
Steam news
Full Steam announcements and update articles for this title.
Hello, Animas.
In this update, we migrated the game’s foundation from Unreal Engine 5.3 to Unreal Engine 5.8, and carried out overall performance and optimization work.
In particular, we reviewed the processing methods for graphics effects and rendering-related elements in order to help reduce GPU load in situations where many effects and units are processed simultaneously during combat.
Since this was a major engine version change, we also reviewed graphics effects, combat processing, and the overall system structure, and adjusted multiple areas to help provide a more stable play environment.
You can find the main details of this update below.
Unreal Engine 5.8 Migration
We migrated the game’s development foundation from Unreal Engine 5.3 to Unreal Engine 5.8.
Through this migration, we reviewed rendering, processing structure, and system stability overall to align with the latest engine environment.
Graphics Effect Optimization Work
To reduce the load in situations where many effects occur simultaneously during combat, we reviewed and optimized the processing methods for particles, smoke, and fog effects.
We adjusted these elements so that combat flow can remain as stable as possible even when many effects are displayed on screen.
Unit Count Adjustments
We made partial adjustments to the number of units appearing during combat and how they are processed.
These adjustments were made to prevent excessive load from being concentrated in certain situations, while maintaining gameplay density and the feel of combat.
Material Optimization Work
We reviewed and optimized the processing methods for some materials.
Some structures were adjusted to reduce rendering cost while preserving visual quality as much as possible.
System Optimization Work
We reviewed the overall system processing structure of the game and carried out optimization work.
Across several areas, including combat, effects, unit processing, and resource management, we applied changes intended to reduce unnecessary load.
Primary Weapon Balance Adjustments
Anti-Tank Gun
Damage: 200 → 400
Effective Radius: 0 → 13
The Anti-Tank Gun previously had its explosion effect removed due to an issue that occurred when Armor Piercing damage and splash damage were applied at the same time. In this update, we have fixed that issue and re-added the explosion effect, allowing it to deal splash damage while keeping its Armor Piercing property.
Sub Weapon Balance Adjustments
Auto Turret
Durability: 80 → 100
Rotation Speed: 180 → 250
Compatibility
Improved compatibility with older Windows installations.
If the game fails to launch on Windows 10, please make sure your system is updated to Version 22H2 (Build 19045) or later.
Bug Fixes
Fixed an issue where, when firing immediately after a sharp turn, shots could miss due to a delay in the actual hit calculation even if the reticle was accurately positioned on the enemy.
Fixed an issue where, if Aerial’s Primary Weapon was set to Auto Mode and Aerial switched to Flight Mode without fully consuming its ammo, the stowed weapon would not reload properly.
Fixed an issue in Maginot Line on Hard difficulty where allied support fighters attacked the player instead of enemies.
This update focused less on adding new content and more on preparing the foundation for future updates and a more stable play environment.
Please note, however, that the noticeable difference may vary depending on your play environment, hardware specifications, and combat situation, and it may be difficult to guarantee the same level of performance improvement across all environments.
If our future development schedule allows, we will also consider unit resource optimization as part of our efforts to create a smoother combat environment.
Thank you always for playing and for sending us your valuable feedback.
Hello, Animas.
Following the previous Memory Chip system update, we are greeting you again after a relatively short time.
This update introduces the long-requested automatic firing feature for Primary Weapons, along with several control convenience improvements, new status effects, and new exclusive weapons.
You can find the main details of this update below.
Primary Weapon Auto Mode Added
This feature existed previously, but was removed due to conflicts with the firing methods of certain weapons.
With this update, we have reworked the related structure and improved it so that the feature can be used again.
Please note that even when the automatic function is enabled, you can still manually control the weapon by pressing the button directly.
Shield Type
For Titanium Shield, when the automatic function is enabled, the shield will now be raised automatically to block incoming enemy attacks at the right timing, and lowered when there are no incoming attacks. However, if an enemy attack is faster than the shield can be raised, the attack may still land.
Reload-Charge Primary Weapons
For weapons whose reload is charge-based, such as the Beam Rifle or Howitzer, enabling the automatic function will cause the weapon to fire again once all ammo has been consumed and the reload has fully completed.
Charging Primary Weapons
For weapons that require charging to increase damage, such as the Railgun, enabling the automatic function will cause the weapon to fire as soon as charging is complete.
Toggle Functions Added
Some functions can now be used not only with the existing hold-input method, but also as toggles.
Holding the button will operate the function in the existing way, while tapping the button will activate the toggle method.
Scope
The Scope function can now be used as a toggle.
Afterburner
The Afterburner function can now be used as a toggle.
New Status Effects Added
New status effects have been added.
Armor Piercing
An effect that allows attacks to pierce enemy armor and deal damage. This is separate from standard Penetration, which pierces enemy shields or multiple enemies. Armor Piercing ignores the defense of armored enemies, allowing damage to be dealt more effectively.
Knockback
An effect that pushes back the target on hit. It can be used to create distance from nearby enemies or prevent enemies from closing in.
Stagger
An effect that briefly slows movement when hit by an attack that applies Knockback or Stun buildup.
New Weapons Added
Three new exclusive weapons have been added as alternatives to the existing Titanium Shield, Scope, and Howitzer.
You can now choose higher firepower instead of defense or utility.
Magnum Hand Cannon
A Machina-exclusive weapon. A single-shot support weapon with a very short effective range, capable of piercing enemy armor.
Flux Repeater
An Aerial-exclusive weapon. A high-rate energy weapon that triggers status ailments through accumulated damage.
Heavy Rotary Cannon
An Argus-exclusive weapon. A heavy rotary cannon with solid fire rate and destructive power. Ignores stun effects when used.
Primary Weapon Balance Adjustments
Anti-Tank Gun
The previous explosion effect has been removed, and Armor Piercing is now applied instead of splash damage. With this change, the Anti-Tank Gun has been adjusted to more effectively deal with heavily armored enemies rather than dealing explosive damage to multiple enemies.
Shotgun
Knockback has been added to the Shotgun. This adjustment allows it to push enemies back and secure distance when fighting multiple enemies at close range.
Item Balance Adjustments
Sync Rate Stabilizer
In line with the increase in enemy durability, the Sync Rate increase value has been raised.
Unit Balance Adjustments
AG-52B Argus
Argus’s Heavy Armor is a trait that increases resistance as its armor is destroyed. However, the existing 10% base Protective Armor could not be destroyed, which conflicted with the structure of the trait. Accordingly, Argus’s 10% base Protective Armor has been removed so that Heavy Armor can function more clearly.
Memory Chip Upgrade Adjustment
When upgrading with Memory Chips, Level 1 slots can now only equip Plus Chips.
Terminology Changes
Weapon category terms have been reorganized.
The former Primary Weapon 1 is now Primary Weapon.
This refers to the main weapon equipped in the unit’s right hand or primary slot.
The former Primary Weapon 2 is now Secondary Weapon.
This refers to the second main weapon equipped in the unit’s left hand or secondary primary slot.
The former Secondary Weapon is now Sub Weapon.
