed and fire range increased.
- Trade offers can now be disabled for the current match.
- Research no longer accelerates when changing priority multiple times.
- Fixed an issue that caused queues to appear in an incorrect order in the order list.
- Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
Enemy AI
- AI uses better criteria when choosing weapon modules.
- Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
- Improved collector allocation per drop point.
- AI Agent now stops all activity when its Command Center is destroyed.
- Unlocked warp attacks and Command Center attack strategies.
- Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
- Fixed formations in Hold attack style losing their target.
- Fixed collectors incorrectly going into escort mode.
Graphics and Visual Effects
- Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
- Updated plasma cannon visual effects.
- Weapon ranges are now more visible.
- Eclipse effect on high game speed settings is now slower.
- Fixed warp bubble being visible in Tactical view.
User Interface and Settings
- Fixed camera rotation not sticking to the tactical plane in tactical mode.
- Fixed UI background lines being cut off on 21:10 aspect ratio screens.
Performance and Optimization
- Removed full UI rebuild from marquee selection for smoother interaction.
Localization
- Updated localization and made Game Mode Detail panel auto-sizable.
- Fixed missing turret module/research name and description.
--------------------------------------
Era One – Release Notes v0.11.9 (February 7th)
Modules and Stations
- Reduced the cost of the new Small Deflector Plate to 1500.
- Fixed incorrect cost and bonus configuration for the Bioforge.
Units
- Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
- Fixed an issue where Turrets stopped retargeting after their target moved out of range.
Maps & Scenery
- Added a detailed map preview with zoom in/out controls in the match creation screen.
Gameplay
- Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
- Enemies in War Machine mode now properly upgrade their shields.
Enemy AI
- Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
User Interface and Settings
- Added an info button popup in the match creation screen.
- Increased character space in tooltip text for better readability.
Audio
- Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
--------------------------------------
Era One – Release Notes v0.11.6 (January 30th)
War Machines
- New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
- You can also add custom‑created blueprints to face in the Arena.
Gameplay
- Unit cap increased, for all modes, up to 25K in "meltdown".
- All weapon turrets now have wider targeting angles for improved accuracy.
- Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
- Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
- Fixed a known issue that caused some turrets to not attack.
- Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
- Armor regeneration rate doubled for increased durability.
- Gravity Well now consumes energy.
- Solar Panel production and storage increased by +5%.
- Bioforge storage increased to 10,000 RUs.
- Increased resistance for advanced armors (+5% across all armor types).
- Missiles, bombs, and mines are now +5% more resistant.
- Pirate light units now deal +5% attack damage.
- All upgrade bonuses increased to +15%.
- Command Cube health reduced by -10%.
- Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
- Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
- Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
Units and Modules
- Federation Hinge Module, allows the construction of moving ship parts, improving attack and defense management.
- Federation Heavy Artillery Turret, long‑range heavy weapon.
- Pirate Heavy Warship, the most lethal Pirate vessel.
- New Biominer model and animation.
- Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
- Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
- Pirate Roller Mine, added the new Pirate massive perforation Mine (coming later this week).
Station blueprint additions:
- Anti‑Missile Platform
- Defender
- Breachdrill
- Cruiser
- Heavy Cruiser Evo
- Battleship
- Battlefield Barge
- Carrier
- Heavy Carrier
- Battlecarrier
- Annihitron
- Grinder
- Battlecruiser
- Federation Mothership
Maps & Scenery
- New Arena map for War Machines mode.
- New Battlefront map for Deathmatch testing against the new Player AI.
- New Survival map: The Long Travel.
- Updated map icons with detailed images for the new zoom feature (click on the map!).
- Various improvements to multiple maps, including object placement and detectability systems.
- Deep Void and Full Combat maps received improved final attack waves based on new blueprints, plus the new Federation Mothership.
User Interface and Settings
- Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
- Map list now hides unplayable modes under the selected game type.
- Area selection changed to white for better visibility.
- Disabled edge scrolling when in windowed (non‑fullscreen) mode.
- Added Get Started button to the match creation room.
- Improved visibility and persistence of formation overlay arrows.
Enemy AI
- This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
Features include:
- New Battlefront map in Deathmatch mode for AI testing.
- Builds and repairs stations with strategic module choices.
- Develops fleets by selecting strong units and equipping optimal weapons.
- Manages research progression across tiers.
- Prioritizes strategic operations based on the situation.
- Manages economy (power, population, resources).
- Scouts to expand awareness.
- Handles defense and attack priorities.
- Evaluates enemy hostility and selects targets based on personality.
- Shifts focus during crises (energy, population, resources, base under attack).
- Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
- AI can construct and deploy blueprint stations for attack, mining, and defense.
- Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behavior: special abilities used when ready, long‑range attacks enabled mid‑game.
- Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
Optimization
- Reduced performance impact of idle turrets (modules and unit turrets).
- Faster math calculations for blueprint construction pose matching.
- Build Order Panel optimized to avoid unnecessary canvas updates.
- Reduced memory allocations during turret initialization.
- Idle state checks now limited to relevant entities.
- Feedback effects now properly disabled when culled, improving performance.
Graphics and Visual Effects
- Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
- Blueprint‑built modules now display the correct 10% shield visual.
- Improved part‑connection rendering.
- Added frontal weapons to tooltips.
Audio
- Added new unit responses when dying or jammed.
- Improved weapon audio mix and long‑distance audibility for heavy weapons.
- New soundtrack and playlist for War Machine and fast‑battle maps.
- New maneuvers SFX for fighters and corvettes (3 intensity levels).
Multiplayer
- Foundation work continues and is now integrated into the codebase (not yet enabled).
Localization
- UI localization updates, including War Machine mode.
beghins, Team Complex
Hi everyone.
Today, February 21st, we’re releasing Version 0.11.13, in preview branch, which includes many improvements.
Below, you’ll find the release notes for Version 0.11.13, followed by those of previous versions for easy reference.
You can try the preview right away, or stay on the stable version and wait for the final release of patch 11, which will be published in a few days.
The team will continue iterating on this build for roughly two more weeks, aiming to make it fully playable, polished, and well-balanced. As always, your feedback will remain our main guide throughout this process.
Afterward, our efforts will shift toward the multiplayer mode.
Thank you, as always, for your continued support. We hope you enjoy the progress we’re making.
To enable the Preview, go to your Library, right‑click on Era One, select Properties, then open Game Versions and Betas.
--------------------------------------
Era One – Release Notes v0.11.13 (February 21th)
Enemy AI
- CPU, loops, inactivity issues and various bugs have been fixed
- CPU attacks using blueprints and sends patrols to escort blueprints and attacks more often
- CPU defends and improves its base more consistently
Units
- Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied
- Fixed collectors not switching queue when a free docking point is available nearby
- Fixed collectors forming queues only on the Command Center docking
- Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers
Modules and Stations
- New Light Drill Rig blueprint added
Gameplay
- Improvements to engine max speed and rotation, +5%
- Build holograms are now white
--------------------------------------
Era One – Release Notes v0.11.12 (February 16th)
Modules and Stations
- Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
Units
- Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
- Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
- Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
- Artillery cannon no longer targets fighters, corvettes, or utility ships.
- Improved formation range calculation.
- Light adjustments to stance and formation bonuses when units enter a formation.
- Fixed selecting a single unit inside a formation requiring a second click.
- Fixed an issue when creating formations with non-attacking units.
Maps & Scenery
- All maps updated with new detailed asteroid models.
- Battlefront map: increased resources, improved resource placement. AI now starts near carbon asteroids.
- Fixed an issue that caused Challenges to not work on the Battlefront map.
- Arena map improvements and new blueprints for War Machine mode.
- Pilots voices restored in Deep Void, Full Combat, Arena, and Battlefront maps.
- All derelict resource capacity increased by 150%.
- Fixed Battlefront map Command Center signal being displayed far from the actual position.
Gameplay
- Increased Resource drop speed by 20%
- Fusion Resource production reduced by 5%
- Fusion proximity bonus reduced by 25%
- Plasma cannon bullet speed and fire range increased.
- Trade offers can now be disabled for the current match.
- Research no longer accelerates when changing priority multiple times.
- Fixed an issue that caused queues to appear in an incorrect order in the order list.
- Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
Enemy AI
- AI uses better criteria when choosing weapon modules.
- Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
- Improved collector allocation per drop point.
- AI Agent now stops all activity when its Command Center is destroyed.
- Unlocked warp attacks and Command Center attack strategies.
- Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
- Fixed formations in Hold attack style losing their target.
- Fixed collectors incorrectly going into escort mode.
Graphics and Visual Effects
- Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
- Updated plasma cannon visual effects.
- Weapon ranges are now more visible.
- Eclipse effect on high game speed settings is now slower.
- Fixed warp bubble being visible in Tactical view.
User Interface and Settings
- Fixed camera rotation not sticking to the tactical plane in tactical mode.
- Fixed UI background lines being cut off on 21:10 aspect ratio screens.
Performance and Optimization
- Removed full UI rebuild from marquee selection for smoother interaction.
Localization
- Updated localization and made Game Mode Detail panel auto-sizable.
- Fixed missing turret module/research name and description.
