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Zenobius event - The Lab POI was causing a crash.
Trading people - Trading characters via event traders was causing a crash.
Skill Challenge - Entering a challenge too quickly after a previous one caused a crash.
Sorry for the inconvenience, and thanks for the bug reports!
In this month's update, we've created a special, test COOP_EA branch on Steam where you can check out this new play mode and, if you're willing, give us some much-needed feedback.
No password required, so if you can, hop in and let us know what you think!
Co-op mode allows you and a friend to play together as the Twin Alloys. You can fight battles and overcome challenges side by side, or choose to roam the Wastelands separately, greatly expanding your range of exploration and discovery.
We're very eager to hear what you think of the mode, as we suspect it will need a few balancing passes and plenty of testing before it's fully ready.
The main game has also received a small update, including more of the new character art and a brand-new end-game screen.
MOD Character creation screen updated for increased clarity
MOD Game ending - the game can now only be completed by finishing the main questline
MOD Damage is now dealt to Shield first, and once it is depleted, to Health
ADD More character art upgrades for Alloys (new heads and domain-based body variants)
ADD New end-game screen with a summary of key story choices (WIP)
ADD New Mountain difficulty setting - having a mountain range cut you off from the Project can be particularly challenging for new players, so this can now be customised as part of the difficulty options
ADD A tooltip and new icon for the current quest displayed on the world map for improved clarity
FIX Fixed many typos/other spelling/grammar issues, tho I am sure not all yet ;)
FIX A few event issues, like wrong character display, or event paths repeating where they should not (like adding WIlliam Spear several times)
FIX Some locations did not have correctly assigned enemy groups. They are now corrected and so you should see many more enemies in your games.
This month's patch may look light on fixes, but the truth is that implementing co-op broke a surprising number of features that were previously working perfectly. As a result, much of our time over the last month has been spent fixing those issues and making sure the co-op experience runs as smoothly as possible.
This month's update is all about improving our dear Alloys. We’ve basically thrown them back into the smelting ovens and reforged them anew. We hope to add even more variants over time, but for now, we do hope you enjoy the new look.
Alongside the visual overhaul, there are also a few new story additions and fixes included in this update.
ADD Replaced all Alloy character art. This means all 7 Alloys - the Beast, the Folklore, the Elven, the Dwarborg, the Dorc, the Femorc, and the Gobb - all received a cool makeover. We feel this gives you a much greater variety of looks and styles across each race.
ADD Zenobius is having even more issues - his mind seems to be slipping away. Will you help him get better? Zenobius personal quest added.
ADD Azure is seeing those blue skies again, dreaming of the life she once possessed. This time, someone from those dreams is in trouble, and she asks for your aid. Will you help her? Azure’s personal quest added.
ADD Just when you assumed Leon’s thirst for Femorc blood was well established - he seems to want a little more... or does he? Will you help him figure out his path? Leon’s personal quest added.
FIX Fixed a bug that allowed players to acquire the Treant boss minions (Treantinions).
FIX Fixed a path in the Bar location event that could cause a freeze.
FIX Removed the possibility of recruiting the Hohlik Main from the town event unlocked after constructing one of the basic Domain Technology buildings, as it could cause the player’s Main character to become inactive during combat and lead to certain locations respawning infinitely.
As always, thank you for all the feedback and support during Early Access - it genuinely helps us shape the Project into something better each month.
This month’s update is much smaller in scope, but hopefully just as exciting for those of you who enjoy the many Wasteland mini-adventures hidden within every POI. And just to give some overall perspective, we now have approximately 200k words in the Project event bundle.
There’s a lot more stories waiting out there… if you’re willing to look.
ADD Many of the locations in the 1st and 2nd ring have received additional story paths, meaning that even places you’ve already explored may now hold entirely new outcomes, choices, and consequences. If you thought you’d seen everything a location had to offer… it might be time to take another look.
ADD Svetlana now approaches you with a personal request. An ancient tree has begun calling to her in her dreams - something old, something persistent. Will you help your friend uncover what lies behind those visions… or remind her that survival sometimes demands we ignore such whispers?
ADD Mouselav, of course, remains focused on what truly matters - cheese. He claims to have found a promising lead, and he’s not letting it go. Will you rise to the occasion and become the cheese hero your big-boned rat companion believes you to be… or will temptation win, and the spoils quietly disappear into your own pocket?