Homing Missile, Rocket Launcher, Smart Mines, and similar weapons fall under this category.
Bug Fixes
Fixed an issue where the Autocannon was incorrectly displayed as Aerial’s Secondary Weapon in the Hangar.
Fixed an issue where Memory Chips installed in Durability Repair or Armor Repair were returned after leaving the Research Lab.
Fixed an issue where removed protocol icons remained displayed at the top of Sync Up cards.
Fixed an issue where, when rapidly turning toward an enemy in the opposite direction, the muzzle direction and the actual bullet trajectory could become significantly misaligned.
We believe this update further improves combat control convenience and expands the range of weapon choices available to players.
In particular, Primary Weapon Auto Mode and toggle functions should help reduce combat input burden depending on your playstyle, while the new exclusive weapons and status effects will provide more options for how each unit can be used.
We will continue improving controls, balance, and overall content based on the feedback you share with us.
Thank you as always for playing and for sending us your valuable feedback.
Hello, Animas.
The upgrade system improvements we announced in the previous notice have finally been applied!
With the introduction of the new Memory Chip and Slot structure, the balance of weapons, items, abilities, mission difficulty, and enemy stats has been adjusted across the board.
You can find the full details of this update below.
Research Lab Upgrade Expansion
The Research Lab now supports Memory Chip upgrades.
We have completely restructured the weapon growth system around the Memory Chips acquired during combat.
This allows you to adjust the detailed stats assigned to each weapon more strategically according to your preferences.
Memory Chips
Memory Chips enhance specific weapon attributes by a fixed amount. Higher‑tier chips provide stronger effects but consume more slots.
Memory Slots
Weapons contain leveled Memory Slots, each providing up to three slots by default. Some slots can only equip specific types of chips.
Level Upgrade
You can adjust stat values for each level of equipment. Installing Memory Chips can enhance performance, though some stats may be restricted depending on equipment type and level.
Odd‑Level Upgrades (Lv. 1, 3, 5)
Odd‑level memory slots cannot be used to adjust Ammo, Shots per Fire, or Reload Time.
Even‑Level Upgrades (Lv. 2, 4)
Even‑level memory slots cannot be used to adjust Damage, Accuracy, Fire Rate, or Effect Duration.
Memory Chip Reward
Memory Chips are obtained as rewards for repeatedly completing missions, unlike previous reward types.
Normal Difficulty
Completing a mission grants 1 random‑tier Memory Chip.
Hard Difficulty
Completing a mission grants 2 random‑tier Memory Chips.
Very Hard Difficulty
Completing a mission grants 3 random‑tier Memory Chips.
Arcade Mode
Completing a stage grants 5 random‑tier Memory Chips.
Memory Chip Synthesis
You can synthesize 10 chips of the same tier to obtain a random chip of the next tier.
Balance Adjustments
With the introduction of the Memory Chip upgrade system, overall growth potential and maximum performance have increased significantly. Accordingly, overall gameplay balance has been adjusted.
Enemy Durability and Armor
All enemies now have 1.5× to 2× higher durability and armor compared to before.
Weapons and Abilities
To match this change, the base damage of all weapons and abilities has also increased by 1.5× to 2×.
Secondary Weapon: Smart Mine
The tracking distance after detecting an enemy has been increased.
Secondary Weapon: Flamethrower
Flamethrower attacks now apply armor‑ignoring burn damage on hit. Sustained hits increase the burn damage over time, up to an additional 40 damage.
Each Gigas now receives its own dedicated flamethrower.
Module: Combat OS
Tier upgrade effects have been adjusted from 2% to 1% per tier.
Protocol System
New Protocol Added
Memory Expansion: Increases the memory slot limits for each level, allowing more upgrades to be applied.
Primary Weapon Protocols
To improve convenience when switching Gigas units, primary weapons can apply protocols individually for each Gigas type.
Protocol Limits
Previously, multiple protocols could be applied to a single weapon, but weapons can now equip up to three protocols.
Story Mode Difficulty Adjustments
Hard Difficulty
Enemy durability and armor are increased to 1.5× compared to Normal.
Very Hard Difficulty
Enemy durability and armor are increased to 2× compared to Normal.
System & Accessibility Improvements
Auto-Targeting
Auto‑targeting now prioritizes enemies within the forward 180‑degree arc over close enemies behind you, reducing unnecessary directional shifts.
Auto-Fire mode
Weapon firing mode changes made during missions are now retained in the Research Lab.
Bug Fixes
Fixed an issue where the warning HUD displayed at the center of the screen during Sync Up card selection obstructed the cursor.
Fixed an issue where overlapping shotgun pellet hit sound effects caused volume spikes and high‑frequency distortion.
Fixed an issue where Energy‑type and Flame‑type weapons incorrectly gained critical stats. These weapon types do not benefit from critical chance or critical damage, as they are unaffected by effective range.
Fixed an issue where enemies defeated by flame attacks did not display the proper death effects or textures.
Fixed an issue where, in missions requiring “Eliminate All Enemies,” the final enemy’s location indicator did not appear when only one enemy remained.
Fixed an issue where enemy armor and durability values were not displayed when targeting enemies in “Eliminate All Enemies” missions.
Fixed an issue where the targeting reticle would not appear after pausing and resuming the game with auto‑targeting enabled on a controller.
Fixed an issue where the Countermeasure’s control setting was not saved properly.
We have added a verification process that rechecks rewards upon game login. Rewards that are already marked as unlocked in the mission list will now be cross‑checked against the player profile, and if any are missing, they will be automatically granted.
We believe this update provides a stronger foundation for achieving higher performance ceilings and setting new records.
However, we also recognize that the current stage lineup does not fully match the power level many of you can now achieve.
As a result, we will be adjusting our development schedule slightly to prioritize the addition of a new Infinite Mode, allowing you to fully test the limits of your enhanced strength.
Other new content and improvements are still in development, and we kindly ask for your understanding regarding this scheduling change.
Thank you always for playing and sharing your valuable feedback. Your input is one of the greatest driving forces behind the continued evolution of this game.
Hello, Animas.
The Steam Bullet Fest has begun!
At the same time, based on the feedback you’ve shared with us, we’ve been working on refining and reinforcing the core systems of the game.
In this update, we focused on the first phase of the Laboratory Renewal, introducing the new Protocol System.
This allows you to secure strong firepower early on, while also laying the foundation for a clearer and more strategic combat experience.
To help you freely experiment with various weapon combinations, we’ve also added a refund system for weapons and protocols.
Below, you can find the details of this update.
Research Lab Renewal
Protocol System Added
A new Protocol System has been added to the Research Lab. Depositing Nano Crystals activates specific protocol effects. Multiple protocols can be applied to a single weapon, but only one protocol of each type can be applied per weapon category.
Protocol Types
Preload System: The weapon starts equipped upon deployment.
Priority Access: Always appears when drawing Sync Up cards.
Memory Expansion: +1 slot to all tiered Memory Chips.
Early Promotion: Starts at Level 2 when obtained.
Auto‑Promotion: Levels up automatically along with the weapon.