--------------------------------------
Era One – Release Notes v0.11.9 (February 7th)
Modules and Stations
- Reduced the cost of the new Small Deflector Plate to 1500.
- Fixed incorrect cost and bonus configuration for the Bioforge.
Units
- Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
- Fixed an issue where Turrets stopped retargeting after their target moved out of range.
Maps & Scenery
- Added a detailed map preview with zoom in/out controls in the match creation screen.
Gameplay
- Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
- Enemies in War Machine mode now properly upgrade their shields.
Enemy AI
- Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
User Interface and Settings
- Added an info button popup in the match creation screen.
- Increased character space in tooltip text for better readability.
Audio
- Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
--------------------------------------
Era One – Release Notes v0.11.6 (January 30th)
War Machines
- New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
- You can also add custom‑created blueprints to face in the Arena.
Gameplay
- Unit cap increased, for all modes, up to 25K in "meltdown".
- All weapon turrets now have wider targeting angles for improved accuracy.
- Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
- Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
- Fixed a known issue that caused some turrets to not attack.
- Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
- Armor regeneration rate doubled for increased durability.
- Gravity Well now consumes energy.
- Solar Panel production and storage increased by +5%.
- Bioforge storage increased to 10,000 RUs.
- Increased resistance for advanced armors (+5% across all armor types).
- Missiles, bombs, and mines are now +5% more resistant.
- Pirate light units now deal +5% attack damage.
- All upgrade bonuses increased to +15%.
- Command Cube health reduced by -10%.
- Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
- Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
- Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
Units and Modules
- Federation Hinge Module, allows the construction of moving ship parts, improving attack and defense management.
- Federation Heavy Artillery Turret, long‑range heavy weapon.
- Pirate Heavy Warship, the most lethal Pirate vessel.
- New Biominer model and animation.
- Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
- Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
- Pirate Roller Mine, added the new Pirate massive perforation Mine (coming later this week).
Station blueprint additions:
- Anti‑Missile Platform
- Defender
- Breachdrill
- Cruiser
- Heavy Cruiser Evo
- Battleship
- Battlefield Barge
- Carrier
- Heavy Carrier
- Battlecarrier
- Annihitron
- Grinder
- Battlecruiser
- Federation Mothership
Maps & Scenery
- New Arena map for War Machines mode.
- New Battlefront map for Deathmatch testing against the new Player AI.
- New Survival map: The Long Travel.
- Updated map icons with detailed images for the new zoom feature (click on the map!).
- Various improvements to multiple maps, including object placement and detectability systems.
- Deep Void and Full Combat maps received improved final attack waves based on new blueprints, plus the new Federation Mothership.
User Interface and Settings
- Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
- Map list now hides unplayable modes under the selected game type.
- Area selection changed to white for better visibility.
- Disabled edge scrolling when in windowed (non‑fullscreen) mode.
- Added Get Started button to the match creation room.
- Improved visibility and persistence of formation overlay arrows.
Enemy AI
- This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
Features include:
- New Battlefront map in Deathmatch mode for AI testing.
- Builds and repairs stations with strategic module choices.
- Develops fleets by selecting strong units and equipping optimal weapons.
- Manages research progression across tiers.
- Prioritizes strategic operations based on the situation.
- Manages economy (power, population, resources).
- Scouts to expand awareness.
- Handles defense and attack priorities.
- Evaluates enemy hostility and selects targets based on personality.
- Shifts focus during crises (energy, population, resources, base under attack).
- Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
- AI can construct and deploy blueprint stations for attack, mining, and defense.
- Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behavior: special abilities used when ready, long‑range attacks enabled mid‑game.
- Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
Optimization
- Reduced performance impact of idle turrets (modules and unit turrets).
- Faster math calculations for blueprint construction pose matching.
- Build Order Panel optimized to avoid unnecessary canvas updates.
- Reduced memory allocations during turret initialization.
- Idle state checks now limited to relevant entities.
- Feedback effects now properly disabled when culled, improving performance.
Graphics and Visual Effects
- Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
- Blueprint‑built modules now display the correct 10% shield visual.
- Improved part‑connection rendering.
- Added frontal weapons to tooltips.
Audio
- Added new unit responses when dying or jammed.
- Improved weapon audio mix and long‑distance audibility for heavy weapons.
- New soundtrack and playlist for War Machine and fast‑battle maps.
- New maneuvers SFX for fighters and corvettes (3 intensity levels).
Multiplayer
- Foundation work continues and is now integrated into the codebase (not yet enabled).
Localization
- UI localization updates, including War Machine mode.
beghins, Team Complex
Update Jan 10: Hello everyone.