Yes, Leon, Azure and Zenobius are now looking at me with that classic ‘am I a joke to you?’ pose… don’t worry, their time will come. Soon!
ADD Beyond Wasteland stories, the Project itself has become a little more lively - and a little more dangerous. To name but a few: Underground street racing is picking up pace, offering both risk and reward to those willing to take part. And on a less controlled note, a meteor shower has been observed in the area. It poses a real threat… but where there is danger, there may also be opportunity.
Overall, this update is focused on deepening the narrative layer of the game - adding more variety, more replayability, and more reasons to revisit locations you thought you already understood.
MOD POI spawn system tweaked to reduce the chance of the same location appearing multiple times within a single region
MOD POI-to-region distribution adjusted - some locations were too rare, while others appeared almost everywhere
Both changes should improve overall POI distribution on the map and thus increase the variety of adventures you can encounter!
MOD Divine buildings received a small boost - their Shard carry limits have been increased
ADD Two additional buildings have been added as rewards for the Red Git story path. You receive one depending on whether you sided with the Paragons or the No Old Gods during the questline
As always, your feedback during this EA period is much appreciated – we’re constantly on the lookout for balance issues and any other suggestions you may have.
Next month’s update will also be a smaller one, focused mostly on new content. That said, you may get a glimpse of some new and improved Alloy character art.
If all goes well, we’re aiming to launch a Co-op Beta branch on Steam in May, where you’ll be able to test the new feature. With a bit of luck, it should then be ready for a larger update in June.
For those wishing to try before you buy, this and all previous updates are now live int he DEMO version. The Demo also has no class/race or map restricitons, only the turn number.
Update 4 introduces the Morale system, alongside a full rework of Food mechanics. These now work hand in hand, so you really shouldn’t ignore those sad faces anymore.
And just when you thought the A.I.’s Server Room would never get fixed – speak to Red Git again and descend to the final floor to resolve the main storyline once and for all.
We’ve also addressed feedback around balance and difficulty. Population loss has been adjusted, and the tutorial event on Extreme difficulty has been reworked to be more achievable. It’s still intended for experienced players, but the early game should now feel more manageable if you are indeed an expert.
You can finish your run on the previous version: Right-click the game on Steam → Properties → Betas → choose the top branch.
ADD Group and Personal Morale, with bonuses for high morale MOD Food management screen updated to include Morale, showing all bonuses in one place MOD Food mechanics streamlined - set bonuses now depend on meal variety, not specific meals ADD Auto-consume button for food ADD Option to exclude selected meals from consumption MOD Unit traits now align more strictly with their Domain - synergy improves morale, opposing traits may cause conflict
ADD Final part of the main storyline ADD Quest to gain aid from Professor Bloodlord (She previously just sent a memo to say she’s busy - rude as ever, those Femorcs...) ADD Final boss encounter MOD Level 5 Core Tech threshold increased to reflect main quest completion requirement ADD Additional paths and events tied to the main quest ADD Inter-party conflict events (e.g. Femorcs vs Dorcs now have a robust relationship in party)
MOD Level 5 Core Tech threshold increased to reflect main quest completion requirementMOD Tutorial: Baba Yaga no longer follows the player - maybe she got bored, maybe she ran out of stock, but she's gone for now, to allow greater focus on that nasty Dr MOD Tutorial: Dr Bloodmaker now triggers after the second lab floor; cost to free her reduced to 10 Grivs; difficulty of battles and challenges lowered; and to make up for those ice creams you're now missing, this event now rewards a meal too MOD Starting units and some of their abilities adjusted - Azure, for example, now has the Ability Pain 2 (instead of 1) and Versatile, making her more battle-worthy (These changes should make the tutorial event more achievable on Extreme difficulty, though prior experience and destiny points are still recommended) MOD Population loss events now have longer cooldowns and reduced frequency MOD Barman Heller can now train your council every 15 turns (instead of a one-off)
ADD New battle tutorial (accessible via the '?' icon in combat) ADD Additional sound effects for map resources ADD More 3D models for units on the map ADD Resource info displayed on HUD when standing on a node ADD Resource filters and availability indicators for crafting MOD Improved sorting of world markers for readability MOD Summons no longer provide energy during battles MOD Recruitment buildings now increase Project population (based on recruit type) MOD Reduced chance of buildings being destroyed during Project attacks MOD POI spawn ranges now overlap between rings (changed from 1-2; 3; 4 to 1-2; 2-3; 3-4), allowing later locations and questlines to appear earlier. This should reduce repetition and increase variety across runs
FIX Suboptimal pathfinding in cleared regions (including Project area) FIX Equipment slot highlighting issues FIX Rare pre-battle crash FIX Quest locations spawning on resources and blocking access FIX Crash when loading corrupted or outdated Continue saves
That’s all for now. April will be a slower month, as we’re focusing on Co-op, which requires more of our attention. Next month will bring a smaller update focused on story and balance only. But fear not - summer will bring bigger and more substantial additions and improvements.