Preview Images Added
Preview images have been added to show the general behavior of weapons, items, and abilities.
Unlock Location Display
If a weapon has not yet been unlocked, the mission where it can be obtained is now displayed.
Stat Descriptions Added
Descriptions for various stats have been added for better clarity.
Block Function Added
You can now block specific weapons or abilities from appearing as options during Sync Rate Up selections. Only one item per weapon category can be blocked at a time, and Primary Weapons cannot be blocked.
Weapon & Protocol Refund fuction Added
Nano Data and Nano Crystals used for purchasing weapons or upgrading protocols can now be refunded.
Weapon & Ability Control Settings Added
You can now pre‑configure weapon and ability behavior in the Research Lab, either manually or automatically. These settings can also be changed during missions via the pause menu, and the Research Lab presets take priority when first acquiring a weapon.
Combat Mechanism Changes
Stun Value Added to Pulse‑Type Weapons & Abilities
All Pulse‑type weapons and abilities now apply Stun Value.
Stun Value
Stun Value accumulates on hit. When the total reaches 100 or more, a Stun is triggered, and the stun duration increases by 1 second for every 100 accumulated.
Stun Resistance Penalty Added
When stunned, all resistances are reduced by 50. This penalty applies equally to both players and enemies.
Stun & Stun Immune Gauges Added
When hit by an attack that applies Stun Value, a Stun Accumulation Gauge is displayed.
When a stun is triggered, a Stun Duration Gauge appears.
After being stunned, a period of Stun Immune is granted, shown through a Stun Immune Gauge.
Boss Difficulty Adjustments
The side shields of T205A Stampede and T226P Tempest have been removed.
System & Accessibility Improvements
UI Sound Volume Control Added
UI sounds can now be adjusted independently from other sound effects. Menu navigation, button presses, and other UI-related sounds are now clearer and easier to distinguish.
Auto‑Aim Delay Improved
When auto‑aim is enabled, the lock‑on to the next target now occurs more quickly after defeating an enemy.
Visual Effect Improvements
Beam‑type projectiles have been replaced with new light‑green visual effects.
The camera shake effect when taking damage has been slightly reduced.
Primary Weapon Balance Adjustments
Bazooka
Damage: 80 → 100
Reload Time: 2s → 2.8s
Pulse Rifle
Stun Value: 100 → 30
Secondary Weapon Balance Adjustments
High‑Powered Beam Cannon
Damage: 400 → 200 (x2) (now fires twice)
Stun Value: 100 → 0 ※ The stun beam used by SN‑04 Susanoo will later return as an ability under the name Pulse Cannon.
Plasma Cannon
Stun Value: 100 → 300
Auto Turret
Durability: 60 → 80
Ability Balance Adjustments
Pulse Charge
Stun Value: 100 → 500
Orbital Strike
Stun Value: 0 → 200
Item Balance Adjustments
Rapid Cooling System
Booster Regen.: 10 → 20
Bug Fixes
Fixed an issue where the casting effect of High‑Powered Beam Cannon would remain on screen if stunned during casting.
Fixed an issue where Ambush Turrets ignored stun and continued ambushing.
Fixed an issue where invisible terrain existed at the bottom of the Ruined Arcade map.
We will continue applying the features previewed in the last notice as soon as testing is complete.
Thank you, as always, for your patience and support!
Hello, Animas!
We would like to begin by apologizing for the recent delay in updates.
During this time, we have been working to reorganize and refine the core gameplay experience based on the feedback you have shared with us.
In this announcement, we would like to share the progress we’ve made so far, as well as the major updates planned for the near future.
Combat UI Overhaul
One of the most frequently requested improvements has been a more intuitive combat interface.
We are currently reorganizing the layout to remove unnecessary elements and highlight only the essential information for quick and clear readability.
Menu UI Convenience Improvements
We are adding a quick page‑switching feature (Q/E or LB/RB) to make navigation smoother.
Along with this, the overall menu structure is being refined so that page transitions feel more natural and responsive.
Research Lab Upgrade Expansion
A new upgrade tree is being added to the Research Lab.
In particular, we are planning a system where “Memory Chips” obtained during combat can be slotted into weapons to enhance their performance step by step, allowing them to grow even stronger than before.
Each weapon has its own memory slots
Installing chips gradually improves detailed weapon stats
Increases build diversity and customization options
Protocol System Added
As part of the Research Lab overhaul, we are introducing a new system called Protocols, which grant weapons special operational rules.
Unlike Memory Chips, which increase stats, Protocols provide unique effects that directly influence how a weapon behaves in combat.
Examples include:
Preload System: The weapon starts equipped when you deploy
Priority Access: Always appears when drawing Synchronization Upgrade cards
Memory Expansion: +1 Memory Chip slots for all levels
Early Promotion: Automatically starts at Level 2 when obtained
Auto Promotion: Automatically levels up together with the weapon
Hangar Trait Renewal
Previously, hangar traits were unlocked using Nano Crystals.
We are now completely reworking this into a part‑based equipment system.
Parts are divided into Light / Standard / Heavy
Players can customize their unit’s performance to match their preferred playstyle
Different combinations of parts allow for entirely different combat approaches
For example:
Light‑focused builds → exceptional speed and evasion, but very low durability
Heavy‑focused builds → strong defense and stability, but almost no mobility
With this change, the hangar becomes more than just an unlock menu—it becomes a core space for designing your combat style.
First phase of the UI rework
Gradual rollout of the Memory Chip upgrade system after testing
Full implementation of the Hangar Part system
New content and new difficulty levels
Continued combat balance adjustments and quality improvements
We are also steadily working on new skills, new units, and new story content.
Our goal is to ensure that as you progress through the game, you can grow stronger and enjoy a deeper, more engaging experience through various ongoing improvements and development efforts.
Your feedback has always been the most important factor in shaping our development direction.
We will continue working to deliver a better experience.
Thank you, as always, for your patience and support.
※ All screenshots included in this announcement are work‑in‑progress and may change before the final update.
In this update, we focused on adjusting elements that were performing excessively well.
These changes aim to prevent certain equipment from becoming overwhelmingly dominant and to ensure a wider variety of choices remain viable.
We will continue to monitor data closely and make improvements in the future.
Primary Weapon Adjustments
Beam Rifle
Max Level Magazine Capacity: 3 → 2
Beam Smartgun
Focused Beam
Magazine Capacity: 3 → 2
Secondary Weapon Adjustments
Auto Turret
Durability: 120 → 60
Napalm Launcher
Damage: 10/s → 12/s
Max Level Damage: 30/s → 20/s
Ability Adjustments
Tactical Ballistic Missile
Damage: 1000 → 800
Reload Time: 45s → 60s
Bug Fixes
Fixed an issue where mission rewards were not displayed correctly even after being obtained.
Fixed an issue where the Magnetic Field Generator would not automatically activate against Eclipse units.
Fixed an issue where the game could freeze if the player leveled up at the exact moment a mission was completed.
Hello, Animas.
A new darkness has begun to stir at the edges of the battlefield, and rising flames are preparing to meet it.