Patch 0.11 is currently experiencing several issues and malfunctions. Due to our mistake, we rushed the release to meet a deadline, but the features included actually require more time and proper testing. We are therefore removing the Preview build and will release it once it has been fully polished and ready to play. Once it's ready, we will reopen access. We sincerely apologize for the problems caused and we’ll do our best to resolve them as quickly as possible.
Thank you for your feedback and for your understanding. beghins, Team Complex --- Update Jan 9:
Patch 0.11 available in the Preview branch.
To access it, go to your Steam Library, right‑click on Era One, select Properties, then open the Betas tab and choose “beta participation” from the dropdown menu.
The Preview version includes all new features, but it is not considered stable and has not been fully tested yet.
Before starting work on Patch 0.12, the team will continue fixing, polishing, and improving the Preview build for about two weeks.
We recommend this version to experienced players who want to try the latest features and understand that they may encounter bugs, imperfections, or features still in development.
If you prefer a more complete and polished experience, we suggest waiting a few more days while we address the major issues.
As always, we truly appreciate your constructive feedback.
The team is here to listen and improve the project based on your input.
We would also like to take this opportunity to thank everyone who supported the project during Early Access, providing constructive criticism and spreading positivity. Era One continues to grow thanks to you.
beghins. Team Complex
---
Hello everyone,
We won’t be able to release Patch 0.11 in December as originally planned, because it doesn’t yet meet the level of polish and quality we aim for. We're nearly there, so the team has agreed on a new release date: January 9, which will allow us to deliver a playable and properly tested build.
As a result, the Roadmap has been updated, and we invite you to check out the changes.
We’re sorry for the delay, but here’s what you can expect in Patch 0.11:
Deathmatch Mode and AI unlocked: Battle against a real AI Federation capable of building bases, managing its economy, and launching attacks.
War Machine Battle Mode unlocked: Face war machines across progressive levels. You’ll be able to insert your own custom ships (blueprints) and fight them in sequence.
New Federation's Heavy Artillery Turret
New Pirates' Heavy Vessel
New Federation's Hinged Rotating Module: Create ships with movable parts (0°–180°), enabling weapon blocks only when needed or hiding critical components.
Redesigned Biominer, ready for its role in the campaign.
Pirates’ new long-range siege weapon: Roller Mine
Improved enemy attack system: Now adapts ships based on difficulty, evolves strategies, and uses weapon customization.
Weapon ranges and unit stances reworked: Ships now follow orders correctly, and weapons fire only within their effective range, fixing turret bugs and improving combat logic.
New Survival level: “The Long Travel”
New Deathmatch level: “Battlefront”
Plus, numerous bug fixes and performance improvements based on your feedback.
Cockpits postponed: We want them to be truly functional and fun—not just a graphic layout—so this feature will move to the next build. Procedural map generation also postponed to the next build.
We truly appreciate your patience and understanding. We’ve included some development previews (QHD) to show what’s coming. Thank you for your positive reviews and feedback, because they motivate us to keep improving Era One!
beghins, Team Complex --- The Federation’s Heavy Artillery Turret is a massive, ultra-long-range weapon, crucial for delivering long-distance fire support.
The Biominer is a biomechanical entity capable of consuming anything within its vital area and converting it into resources. It prefers asteroids, but in their absence, it can turn against both enemy and allied ships. It can self-replicate and represents the most advanced resource-gathering system of the Federation. However, it requires control, and in the campaign, it plays a primary role. The Pirates' Heavy Vessel is the ultimate mobile attack weapon of the Pirates. It is extremely fast over linear distances thanks to its powerful engines and is armed with lateral ion cannons, long-range missiles, as well as rapid-fire rockets to annihilate light ships. It is highly durable and capable of delivering devastating strikes against bases and heavy ships.
The hinged rotary module connects distinct sections of warships and allows them to rotate from 0 to 180 degrees. This system enables the movement of weapon blocks or the concealment and exposure of specific ship parts, making vessels more versatile and lethal. It can be used, for example, to create defensive barriers or assault wings for breaching maneuvers.
Hi everyone,
we’re releasing the patch that closes Release 10.
We’ve fixed all the issues that occurred and, where possible, we’ve followed the community’s suggestions to improve the game.
From now on, we’re focusing on Build 11, planned for December, where we’ll introduce AI and other exciting new features.
The project continues, and the overall feedback has been very positive, which motivates us to reach the next milestone.
Thank you for your participation and support during this session.
- New Map: Frostveil Orbits.
- Planet atmospheres, backgrounds, lighting, and eclipse calculations were reworked to remove visual glitches.
- Every asteroid now rotates correctly and can be selected or focused.
- Increased the omnidirectional thrust boost engines give to 15%.