Project Thea has already received three major updates since its Early Access launch, bringing new features, improvements, and content to the game.
And we’re not stopping there. Co-Op mode is coming very soon, letting you explore the Wastelands and rebuild the Project together.
With the game currently on sale, this is the perfect time to jump in and start your adventure.
There were a few localisation issues we fixed in this patch, mostly formatting text that did not get localised properly.
But here’s a short list:
FIX Multiple localisation errors
FIX Rare crash during character attribute modification
FIX Incorrect estimation of ability level during level up
We fixed an issue where recruiting units in the city could cause a crash.
Image to make the news prettier :P
This month’s update focuses heavily on city improvements. We redesigned some key elements to strengthen the connection between the city and the overall gameplay, after all, it’s all about saving the Project.
With that in mind, we’ve been working to give city population more meaningful impact for the player, and to redesign buildings so they feel more intuitively linked to their Domains while also being more useful and interesting.
Important note: We have not yet updated the Garrison and city defence mechanics, those will follow in future updates.
ADD Population now determines city garrison count (gain garrison slots as population grows)
ADD Low city population reduces expedition morale (morale system coming soon… not active yet)
ADD Emergency Supply cost now depends on population size
ADD Seasonal re-election of one council member from the Council Room
ADD New buildings with stronger Domain-based bonus categorisation
ADD New building construction screen showing all available buildings and allowing you to choose which to unlock
ADD New building abilities
ADD All recruits (City, Trade, Event) now match the MAIN’s level upon recruitment
MOD Recruits remain available for four seasons
MOD Building slots are unlocked via Tech Level
MOD Successful attack on the Project, which kills population, now kill 60+d100 population instead of 30+d100
MOD Successful attack on the Project, which destroys buildings, is half as likely to occur
ADD Characters with lethal wounds can now be sent back to the Project via emergency transport (they may still die on the way)
MOD New wound thresholds (1–10 minor wounds, 11–20 serious wounds)
MOD Critical wounds now lower attributes by 2 (minor wounds) and by 4 (serious wounds)
ADD Starting Population as a difficulty setting
ADD Clicking an empty card slot now inserts the best card from your hand
MOD Reroll cost reduced to 15 Supplies
ADD Variant of defeat screen for colony death
ADD You can now rename your characters
ADD Sound effects for each POI
ADD Sound effect when moving the player group
ADD Various new 3D unit models on the map
ADD tooltip delay setting
ADD Quick sell of marked items (mark with RMB)
MOD Small layout tweaks to unit info and character creation screens
MOD Initiative winner now starts Turn 1 with 2 AP instead of 1 AP
MOD Some characters had their hand slots restored
MOD Population-killing city events now kill fewer people due to population changes
MOD changed the tooltip on camp actions screen for scavenging so that it shows the resource's rarity frame and value
MOD Changes to Long Lasting ability - it now helps to recover from critical wounds, and reports it on the healing summary
MOD Outpost cost changes to 200 Population, 4 STL and 2 Shards, and increases for each subsequent outpost
FIX Inventory rollovers on resources not showing rarity or value
FIX Rollover on Equip screen sometimes highlighting incorrect slots,
FIX STL exchange disabled during Breakthrough
FIX Crash during battle outcome simulation related to energy usage
FIX Crash related to killing population caused by important characters ending up in the killed pool
FIX Workers finishing their task not being reassigned to the next task
FIX Tooltips displayed off the screen, if too many tooltips were shown at once
FIX Pathfinding finding more expensive paths on cleared regions
The city changes influence gameplay in many ways, and these modifications are still WIP. We’d really love more feedback on them.
If you have thoughts on the new population mechanics, buildings, or anything else, please send an F8 report or comment on Steam or Discord so we can see what still needs tweaking.