In the Shadows and Flames update, we’re introducing new fire‑based weaponry, expanded combat systems, and a variety of improvements aimed at enhancing the overall gameplay experience.
System & Accessibility Improvements
Added a tooltip that clearly indicates a side mission.
Durability and defense values of targeted enemy units are now displayed directly at their position.
Gamepads can now navigate menus using the directional pad.
Clicking items in the Hangar or Laboratory no longer triggers immediate purchase; a confirmation screen will now appear first
The Reroll system tied to Sync Level has been reworked.
Early on, rerolls can be performed using free Overrides, and once all Override Uses are depleted, Forced Bypass allows rerolling by consuming Nano Data as before.
New Difficulty Added
A new set of Very Hard missions featuring a new type of enemy has been added. These missions become available after completing the Hard missions. Additional missions for this difficulty will be added over time.
Very Hard
Enemies become significantly stronger and attack in overwhelming numbers. Your chances of survival are extremely low.
Combat Mechanism Changes
Flame attacks now ignore enemy armor and apply Damage‑over‑Time (DoT) each second.
Manual reload has been added to Primary Weapons; by default, you can reload with the R (L3) key.
Explosive weapons now aim precisely at the ground beneath the targeting cursor, allowing more accurate control over detonation points.
Vertical explosive weapons—such as Bombardment Missiles and Tactical Ballistic Missiles—now pierce enemy shields.
Using a flare will temporarily confuse Eclipse units.
New Primary Weapon Added
Once purchased from the Laboratory, the Flamethrower can be equipped by all units, with slight performance differences between them.
Flamethrower
A weapon that projects flames. Flame attacks ignore armor and deal increasing damage the longer they are applied.
New Module Added
Override Capacitor
Override Uses increase when Sync Level rises.
Visual Effect Improvements
Beam‑type projectiles have been replaced with clearer visual effects.
Sound Effect Improvements
Sound effects for the Beam Rifle and Pulse Rifle have been updated.
Unit Adjustments
AE‑113 Aerial
Armor and Hull Integrity: 500 → 600
Rotation Speed: 200 → 260
Movement Speed: 100 → 80
Primary Weapon Adjustments
Beam Rifle
Damage: 200 → 150
Penetration: 1 → 2
Reload Time: 4s → 2.4s
Titanium Shield
Durability: 200 → 300
Bazooka
Effective Radius: 15 → 12
Reload Time: 1.6s → 2s
Anti‑Tank Gun
Effective Radius: 5 → 10
Reload Time: 1.6s → 2s
Railgun
Damage: 14 → 20
Projectile Velocity: 800 → 900
Fire Rate: 10 → 8
Fully charged shots now have a significantly larger impact area.
Marksman Rifle
Damage: 90 → 100
Beam Smartgun
Penetration: 1 → 2
Projectile Velocity: 400 → 700
Primary Weapon Trait Adjustments
Certain weapon traits have been removed and replaced with new ones.
Shotgun
Arrow Shot → Full Auto
Functions identically to the previous Buckshot trait.
Buckshot → Double Barrel
Magazine changes to a 2‑round reload cycle, but each shot fires more pellets.
Full Choke → Dragon Fire
Adds burn effects, dealing additional fire damage.
Minigun
AP Rounds → Incendiary AP Rounds
Reduced penetration but now applies burn damage.
Secondary Weapon Adjustments
Napalm Launcher
Now applies Damage‑over‑Time to burning enemies.
Damage: 30 → 10/s
Bombardment Missile
Max‑level damage: 100 → 140
High‑Powered Beam Cannon
Damage: 300 → 400
Auto Turret
Damage: 4 → 6
Fire Rate: 4 → 5
Rotation Speed: 140 → 160
Item Adjustments
Data Miner
Utilizes hacking algorithms to generate extra nano data, reduce Forced Bypass costs, and increase Override uses.
Bug Fixes
Fixed an issue where weapons with the Penetration attribute failed to pierce certain enemy shields.
Fixed incorrect hit effect positioning when firing at very close‑range enemies with ranged weapons.
Fixed an issue where the cursor could become stuck when switching from gamepad to mouse.
Added a deadzone to gamepad analog sticks to prevent unintended continuous input when switching from mouse to gamepad.
Fixed an issue where the Shotgun’s rate of fire was applied abnormally fast.
Fixed an issue where the Railgun’s reload time was applied abnormally fast.
Fixed an issue where the Gigas became invincible upon revival after the Anima Core was activated.
Your feedback and continued support help this game grow step by step.
We will keep improving to deliver a better experience.
Thank you, as always, for playing.
System & Accessibility Improvements
To improve the widescreen experience, the 'Windowed Fullscreen (Borderless)' option has been added in this update. You can enable it in the Graphics Settings. If you are using a widescreen monitor, please let us know whether the display works correctly after applying the new mode. Your feedback would be greatly appreciated. Thank you.
Ability Adjustments
Particle Diffuser Cooldown has been reduced, and duration now increases further with level.
Magnetic Field Generator Cooldown has been reduced, and duration now increases further with level.
Artillery Support Attack speed and the number of strikes have both been increased.
Tactical Ballistic Missile Effective radius has been increased.
Orbital Strike Effective radius has been increased.
Bug Fixes
Fixed an issue where dialogue would not stop during the level‑up screen.
Hello, Animas!
Thank you as always for your feedback and warm support for Gigantes Ex Machina.
Based on your recent feedback, we have improved the auto-targeting system. However, due to changes in its internal implementation, a delay occurred when searching for a new target after defeating a locked-on enemy. As many of you reported this as inconvenient, we have addressed the issue and improved the target acquisition speed once again in this update.
Additionally, a few bug fixes and minor improvements have been applied.
System & Accessibility Improvements
Improved the delay that occurred when searching for the next target after defeating an enemy while auto-targeting was active.
The HUD now displays an alert when the player is in a damage-immune state.
Primary Weapon Adjustments
Howitzer Improved shield deployment speed when using the howitzer, and slightly reduced the gaps within the frontal protection area.
Secondary Weapon Adjustments
Auto Turret Projectile speed, magazine capacity, and rate of fire have been increased.
New Modules
Added a module that increases the duration of the brief damage immunity granted before and after leveling up.
Special Module
Core Sync Extender Extends the duration of the brief core protection energy generated during Sync Rate increases.
Sound Effect Improvements
The Assault Rifle firing sound has been replaced with a new one.
BGM Improvements
New background music tracks have been added or replaced in several missions.
Bug Fixes
Fixed an issue where auto-targeting incorrectly aimed at the lower coordinates of enemy turrets, causing shots to hit the ground.
Fixed an issue where certain explosive weapons could penetrate shields from the front. However, attacks from above or wide-area explosions can still exploit shield blind spots.
System & Accessibility Improvements
After the recent changes to the auto‑aim system, we received the following feedback:
The controller’s aiming cursor felt overly restricted in its movement range.
There was no reliable way to unlock a target.
Auto‑aim would switch to unintended targets while firing because the switch‑target and firing actions were bound to the same button.