- Hold Position now truly locks units in place even while attempting to shoot from beyond range.
- Frigate flamethrowers now require their dedicated research unlock to keep tech progression consistent.
- Patrol routes resume automatically after aggressive excursions, preventing idle escorts.
- Fixed an issue that caused Rally Points to not move.
- Fixed an issue that caused enemy stations to be immobile after loading from save files.
- Selecting units with a mortar equipped now shows the correct weapon icons in the Selection Panel
- In-game roadmap update.
- Manual Input panel power sliders respond immediately when switching ships.
- Deck Panel health bars stay in sync when recycling units
- Biominer harvesting produces a smoke effect for readability.
- Narrative speech now waits for a short pause after loading certain scenes, preventing abrupt overlaps.
- Unit audio messages when entering clouds are now less frequent and are no longer triggered when exiting and re-entering.
Good evening Commanders, we just released Dev. Build 10. Thanks to everyone for the help in testing and trying out the new features on the preview branch.
As some of you may already know, this build not only introduces many new features but also marks an important milestone for our planned Multiplayer release.
- Mortar Turret. Long-range weapon that splits into multiple rockets when close to the target.
- Stable-pivot rotator. Rotator module with a rotating core that enables new designs
- Biominers. When a Bioforge is completed, a swarm of biominers will damage nearby structures and asteroids to generate resources. (WIP)
- 3-to-2 Extender. Converts a three-cube-wide platform into a two-cube-wide section.
- Reduced Crew cost across all armors by 50%.
- Engines now also provide a percentage of their power to all directions.
- Debuted the Training Shipyard map for the new training experience.
- Softened nebula and dust cloud colors and refreshed dust and radiation cloud visualizers to improve battlefield readability.
- Introduced a Training game mode with very easy difficulty, and custom settings to ease new commanders into the controls.
- Increased ray weapons internal hit buffer to reduce cases of ion weapons not shooting through allied shields.
- Removed proximity warp disruptor fields from large asteroids.
- Fighters and corvettes now execute flyby attacks more reliably, including against derelicts, thanks to adjusted disengage behaviour.
- Wreck resources are retained after loading a save.
- When the "Wrecks Contain Research" setting is enabled, salvageable wrecks can contain the research required to construct that module or ship.
- New Starting Resources: "Insane" (starts with 4000 resources).
- Objectives that award resources now have a "Collect Reward" button instead of auto-collecting.
- Research is slightly faster at higher Game Speed settings.
- Concussion Missiles moved to Tier 2.
- Enemy Waves unlock upgrades faster, increasing difficulty especially at higher settings.
- Defense Shields recharge speed reduced by 30%.
- Challenges and wave modes tuned to match intended income and progression.
- Healer drones return to Repair Bay when it is powered off.
- Ray weapons no longer cause friendly fire.
- Hyperspace: more accurate blockage checks.
- Pirate frigates equipped with Hull Rockets.
- Light ships attack behaviour tweaked for a higher hit chance.
- Added Portuguese, German, and French languages.
- Auto-Save option added with a customizable interval.
- The overlay toggle now controls sensor and cloud range bubbles directly.
- Save and load flows provide clearer confirmation and error messaging, and returning to the main menu no longer resumes gameplay.
- Names and keybind display options cycle through four distinct states.
- Added secondary cargo bar in selection and deck panels.
- Wave counters now update after unit deaths.
- Auto-hide side panels (left/right) with hover-to-reveal; toggle available in UI settings.
- Added Idle Camera: subtle camera idle movement after a few seconds of inactivity.
- Info panel spacing and objective button layout improved; long texts now truncate correctly.
- Radiation status effect added with a new VFX.
- Nebulae and Dust Clouds are now shown on the Tactical Interface as spheres, to better highlight their size and position.
- The explosions have been upgraded, incorporating alternative effects tailored to armor systems.
- Added new unit responses for dust and radiation clouds, rally interactions, cargo deliveries, trade messages, and support calls.
- Music volume remains stable when leaving scenes, eliminating brief spikes.
- Visibility system optimizations reduce CPU usage on idle units.
- Effects processing moved to a secondary background thread.
- Deferred Call Scheduler introduced to spread heavy tasks across ticks.
- Call-for-help has a smaller impact on combat performance by distributing calls over time.
- Reduced memory footprint across weapon, SFX, and VFX systems.
- Derelict explosions now use batched particles for steadier visuals.
- Fixed rare save/load issues that could corrupt data or break compatibility with older saves.
- Fixed an issue that made it harder than intended to click on rotator commands.
- Fixed an issue that caused some asteroids to not be selectable.
- Fixed incorrect display of Fusion and Power module buff lines.