Thanks!
This update is SAVE BREAKING - please follow these instructions if you wish to continue your old game:
FIX Crash when entering Settings with specific monitor setups
FIX Soft lock when game ended via low population (note, we’re still missing a proper end game screen for this, but that will come in a later update, so for now the game ends and goes back to Main Menu)
FIX Crash when exchanging STL’s while in Breakthrough window
FIX Crash when during a night raid a garrison's main has been killed because of population loss
FIX Science Building POI missing trader added
FIX Localization display bug on some cards
FIX Crash occurring sometimes outpost is built
FIX Crash occurring sometimes while mouse is over turn summary notifications
FIX Crash occurring sometimes while game settings are loaded from different version of the game
FIX Crash occurring sometimes while Project population kills incorrect characters
ADD Alternative button to use for spending energy in combat (in case you have a mouse with no scroll wheel)
Thanks for all your reports that help us track these problems!
And just so there's a pretty picture in the news, here's the roadmap again ;)
Right-click the game on Steam → Properties → Betas → choose the top branch below none.
This update focuses on exploration, with two major additions.
First, we have unlocked the final outer ring of the map, expanding the world with new POIs and tougher encounters. Second, we are introducing Outposts, a new system that deepens exploration, resource flow, and travel across the Wastelands.
Outposts allow you to extract resources from fully explored hexes and enable fast travel between the Project and distant locations. This is just one of many steps we are taking to improve the exploration experience.
Exploration
ADD Ability to build Outposts and all related functionality (Outposts import gathered resources to the Project shop at the start of each season; Expeditions can now fast travel from the Project to an Outpost and back)
ADD Map expanded to Ring 4, allowing tougher enemies and new POIs to spawn
ADD Initial version of the Minimap, supporting Outposts and fast travel
UI
ADD Continue button in the Main Menu, loading the latest save for the active profile
ADD Edge-scrolling speed setting
ADD Crafting costs and item values added to the Crafting screen
ADD Material tooltips now display rarity frames
ADD Rewards and penalties after events or battles are now grouped into clear categories
ADD Ingredient icon displayed on ingredients in the inventory
Game Customisation
ADD Difficulty option - Starting party size (On the highest difficulty, you begin with only yourself and your Expert.)
ADD Difficulty option - City market price modifier (Higher difficulties increase prices.)
ADD Difficulty option - Research cost modifier (Higher difficulties increase research costs.
ADD Difficulty option allowing significant scaling of enemy strength
ADD Challenge difficulty option now has a new parameter: Easy and Normal difficulties increase reroll success chances and guarantee success after an initial 80%+ roll. Higher difficulties provide no bonus.
Story
ADD 13 new POIs, each featuring new events on every floor
ADD The Twin Alloy will now appear in the Bar and chat to you a little. (Be patient with them. They will have more to say and do in the future, but they are only just getting their toes wet.)
ADD Extra dialogue options scattered in some POI for the starting NPC’s (Like Leon, Mouselav and the lot)
City
ADD STL exchange system (You can now exchange one STL type for another at a 2:1 ratio )
Other
ADD Additional 3D unit models for the map
ADD Erros screen which pops up when game encounters an error, to inform the player about that and offer the option to send a report about it
ADD Graphic to show dead enemies when they are eliminated in battle (instead of just their wounds)
MOD Resource rewards are now more appropriate to their map ring (High-tier resources no longer appear close to the Project.)
MOD Eye on the Region indicator disappears once a region is fully explored
MOD Logbook now selects the active adventure when opened, if possible
MOD Logbook scrolls automatically to the most recent entry
MOD Rarity frames adjusted. Rare and Divine items should now be easier to distinguish
MOD Challenge roll results display faster when success chance is 100 percent
MOD Victory and defeat screens tweaked (Skip animations and more space for score entries in the summary)
MOD Unlocking building slots per tech level is spread more evenly
FIX Dr Bloodmaker appearing in the Bar
(Yes, the bit**chy doc is back. Although remember, she may still meet an unfortunate end via Project events before ever making it there.)
FIX Pathfinder now correctly grants MP on the first turn
FIX Items from the bottom row of the equipment grid appearing on the next page
FIX Light flashes when moving between Main Menu, Load Game, and New Game screens
FIX Combat Training Council bonus applying once as it should
FIX Ability - Pain, functionality not trigering in some cases is fixed now
Small fixes to spelling and localisation throughout the game
Right-click the game on Steam → Properties → Betas → choose the top branch below none.