Auto‑aim interfered with flight and shield modes by preventing movement or blocking in the intended direction.
Based on this feedback, we have improved the auto‑aim system, and here’s what has changed:
Controller aiming now allows you to reach the edges of the screen, just like with a mouse.
Auto‑aim mode can now be toggled on or off using a dedicated hotkey (Tab / R3 by default).
When auto‑aim is enabled and a target is locked on, the crosshair and auxiliary laser pointer will now turn red.
Auto‑aim will no longer switch to unintended targets; you can manually aim to select a target without needing to click.
Once a target is acquired, it will remain locked unless it goes off‑screen, is destroyed, or you manually switch targets by moving the mouse or right stick.
When using auto‑aim, manually moving the aiming reticle will briefly override the auto‑aim.
When the mouse or stick returns to neutral, the system will prioritize the nearest enemy to the reticle.
Additional Improvements
A new option has been added to the system settings that allows you to adjust controller sensitivity.
A HUD notification will now appear when the primary weapon is reloading or when a locked‑on target moves off‑screen and the lock is lost.
System Requirements Adjustment
We have improved the game's performance and stability in the latest build by updating the graphics processing pipeline and internal systems, and as a result, the system requirements have been raised.
Accordingly, the minimum and recommended specifications on the store page have been updated to reflect the latest standards.
We recognize that there are still areas that need improvement, and we will continue to make updates to provide a better gameplay experience.
Thank you to everyone who shared their valuable feedback.
Gameplay Adjustments
Level-up Sync requirements have been adjusted to be higher than before.
Frequent level‑ups were interrupting combat flow, so we made a temporary adjustment. We’ll continue refining the system to keep both pacing and progression satisfying.
Primary Weapon Adjustments
A corresponding balance update to strengthen main weapons has also been applied, reflecting recent feedback.
Anti-Tank Gun Reload time: 3s → 2.4s Base damage: 200 → 250
Bazooka Reload time: 2s → 1.6s
Beam Rifle Reload time: 5s → 4s Base damage: 150 → 200
Beam Smartgun Reload time: 1.8s → 1.6s Base damage: 20 → 50
Marksman Rifle Reload time: 1.8s → 1.6s Base damage: 80 → 90
Howitzer Base damage: 30 → 50
AA Flak Reload time: 1.8s → 1.6s
Rocket Pod Reload time: 2s → 1.8s
Panzerschreck Reload time: 1.8s → 1.6s
Primary Weapon Trait Adjustments
Bazooka (Tandem HEAT Rocket) & Panzerschreck (Tandem‑Hohlladungsrakete) Their original explosive property has been updated to include penetration, allowing them to deal damage twice in certain situations.
Fixed an issue where Nano Crystals were consumed multiple times when rapidly clicking locked parts with a controller.
Fixed an issue where completing the Tutorial did not unlock the next mission.
Fixed an issue where clearing Normal difficulty twice was incorrectly counted as clearing Hard difficulty.
Fixed an issue where the camera position became misaligned when continuing a mission after a time‑out game over while still zoomed in with the scope.
Fixed an issue where every variant of the Anti-Tank Gun was unintentionally applying penetration effects.
Fixed a bug where shooting the ground at mission start triggered a hit effect at the player’s original spawn location.
Fixed typos in character dialogue.
Hello, Animas!
As we continue refining Gigantes Ex Machina, we’ve prepared a set of system improvements and accessibility updates to enhance your overall gameplay experience.
These changes aim to make controls more intuitive, mission flow clearer, and upcoming content easier to approach.
Below are the details for this update.
System & Accessibility Improvements
The auto-aim system has been enhanced for better usability.
When auto-aim is enabled, your attacks will now target enemies independently of your on-screen aiming cursor. Additionally, pressing the attack button while aiming near a different enemy will smoothly switch targeting to your intended target.
Story Mode Progression Adjustments
Revised Mission Progression Flow
The progression order for all missions—including the tutorial—has been updated. Missions are now recommended in the order of Normal → Hard, and the UI has been adjusted accordingly.
Failing the tutorial mission will now prevent players from advancing to the next mission.
A new tutorial boss has been added, replacing the original AE‑113 Aerial.
The Code AE-113 and Code AG-52B training missions have been reclassified as Special Missions, allowing players to attempt them optionally and independently from the main progression path.
Mission Difficulty Name Adjustments
Mission difficulty names have been updated to be more intuitive and easier to understand.
Regular Mission → Normal Difficulty Enemy threats remain at a manageable level. Situational awareness and basic equipment are sufficient to handle encounters.
Assault Mission → Hard Difficulty More enemies arrive faster, and their stats are boosted. Module upgrades are strongly recommended.
Night Mission (Upcoming) Previously planned as a new difficulty tier, Night Missions will be introduced soon as Very Hard Difficulty.
Nano Crystal Acquisition Adjustments
Previously, the number of Nano Crystals obtainable through missions was considered too limited. Based on this feedback, both the acquisition amount and the available sources have been updated as follows:
Increased rewards for Hard difficulty missions The reward has been raised from 1 → 2 Nano Crystals.
Normal difficulty completion reward added Completing all Normal difficulty missions now grants 20 Nano Crystals.
Hard difficulty completion reward added Completing all Hard difficulty missions now grants 30 Nano Crystals.
Please note that Nano Crystal acquisition values may continue to be adjusted for game balance in future updates.
Overall Narrative Adjustments
Several story elements have been updated to better align with the revised mission flow and upcoming content.
Updated Prologue The prologue that appears immediately after creating a new save file has been refreshed with new narrative elements.
Revised Character Dialogue & Sequence Due to the updated mission progression order, certain character dialogues and their appearance timing have been adjusted accordingly.
Archive – Classified Documents Some classified document entries have been removed. Classified documents are now obtained by completing missions on Hard Difficulty.
Archive – Audio Logs Audio logs no longer play automatically after completing Normal Difficulty missions. Instead, they are now rewarded as mission completion items.
Audio Log Rewards Players can now earn Nano Crystals after viewing audio logs.
New Primary Weapon Added
New primary weapons have been added to the arsenal.
MC‑86 Machina
Anti‑Tank Gun A classic but still effective weapon for penetrating enemy armor.
Beam Rifle A low‑rate‑of‑fire energy weapon that outputs high‑energy beams for strong mid‑range penetration and firepower.
Bazooka A weapon said to have been favored by a legendary and feared ace pilot.
AE‑113 Aerial
Burst Rifle A rifle that provides high accuracy and stable firepower through short burst fire.
Marksman Rifle A designated marksman rifle enhanced with a higher caliber to improve effective range and stopping power.
Beam Smartgun An energy weapon firing short bursts to reduce overheating and maintain balanced power.
AG‑52B Argus
AA Flak An anti‑air weapon specialized for intercepting aircraft, while still capable of engaging ground targets.
Rocket Pod An aircraft rocket pod modified for multi‑role use, capable of rapidly firing unguided small rockets.
Panzerschreck An anti‑tank rocket launcher capable of effectively destroying heavily armored targets.