- Reduced audio spam by fixing excessive audio clips emitted by some projectiles.
- Proximity Fields no longer prevent warp from inside; destination orientation is always horizontal.
- Control groups stability improvements; fixed cases where units were sometimes lost from control groups.
- Enemy units may stop their attack behaviour while searching for a new target.
- The new Inline-Rotator module may initialize with a wrong initial rotation.
- Biominers are still work in progress, there may be some visual issues.
- When playing on "Locus", the Rally point may have an incorrect rotation.
Command Unit health reduced by 25%. Dev Note: Station health was too skewed towards the station core.
Command Bridge cockpit position is now correctly aligned.
Resource refining is faster: +10% at Command Center and +15% at Drop Points.
New Game Speed: Insane — for those who like it *really* fast.
Sandbox now defaults to Custom preset.
Enemy Waves mode now enforces the Warlike preset for a more balanced experience.
Blueprint save: Now the game correctly manages blueprints with the same name.
Fixed a problem that may cause units to keep invalid targets in their attack queue.
Team Colors: You can now save and delete custom team-color presets.
Side panels aspect ratio compatibility: Fixed an issue that caused certain elements to overlap on specific aspect ratios.
Commands and Tactics panels refresh more frequently, keeping selections and info in sync.
Fixed a problem that caused Ability buttons activation states not to update correctly when modules power state changes.
Heavy Ion Cannon button appears correctly in contextual mode, and laser pointers turn off when power is off.
Fixed an issue when pressing ESC to close the Color Picker that caused the Match Creator to disappear.
Match Details Clicking on the "Year" panel will show/hide the incoming attacks from the UI.
Tooltips: Unit and Module count is now shown in the tooltip.
Road Map screen added in Main Menu.
Game Settings persistence: Settings will merge across different versions so your preferences carry forward more reliably between updates.
Fixed a rare issue that could prevent the game from saving in specific cases.
Unit experience is now saved and restored on load.
Savegames: Save slots are now sorted by last modified date.
Eliminated repeated "Module constructed" voice lines after load.
Camera Shake intensity has been reduced when in cockpit mode.
Improved responsiveness of the Save Panel.
Better handling of rare issues to keep your session more stable.
Hello everyone!
Thank you to everyone who has played, and is playing, Era One. A special thank you also to those who sent us error reports to help identify and fix issues with the game.
This patch addresses many reported problems, mainly (but not exclusively) concerning the Save System.
Save files created in previous versions are not 100% guaranteed to be compatible. We decided it was worth keeping backwards compatibility since many save files do work; however, some may not function as intended. As development continues, we’ll try to make breaking changes only when absolutely necessary.
Research queues now persist across saves and are restored on load.
Active construction and research slots are now saved and correctly restored.
Stronger validation on station blueprints to prevent empty/invalid lists.
Resolved cases where modules failed to load or overlapped after loading a save.
Fixed construction that could fail to resume after loading.
Resources, population, and energy should now restore correctly on load.
Unit and module counters are accurate after loading a save.
Build Queue UI reflects the correct number of active construction slots after loading.
Environmental wrecks no longer disappear on load.
Eliminated repeated “Module constructed” voice lines after loading.
Fixed an issue that prevented save files from being created
Fixed an issue that caused unit buttons to not refresh correctly after a research had completed (only after load or new game)
Corrected costs when overriding an existing research/blueprint file.
Fixed a bug that allowed recycling to refund more resources than intended
Fixed an issue that could prevent building on Wing Extenders while under construction.
When you target a module, units will keep fighting other modules on the same station (no more stopping mid-fight after one module is destroyed).
Defensive stances periodically check for firing opponents and reassign targets when appropriate.
Stances (Defensive, Aggressive, Reactive) now add targets and call for help only when enemies are actually detected, preventing unrealistic long-range engagements.
Warp Destination checks are smarter and considers visible asteroids.
Asteroids and enemy station now block warps at a distance to avoid collisions.
Contextual commands are enabled by default.
Keybinding is more robust: unbound keys are handled gracefully, and overrides persist more reliably across sessions.
The navigation plane signal if destination is out of bounds only with color (no error message).
Command Bridge health bar now displays with the correct color.
The navigation plane correctly updates color based on the current command type (Utility, attack, movement).
Music categories switch more smoothly, with snappier combat cues.
Volume music and sounds are more consinstent and regulated
Faster, cleaner scene unloads thanks to reduced object lookups and safer null checks.
Non-essential systems are disabled in the main menu to keep things lean.
On some Federation-based maps, saving/loading may cause unusual module behavior; we’re investigating.