ADD Meta Progression system is now implemenetd. With each playthrough you now earn Destiny Points, which can be spent to customise your next run. Even lost games award some points (so long as you've managed to achieve something before you died), so you always make progress towards your next attempt.
ADD New events to the main questline exploring more of your past (trigger after regaining your first memory in the Server Room).
ADD New event in the main quest path connected to Mercy.
ADD New late-game POI (full story foor those POI not added yet, so for now it's a chance to beat up strong enemies and gain shards).
ADD Several new city events.
ADD Additional flirt options for barman Heller, Mercy, Windrunner
ADD New night-time music tracks.
ADD Slot icons on equipped items.
ADD Ability counters displayed on the Equip screen.
ADD Equip screen now remembers your Single/List view preference.
ADD Conjurer and Infusion abilities.
ADD Button to hide equipped items on equip screen
MOD Improved database system to handle a larger number of records (loading time reduced from ~5s to ~1.4s at startup; future language additions should no longer slow it down).
MOD Updated character item slots to be more domain/class consistent.
MOD Tactic/Healer/Coil abilities now target the lowest-value ally rather than all allies.
MOD Regeneration now additionally heals its owner on entering battle.
MOD Researching Card Boosters now grants one free booster (available in the Colony Shop for 0 value).
MOD Researching Items now grants one free item of matching rarity/slot (available in the Colony Shop for 0 value).
MOD Recruits gained from events now remain in the Project for 2 seasons.
MOD Tweaked crafting material values for research progress.
MOD Overall research cost reduction.
MOD Minions and Experts gained more equipment slots, to improve their usability.
FIX Challenge card bonus overflowing into a new line for 3-digit values.
FIX Crash on trade screen.
FIX Blocked ability to change equipment during an event.
FIX Dynamic values now correctly displayed in texts referencing tech level.
FIX ESC now closes notification pop-ups.
FIX Expanded ability space on Level Up screen.
FIX TooltipUnit now displays ‘…’ when a character has more abilities than the grid can show.
FIX Corrected item skills on several equipment pieces.
FIX Numerous translation issues.
FIX Summons were incorrectly created at level 1 regardless of ability settings.
Translations
FIX Added missing fonts for some languages (Italian, French)
MOD Updated localisation across multiple languages (cleaned up terminology and phrasing)
Balance and Pacing
MOD Adjusted the number of Shards required per tech level (overall increase with a smoother pacing curve)
MOD Reduced the number of Shards awarded, especially in areas closer to the Project
MOD Increased Research Point gains from STL’s and other resources to improve research flow
MOD Card booster adjustments (reduced number of packs)
General Fixes
FIX Several typos in events
FIX Exploit in Red Git Antenna POI
FIX Soft lock in Castle POI
FIX You can no longer build without having researched an item
Next Major Update We are preparing a larger update for December 16th, featuring new story content and a number of exciting feature improvements. More details coming soon.
The world has ended - again. But you, Alloy? You are the one rebuilding it.
We are excited to announce that Project Thea is now available in Early Access. Step into a dark, Slavic-inspired post-apocalypse where fate, folklore, and forgotten magichines collide. As the Alloy, you will rebuild the last surviving colony, explore the Wasteland, gather resources, and face enemies using deep, tactical card-based combat.
The current build features hours of gameplay and a complete playable loop. You can:
Explore a retro-futuristic world scarred by the Fall
Craft tools, cook meals, and manage your supplies
Rebuild your city and unlock new buildings and research
Meet companions with their own stories and skills
Make choices that steer branching narratives
Fight foes using tactical decks, skills, and quick decision-making
There is already plenty to do, experiment with, and survive through.
While the game is fully playable and filled with content, some features are still in development or planned for expansion. Early Access is the beginning of the journey, not the end.
This world is harsh, strange, and often cruel - but it is also yours to remake. We invite you to dive in, explore, experiment, and tell us what works and what needs improvement. Early Access is a collaboration, and we look forward to building this game together with you.
Thank you for joining us at the start of this journey.
See you in the Wastelands!
With the Early Access release coming this Thursday, 20th November, the Demo has just received a major update!
There’s never been a better time to test before you buy.