Primary Weapon Adjustments
Gatling Gun & Minigun Both weapons have been rebalanced to emphasize their identity as high‑rate‑of‑fire weapons. Their damage has been reduced, but rate of fire has been significantly increased.
Autocannon The base damage has been reduced, but both magazine capacity and rate of fire have been increased.
Secondary Weapon Adjustments
High-Powered Beam Cannon The base damage has been increased from 200 → 300.
Item Adjustments
Sync Rate Stabilizer Sync rate has been raised from 10% → 20% per level.
Bug Fixes
Fixed an issue where player movement input stopped right after leveling up.
Fixed an issue where enemies hidden underground were incorrectly auto‑targeted.
Fixed a bug where damage numbers did not appear when an enemy was killed in a single hit.
Fixed an issue where damage numbers from piercing attacks appeared in a single location instead of at each enemy’s position.
Fixed an issue where certain elite drones equipped with frontal shields could not be targeted properly.
Fixed an issue where the projectile trajectory did not align with the weapon’s muzzle direction.
Your continued feedback is the driving force behind the evolution of Gigantes Ex Machina.
We are continuously researching and adjusting the game’s balance, and we look forward to hearing your thoughts.
We will keep striving to deliver an even better experience.
Thank you for playing!
With this minor update, your game save data will now be securely stored through Steam Cloud, allowing you to continue your progress across multiple devices using the same save file. Please note that graphic quality and language settings are also synchronized, so be mindful when playing on devices with different hardware specifications.
The main features included in this update are as follows:
Official support for Steam Cloud save functionality
Automatic save synchronization across devices
Improvements to save data structure and overall stability
If you experience any issues with cloud synchronization, please run the Library Repair function in your Steam settings.
In addition, development on new missions and the upgrade system overhaul is still ongoing. Separately, the following updates are planned for the near future:
New weapon addition
Improvements to certain UI elements
Enhancements and stabilization of the auto-aim feature
We will continue working to provide a better gameplay experience.
Thank you for your patience and support.
Hello, Animas!
We hope you’re all staying warm and doing well during this winter season. Once again, we’d like to express our sincere gratitude for your continued interest and support for Gigantes Ex Machina. Your feedback and enthusiasm have been invaluable in helping us refine the experience.
In preparation for the upcoming update, we’ve released a hotfix and balancing patch to address immediate issues and improve overall gameplay stability. These adjustments are designed to ensure smoother performance and more enjoyable battles as we move toward the next major content release.
Bug Fixes
Fixed an issue where certain enemies fired bullets outside their intended line of fire.
Fixed an issue where some voice lines continued playing when the game was paused.
Fixed an issue where failing to defeat Elites within the time limit did not end the mission.
Fixed an issue where Railgun and Autocannon level numbers changed incorrectly each time they were leveled up.
Gameplay Enhancements
Increased sync rate and enemy spawn time in tutorial missions.
Nano Data rewards doubled upon completing each story mission.
Combat Mechanism Changes
Increased rotation and movement speed of AG-52B Argus.
Slightly reduced dash attack delay of AG-52B Argus.
Reduced movement speed of Boss SN-04 Susanoo.
Reduced Boss AE-113 Aerial’s afterburner speed and attack rate.
Reduced hull integrity of Boss AG-52B Argus and KRK-01 Karkinos.
Weapon & Ability Adjustments
Twin Minigun: Increased fire rate, but reduced damage and rotation speed.
Gatling Gun: Increased damage, but reduced fire rate and rotation speed.
Multiple Launch Rockets: Increased ammunition capacity, but slightly reduced critical chance.
Autocannon: Damage and ammunition capacity increased.
Howitzer: Reduced fire delay, significantly increased effective radius
Rocket Launcher & Plasma Cannon: Effective radius increased.
Pulse Charge: Enemies are now stunned for a longer duration when hit.
Tactical Ballistic Missile: Time to impact reduced.
Orbital Strike: Effective radius slightly increased.
Particle Diffuser and Magnetic Field Generator: Cooldown reduced, and active duration slightly increased.
Weapon Trait Adjustments
Weapon trait variations have been refined to make each weapon’s characteristics more distinct.
Assault Rifle (High Explosive Rounds): Effective radius increased.
Titanium Shield: Increased Heavy Shield integrity, but reduced Light and Standard Shield integrity.
Railgun (EMP Round): Increased fire rate and stun duration.
Minigun & Gatling Gun (Armor Piercing Rounds): Can penetrate over two enemies or armors.
Howitzer (Area Shock Shell): Reduced fire rate, significantly increased damage and effect radius.
Howitzer (Overclock Chamber): Reduced damage, significantly increased fire rate and accuracy.
Shotgun (Full Choke): Significantly increased accuracy and effective range.
Thank you for being part of this journey.
We’re excited to share more with you soon!
Hello, Animas!
Thank you once again for your continued interest and support for Gigantes Ex Machina.
We’re excited to announce that the demo version has been updated to v0.2, bringing many of the quality-of-life improvements from the main build!
System & Feature Improvements
Key binding customization for keyboard, mouse, and controller input has been added to the system settings.
Auto-aim assist has been introduced to help with targeting during fast-paced combat.
Language support has been expanded to include Brazilian Portuguese and Turkish.
Gameplay Enhancements
Combat balance has been refined for smoother progression and more intuitive difficulty scaling.
A new Arcade Mode stage is now available in the demo, allowing players to experience high-intensity battles and a variety of boss encounters.
Combat Mechanism Changes
A laser pointer indicator has been added to help predict the timing of A108 Cyclops’s Gatling attacks.
The performance of A108 Cyclops’s Gatling gun and homing missiles has been nerfed.
The number of smart mines deployed by SN-04 Susanoo has been increased.
The firing pattern of beam cannons used by enemy bosses has been changed, making them dodgeable with boosters.
Reload times for all boss weapons have been increased, creating longer gaps between attacks.
The cooldown time for certain abilities—such as Pulse Charge, Particle Diffuser, Magnetic Field Generator, Artillery Support, Tactical Ballistic Missile, and Orbital Strike—has been reduced.
The Pulse Rifle’s magazine capacity has been increased from 10 to 15.
The Pulse Rifle’s base stun value has been slightly increased.
Bug Fixes
Fixed a bug where the effective range upgrade was not being applied.
Fixed an issue where the outline feature in system settings failed to activate after restarting the game, even when toggled on.
Your feedback continues to be a driving force behind the game’s evolution.
We’ll do our best to provide an even better experience.
Thank you for playing!
Trait Changes
The Recon trait has been removed and reworked into Reactive Cooling System.
Reactive Cooling System: Booster Regen. up to +50% as capacity lowers
Heavy Armor: Resistance up to +50% as armor breaks
Combat Mechanism Changes
AG-52B Argus base armor adjusted from 2000 to 1800
Hangar Part Adjustments
Reflective Armor: Ballistic Resist. reduced from 20 to 10
High-Capacity Thruster: Movement Spd. penalty removed; now applies Booster Regen. -20
Bug Fixes
Decimal display issue with Battle OS and Weapon Stabilizer has been fixed.
AG-52B Argus no longer gets stuck outside map boundaries.