Some combination of connections between modules can still break save files, this is being monitored and fixes will be coming as soon as possible.
Hello everyone!
We created a "preview" branch on Steam (right click on Era one in your library, go to Properties/Betas and select preview) where we will be uploading our release candidates before they go live. We just launched the preview for DevBuild 0.9.6 which includes various fixes to many issues we've all been encountering. Being a preview, there might be bugs, which you can always report to us using the in-game system.
Give it a try if you're interested!
Research queues now persist across saves and are restored on load.
Active construction and research slots are now saved and correctly restored.
Stronger validation on station blueprints to prevent empty/invalid lists.
Resolved cases where modules failed to load or overlapped after loading a save.
Fixed construction that could fail to resume after loading.
Resources, population, and energy should now restore correctly on load.
Unit and module counters are accurate after loading a save.
Build Queue UI reflects the correct number of active construction slots after loading.
Environmental wrecks no longer disappear on load.
Eliminated repeated “Module constructed” voice lines after loading.
Corrected costs when overriding an existing research/blueprint file.
Fixed a bug that allowed recycling to refund more resources than intended.
Fixed an issue that could prevent building on Wing Extenders while under construction.
When you target a module, units will keep fighting other modules on the same station (no more stopping mid-fight after one module is destroyed).
Defensive stances periodically check for firing opponents and reassign targets when appropriate.
Stances (Defensive, Aggressive, Reactive) now add targets and call for help only when enemies are actually detected, preventing unrealistic long-range engagements.
Warp Destination checks are smarter and considers visible asteroids.
Asteroids and enemy station now block warps at a distance to avoid collisions.
Contextual commands are enabled by default.
Keybinding is more robust: unbound keys are handled gracefully, and overrides persist more reliably across sessions.
The navigation plane signal if destination is out of bounds only with color (no error message).
Command Bridge health bar now displays with the correct color.
The navigation plane correctly updates color based on the current command type (Utility, attack, movement).
Music categories switch more smoothly, with snappier combat cues.
Volume music and sounds are more consinstent and regulated.
Faster, cleaner scene unloads thanks to reduced object lookups and safer null checks.
Non-essential systems are disabled in the main menu to keep things lean.
Formations containing null entities can still affect saving; the system filters them when saving, but we’re continuing to iterate and improve this area.
On some Federation-based maps, saving/loading may cause unusual module behavior; we’re investigating.
Some combination of connections between modules can still break save files, this is being monitored and fixes will be coming as soon as possible.
Change-log from Demo to 0.9.5
New Plasma Cannon module turret.
New Fusion Vault module added
New Flamethrower for module turret short-range destruction, with flame, smoke and burn effects.
Blueprints may be spawned directly from any Command Unit by clicking on the blueprint button (the old system is still in place).
Stations can now align themselves to the exact destination heading you set (specific behavior depends on movement mode).
Long-range torpedoes and nuclear bombs may be launched one at a time from the Command Center.
When a module cannot be built because of crew limitations, the first module with 0 crew requirement is built instead (ie. a crew quarter added at the bottom of the list)
New Plasma Cannon added to Warships.
Collectors automatically swap to another Drop‑Point when their current one is recycled.
Antimissile turrets can now be installed on the Sentry Warship
Pirate forces now have access to Corsare Vessels, armed with red Ion turrets
Attack by Type command: lock specific target classes and queue multi-target attacks.
Point-defense cannons now usable by corvettes and light frigates.
New Resource Rush game mode.
Starting crew cap increased to 2000.
Increased Insane crew quarters cap to 15 modules.
Starting storage boosted to 3000 RU.
"Bullet-Time" added (F11 or right click on pause UI button).
Command Queue: chain move, attack and other orders.
Large asteroids now pull units and stations out of hyperspace jumps
Weapons can now inflict persistent status effects (e.g., burning).
Enemy waves may request a cease-fire trade mid-battle; bargain at your own risk.
Added the new map "The Pirate Titan".
New experimental battlegrounds: Full Combat and Empty Space (both WIP).
Enemy waves AI has improved wave target selection and secondary stations harassment.
Contextual Game Hints with video will appear when needed. You can dismiss them individually or disable them entirely.
Dedicated Help section to review the hints and disable/enable them.
Implemented Save system (Work in progress, feedback is welcome)
Team colors and badge customization with color‑picker & badge presets with instant previews.
Added Reset, Apply, Revert buttons to Settings menu.
Added Unit count and units in construction count on module/ship button.
Added example videos to Game Hints.
Key-binding settings panel now works more reliably.
Added error reporting form (accessible from pause menu).
Fixed some problems with UI panels click-through interactions.