We’ve made tweaks, rebalancing passes, and additions throughout the game. Some highlights include:
improved crafting and camping mechanics – you can now see max craftable items/food, set craft quantities, and workers leave their tasks properly instead of lingering or producing endless duplicates
difficulty settings now available in the Demo
extra story content
UI improvements
research tree is now functional
domain interaction reworked – the dominant Domain now deals +25% damage and prevents retaliation
new damage types for combat (basic, ranged, pierce, and smash)
translations added for 12 languages
All this and more – so jump in, play, and wishlist the game while you wait for Thursday’s full Early Access launch!
all classes and races unlocked
more POIs and story content
full gameplay loop
The Core flickers, the world decays, and only the Alloy can bring light to the ruins. Project Thea enters Early Access on November 20th!
Step into the Wastelands and experience the most complete version of Thea yet — featuring new character races and classes, expanded Points of Interest with deeper stories, and enhanced card-battle mechanics that push your strategy and survival skills further than ever.
Explore a larger world, uncover secrets of the fallen megacities, and shape the fate of the Project in this dark, retro-futuristic survival RPG.
💠 Join the mission. Wishlist Project Thea and be part of humanity’s last hope.
End Turn is now separate from Camping, allowing you to end the turn without performing any other actions.
Camping actions now require assigning party members to specific tasks — rest, cook, scavenge, repair, and more.
Scavenging added: you can now assign units to gather materials anywhere on a cleared hex. (Resources appear after clearing a POI — i.e. after all its floors are complete.)
Crafting Card Booster Packs added: craft a booster pack and choose 1 of 3 cards to add to your deck.
Healing updated: each End Turn now heals d3 Wounds (if you have Supplies). Camping can improve healing for the most wounded unit, with no risk of regression as before.
Equipment Screen redesigned for faster, cleaner access.
Group View now displays which cards belong to which NPCs — so you’ll know what you lose if someone doesn’t make it home.
Many new crafting items added, along with material rarity tiers.
Meals now have their own screen, clearly showing bonuses and effects.
⚠️ Note: Because the Research/Tech Tree is not yet implemented, all item rarities are currently available from the start — this will change once the system is in place.
3MD Printforge is now part of the Core Development Room.
Tower of Commerce offers rotating trade items that change with each season and expand with higher tech levels.
Research Lab added (non-functional for now).
Council System streamlined: the PC Main and their Alloy Twin now preside at the head of the Council, with three Advisors drawn from the population.
Council Skills are calculated like group skills for event checks.
Each Councillor’s Domain determines their bonus type.
Enemy list accessible at the bottom-left of the UI.
Remote Access to the Project unlocks after your first visit.
Scavengeable resources appear on cleared POIs.
Hide Markers button now works — perfect for those cinematic screenshots.
Run Away / Pause Menu option implemented — live to fight another day.
Enemy cards are briefly displayed during combat; hovering over them extends viewing time.
The Main/Expert Hand and Side Hand are now visually distinct — the side hand (MAX 3 cards, drawn each turn) includes Minions.
Option to pay Supplies to increase success chance removed.
Option to pay Supplies for a re-roll added.
New events trigger when party members grow deeply unhappy — some may decide to leave.
Added info pop-ups when morale changes due to personality traits (Believer, Progressive, Idealist, Pragmatic).
Additional morale systems still WIP.
You can now dismiss party members while out in the Wastelands.
HUD warnings improved for clarity and readability.
Yes, the time has come, the Project Thea Demo version will be out, live on august 20th!
What to expect from the demo?
You’ll get 25 turns of awesome exploration across the post-apocalyptic Wastelands of Thea. Head out with your party to scout locations, gather vital resources, and hunt down roaming enemies — all in the struggle to help your fledgling settlement survive that terrifying first night.
Don’t forget to gear up! Manage the party inventory, craft equipment, and cook food to keep your crew strong and ready for whatever lurks out there. Each map hides stories of survivors — some you might ally with, others you might just… remove.
Most importantly, bring back those precious Energy Shards. They’re the key to powering up the Project, your home base, letting you build, improve, and secure the future of sentient-kind. Survival is just the start — what you do next is what really matters.
This is just a taste of what’s to come in the full game. If you enjoy your time in the Wastelands, don’t forget to wishlist Project Thea and be ready when the full release arrives.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Project Thea, 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 Project Thea 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.