Nano Crystals no longer consumed multiple times when rapidly clicking locked parts.
Fixed an issue where weapon traits could not be unlocked with Nano Crystals in the hangar.
Controller aim assist settings now save correctly.
Fixed an issue where direct-fire weapons failed to hit the A108 Cyclops.
Hello, Animas!
Thank you for your continued passion and support for Gigantes Ex Machina.
The v0.2 update was carefully crafted based on the valuable feedback you've shared with us.
One of the most requested features—key binding customization—has finally been added. You can now freely assign keys for keyboard, mouse, and controller input via the system settings.
We've also rebalanced difficulty levels and weapon performance to deliver a more intuitive and well-rounded combat experience.
Newly unlocked regions, enhanced systems, and a wide range of balance adjustments are detailed below.
System & Feature Improvements
Key binding customization for keyboard, mouse, and controller is now available via system settings.
A new enemy visibility enhancement feature has been added, making it easier to locate enemies on the battlefield. This can be toggled in system settings.
The reward sequence for Story Missions and Arcade Mode has been updated.
Equipment traits in the hangar have been fully reworked for better customization.
Weapon trait customization is now available in the hangar.
Damage values below 1 are now displayed to one decimal place; values of 1 or higher are shown as whole numbers.
Resistance values are now displayed in the combat UI.
New Missions
Story missions in the newly unlocked regions Atlantis and Asgard are now partially available.
A new Ruins map has been added to Arcade Mode.
After completing regular missions, players can now challenge Assault Missions, featuring increased enemy numbers, faster reinforcements, and higher stats for a more intense experience.
Combat Mechanism Changes
Mission difficulty has been adjusted to be more accessible.
SN-04 Susanoo has received new attack and defense patterns.
AE-113 Aerial has received a new trait: Recon – Base Booster Regen +50%.
Weapon & Ability Adjustments
All primary weapons, secondary weapons, and abilities have been buffed to be more effective at lower levels.
The charge attack range of the Railgun has been increased.
Movement penalties during Railgun charge attempts have been reduced.
When AG-52B Argus enters Howitzer Mode, it gains Super Armor, taking damage but becoming immune to status effects.
Item Changes
Auxiliary Tank has been removed and reworked into the Ion Thruster.
Ion Thruster: Enhances booster capacity, reduces energy consumption, and boosts afterburner speed.
Sync Stabilizer: Sync rate now increases by 10% per level.
Rapid Cooling System: Rapidly cools the booster to reduce Quick Boost cost, and recharges faster when booster capacity is below 25%.
New Modules
Heat Pipe: Reduces Booster energy consumption by optimizing thermal transfer efficiency.
Compressed Fuel Cell: Uses high-pressure compressed fuel to efficiently reduce energy consumption during Quick Boost activation.
Graphene Armor: Enhances armor durability and slows damage from repeated impacts.
Bug Fixes
Fixed an issue where the Sync Stabilizer's EXP bonus was not functioning.
Fixed a bug where Auto Turrets failed to aim vertically, making it difficult to hit low-flying drones at close range.
Fixed an issue where the ECM Jammer was being displaced by AG-52B Argus’ Ram attack.
Resolved a bug where the camera angle failed to reset when starting a new mission immediately after completing one.
Fixed a display issue in the hangar where weapon stat graphs did not update correctly after switching primary weapons.
You can continue playing with existing save files, but due to changes in reward sequences and new features, some sections may not function as intended.
For best results, we recommend starting with a new save file.
If you encounter issues launching the game, please try deleting your save files located at:
C:\\Users\\\\AppData\\Local\\GigantesExMachina\\Saved\\SaveGamesWe are continuously reviewing and adjusting the game balance to ensure a better experience.
We remain committed to incorporating your feedback and delivering a more polished and immersive gameplay experience through ongoing updates and improvements.
Thank you.
We've identified and resolved an issue that prevented progression in story missions. Please download the latest update to continue playing normally. We apologize for the inconvenience.
Aim Assist Options Refined
Aim assist settings have been further segmented for better usability and control.
Raised Minimum Sync Rate Threshold
The base minimum synchronization rate threshold has been increased to 20.
Shop Price Balance Adjustment
Prices for weapons, items, and abilities purchasable in the shop have been lowered across the board.
Increased Nano Data Acquisition
The amount of nano data obtainable through regular missions and arcade mode has been increased.
Training Mission Failure Display Update
In training missions that allow progression after failure, the result display now shows “Mission Pending” instead of “Mission Failed.”
AE-113 Aerial Balance Adjustment
The tutorial boss AE-113 Aerial’s durability and maximum range have been reduced to improve difficulty balance based on player feedback
AE-113 Aerial Autocannon Upgrade Enabled
AE-113 Aerial’s autocannon can now be upgraded.
Module Price Adjustment
The starting price and incremental cost of modules have been reduced by half. (200 → 100)
Major Reroll Cost Reduction
The starting and incremental cost of rerolling has been reduced to one-tenth of the original. (100 → 10)
Boss Kill Rewards Added
Defeating a mission boss now grants nano data as a separate reward from mission completion.
New Boss Added to Arcade Desert Mission
A new boss, T226P Tempest, joins forces with T205A Stampede for the final battle in the desert mission.
Homing Missile Damage and Lock-On Time Adjustment
Homing missile damage has been reduced, and lower-level missiles now take longer to lock on.
Red Display for Negative Stat Changes During Sync Increase
Negative stat changes on cards are now displayed in red when Sync increases.
Arcade Mode and Archives Reward Update
Nano Crystal is now granted in Arcade Mode and after reading Classified Documents.
Argus Invincibility During Charge Added
AG-52B Argus is now invincible to all attacks during its brief charging motion.
Heavy Units No Longer Knocked Back by Argus
T205A Stampede, T226P Tempest, and A108 Cyclops are no longer pushed back by AG-52B Argus’s charge attack.
Sub-Weapon Damage and Cooldown Buff
Damage and cooldown times for sub-weapons have been increased across the board, making them more powerful and efficient in combat.
Speed Modules and Hangar Customization Nerfed
Modules affecting base movement speed and hangar customization traits have been nerfed to prevent excessive speed scaling and reduce performance gaps between units.
Particle Diffuser now reacts to energy attacks in Auto Mode
The Particle Diffuser in Auto Mode now properly activates in response to energy-based attacks.
Missile truck location now indicated with arrows in Eastern Outpost mission
The missile truck’s position is now marked with directional arrows on the screen in the Eastern Outpost mission.
Leveling up now clears nearby projectiles and grants 1 second of invincibility
Upon leveling up, nearby enemy projectiles are cleared and the unit gains 1 second of invincibility.
Improved aim accuracy for low-profile ground units
Aim assist has been refined to better target ground units with low elevation.
Orbital Strike Nerf
Orbital Strike damage and duration slightly decreased.
Objective Overlap Issue
Fixed a bug where triggering multiple dialogues simultaneously could cause two objectives to complete at once.
Arcade Mode Reward Bug
Resolved an issue where Arcade Mode failed to grant rewards. The result screen showed the reward animation, but no actual currency was added.