Max-speed read-out now reflects each unit's or station's power-to-mass ratio.
Added keybinds for commands on the Tactics Panel (Attack Styles, Formations).
Consolidated click and click + drag sensitivity parameters for better responsiveness.
SHIFT + Number adds the current selection to an existing control group instead of replacing it.
Implemented full UI and entity data localization system
Italian, Simplified & Traditional Chinese, Spanish and Russian translations added.
Automatic language detection via Steam.
New Soundtrack Player with auto‑hide and controls.
Eight original music tracks added.
Enhanced CC/CU core explosions and armour debris.
Ion, Plasma and Nuke visuals retuned; Pirate plasma is now crimson.
Global Custom Culling replaces per‑object groups for lighter overhead.
Path‑finder is now auto‑disabled below target FPS.
Build-area errors are now surfaced with clear on-screen messages.
Turret bases now correctly refuse non‑weapon parts.
Centralized construction-queue logic removes desyncs between multiple build lists.
Modules preview their true collision bounds before placement, preventing accidental overlaps in build mode.
Deployers can hyperspace and inherit the arrival heading you set.
Facilities docking queues spread ships on two lines.
Docking of many units now try to split on different facilities.
Displayed maximum speed now reflects each unit's power-to-mass ratio (capped by global limits).
Units with a locked target stay focused and no longer swap targets inside enemy formations.
Collectors reliably return to their previous resource after unloading.
Default formation grids are now dynamic and dependent on formation size.
Quick‑Focus: leaders and formations auto‑generate quick focus buttons. Added shift + click to select focused entities.
Better Unit line‑of‑sight search before firing, for smarter flyby attacks
Added formation tactical overlay
Removed gamepad bindings from tooltips.
New Dialog window with full‑width media support, inline icons, multiple sizes & check‑boxes.
Dialogs now resume correctly after a pause-and-restart; fade-out shortened for snappier pacing.
Numerous panels gained proper ellipsis handling—no more clipped tooltips or descriptions.
Tactical-mode camera no longer jitters or slows unexpectedly.
Keybinds, tooltips and static panels all update instantly after a rebind.
Added Height lines to all overlay mission markers.
Game-over screen reliably returns to the main menu.
ESC opens the pause menu when everything else is already canceled.
Alt + RMB enabled to choose destination orientation (still works with both buttons pressed).
Mission restart option temporarily disabled while we refine the functionality.
Default Keybindings changes: Warp Jump → J, Escort → G.
Composite "Research Complete" and "Unit Promoted" voice lines.
Separate Announcements volume slider
New graphics toggles: Anti-Aliasing, Ambient Occlusion, Volumetric Quality; plus cursor-lock and frame-rate limiter options.
Backend FPS and performance monitoring.
It's now possible to set the Advanced Pathfinder mode: enabled, disabled or adaptive (fps-dependant).
We’ve worked hard to bring this to life, driven by our passion and guided by your feedback.
The current EA version offers a solid gameplay experience, and all included features have been thoroughly tested to ensure the best possible quality. Our main focus has been on completing the core game mechanics, while also adding new levels, features, and fun content to explore.
For us, this is just the beginning. If the feedback is positive and we have your support, Era One will continue to grow into the game we all envision. The project roadmap is nearly complete, and over the next year, you’ll be able to follow the developments we’ve planned. We truly hope you enjoy what we’ve built so far, and we can’t wait to hear your thoughts and feedback. Thank you all!
It’s been a while since our last update, but we wanted to make sure we had something solid to share both in terms of communication and the progress of Era One. Over the past few months, we’ve been working hard to strengthen the team and refine the game mechanics, making everything more stable and enjoyable to play. I’m excited to announce that Era One will be part of the June Steam Next Fest, and the demo will be available from June 9th to June 16th. A fully playable demo will be available for everyone who wants to try it out and share their feedback, which would mean a lot to us. We’re still on track for a July release in Early Access. This version will include all core gameplay mechanics and offer many hours of fun. While it’s not the final version, it will be a complete and engaging experience. Right now, Build 7 is in the hands of 150 players, our Kickstarter backers, and so far, no major issues have been reported. The demo will feature all major gameplay systems, and you’ll be able to explore different modes and enjoy several hours of content. The game is still in development, but we’ve always aimed to keep a playable version ready at all times, progressing step by step, and we’re staying true to that philosophy. That’s exactly why your feedback during the Steam Fest will be so valuable to us. I can’t wait to hear what you think. Please be kind, and honest, with your feedback! Thank You very much. beghins, Team Complex
About
This page aggregates Steam news feeds, patch notes, and developer announcements for ERA ONE, 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 ERA ONE 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.
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