No Rewards After Retrying with Deleted Save File
Fixed a bug where rewards were not granted even after retrying Arcade Mode with deleted save data.
Stampede Boundary Issue Fixed
Fixed an issue where the T205A Stampede could cross map boundaries under certain conditions.
Aerial Scope Screen Drift Fixed
Resolved a bug where the screen would drift downward while using the AE-113 Aerial scope.
Aerial Railgun Firing Direction Fixed
AE-113 Aerial's railgun no longer fires straight regardless of target position.
AG-52B Argus Resistance Value Bug
Fixed an issue where AG-52B Argus had abnormal resistance values applied.
HX-09A Skyhawk Durability Restoration Bug
Fixed a bug where HX-09A Skyhawk’s durability was restored to 100% during battle in Arcade Mode.
Double Right-Click Required to Go Back After Battle
Fixed an issue where users had to right-click twice to return after a battle ended.
Aim Assist Targeting Error
Fixed an issue where the aim assist system targeted units hidden underground and not attackable.
Voice Mute Dialogue Cutoff Issue
Fixed an issue where muting voice caused dialogue to be cut off prematurely.
Game Freeze on Initial Save File Creation
Resolved a bug where the game would freeze when creating a save file for the first time.
Rocket Launcher and Plasma Cannon Delay Removed
Removed the startup delay for Rocket Launcher and Plasma Cannon.
Boss/Elite Kill Count Not Displaying
Fixed an issue where boss and elite kills were not properly displayed in the post-battle results screen.
Infinite Firing of Artillery Support and Orbital Strike
Fixed a bug where Artillery Support and Orbital Strike would fire endlessly if the caster was stunned during activation.
Enemy Homing Missile Repeated Firing Attempts
Fixed an issue where enemy units using Homing Missiles attempted multiple launches after losing their target.
Sliding After Air Unit Crash Fixed
Fast aerial units no longer slide across the ground after crashing.
Booster Module Application Issue
Fixed an issue where booster-related modules were not applied correctly.
Tactical Ballistic Missile Reload Issue
Fixed an issue where tactical ballistic missiles did not reload immediately after use.
Animation Persistence After Enemy Defeat
Fixed an issue where enemy units continued to play animations even after being defeated.
Plasma Cannon Explosion Failure at Close Range
Resolved a bug where the Plasma Cannon failed to trigger explosions when fired at extremely close range.
Rocket Launcher Trajectory Error
Fixed an issue where the Rocket Launcher would fire directly at airborne units instead of the targeted impact point, causing frequent misses. The Rocket Launcher now fires toward the designated ground impact location rather than directly at the enemy unit.
Enemy spawn issue in the tutorial mission
Fixed a bug where enemies failed to spawn at the beginning of the Tutorial mission.
Projectile freeze issue in Eastern Outpost mission
Fixed a bug where allied projectiles would sometimes freeze mid-air in the Eastern Outpost mission.
If the issue persists, please try deleting your save files located at:
C:\\Users\\\\AppData\\Local\\GigantesExMachina\\Saved\\SaveGames
Hello, dear Anima candidates!
As a selected Anima candidate, you’ll awaken as a pilot of the next-generation weapon system known as Gigas, and embark on your first journey through a world torn by endless war and chaos.
In this Early Access version, you’ll experience new weapons, items, and abilities added since the demo, along with expanded language support. You’ll also be able to choose and pilot one of the three Gigas types revealed first:
Gigas Types:
MC-86 Machina – General Purpose Unit
AE-113 Aerial – High-Speed Recon Unit
AG-52B Argos – Heavy Armor Artillery Unit
System and Feature Enhancements
Xbox controller support updated with new key bindings.
Controllers can now manually use secondary weapons, abilities, and countermeasure.
Secondary weapons and abilities can now be assigned to different slots.
Pre-deployment loadout customization now available in the Hangar.
Additional Language Support:
Brazilian Portuguese
Turkish
Looking ahead to full release, we plan to expand the game through regular updates, adding new Gigas units, difficulty levels, story scenarios, maps, and system features.
Your feedback and support are invaluable to us—thank you for being part of this journey!
{STEAM_CLAN_IMAGE}/45186780/90d682b02570a5c4320abbb658a704c70dc2dc12.png
Hello, this is the Gigantes Ex Machina development team.
The Early Access release, originally scheduled for today (June 25),
has been postponed to August 5 due to platform review delays and bug issues.
We sincerely apologize for the sudden schedule change and any inconvenience it may cause.
We’ll use this additional time to further polish the game and deliver a more complete experience.
Thank you for your understanding and support.
v0.0.2.5.03.017 Update
Hello, Pilots! It’s been a while since we last greeted you after the Steam Next Fest.
Based on the valuable feedback you provided, we’ve implemented a major update to the demo version in preparation for the Early Access release!
Please check the detailed update information below.
System and Feature Enhancements
Xbox controllers are now supported.
Graphics settings can now be adjusted.
Added some UI animations.
A booster deficiency warning HUD has been added.
Defense, destruction, and penetration icons have been added to indicate shield status.
New Mode Added
Complete Regular Operation to unlock Assault Raid.
In Assault Raid, enemy size increases, along with their reinforcement speed and stats.
Combat Mechanism Changes
The auto fire feature for primary weapons has been removed.
Auto fire for countermeasure has been added.
Rotation speed affects the aiming speed at which enemies are targeted.
When using a controller, secondary weapons, abilities, and countermeasure will fire automatically (excluding primary weapons).
When using a controller, enemies near the reticle are auto-targeted.
The experience points gained from enemies have been slightly increased.
Armor stats have been applied to Boss A108 Cyclops.
Weapon and Item Additions/Adjustments
Overall damage for primary and secondary weapons has been increased.
New accuracy feature: Accuracy now affects bullet grouping.
New effective range feature: Damage varies based on distance.
New module upgrade feature: Permanently enhance your mecha.
Item Changes
Repair Nanite: Increase hull integrity by 100 and repair every 10 seconds.
Drain Nanite: Restore a small amount of hull integrity and armor for every 10 enemies defeated.
New Items:
Rapid Cooling System: Speeds up booster cooldown.
Thrust Vector Control: Enhance overall response speed for better maneuvering and evasion.
New Abilities:
Emergency Repair: Repairs hull integrity when used.
Pulse Charge: Releases a powerful pulse energy, damaging and stunning nearby enemies (reward for clearing Regular Operation).
New Modules:
Reinforced Frame: Permanently increases hull integrity.
Lightweight Frame: Permanently increases movement speed.
Other Updates
During level-up, spend a certain amount of currency on the equipment selection screen to refresh available choices.
Additional Language Support:
Japanese
Simplified Chinese
Traditional Chinese
Please note that as the game is still in development, progress data may occasionally reset.
We appreciate your understanding.
Thank you for your continued feedback and support! We’re working hard to deliver a more polished game for early access.
We hope for your continued interest and enthusiasm.
Thank you!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Gigantes Ex Machina, 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 Gigantes Ex Machina 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.