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Full Steam announcements and update articles for this title.
There were a few extra features we intended to include in the 1.6 Creators' Update, but they didn't quite make it. This patch adds the final few and fixes issues reported since then.
We've added a new Mission Browser to the editor. This replaces the previous "file picker" style popups with something friendlier. The new UI is fully controller-compatible and offers more options directly from the mission list.
The browser will search common locations, but if you had previous maps in a custom folder, you will need to copy them to your game directory if they are no longer found.
New missions created via the Editor will be automatically cloud-saved. This prevents you from losing your missions if you have computer issues, but also means you can seamlessly switch between desktop and Steam Deck for editing, and all your in-progress missions will be synced.
There is a new Resize Map window, with a real-time preview of the changes, and full controller support. This now means every part of the editor is usable via controller or Steam Deck.
Other improvements include:
Added an option to lock the cursor to the window when using windowed mode. It is disabled by default and will do nothing in other modes.
Modified AI build priority to make it seem less like it's "giving up" when it's actually saving for a more expensive unit. It will now be more likely to build a cheaper unit if it means survival.
Updated how UI sounds are handled to slightly lower loading times on some systems.
Improved readability of team indicators when configuring skirmish missions. They now have more room and overlap less.
Improved the readability of the Skirmish Browser by adding a different background for the button of the selected mission.
Improved controller support when navigating the Skirmish Browser.
There's also been a lot of "behind the scenes" changes around how we load and parse game data to help prepare for our console launches. We've already tested extensively, but if you notice any new issues, please report them so we can fix them quickly.
Fixed pathfinding bug where units could not be loaded onto an LCAC if it was surrounded by allied units.
Fixed an issue rendering CJK fonts that caused them to be pixelated (regression).
Fixed the main menu's footer being cropped on 1600x900 displays (regression).
Fixed the game screen not always updating the position of UI elements after a resolution change (such as the turn timer or the cursor info box).
Fixed our automatic crash logging, which was broken as part of the 1.6 work (regression).
Fixed map-name search for community maps, which did not always return all matches.
Fixed bug where players with an idle direction of left would have ships and planes moving backward in the Shipyard and Airport preview (mostly affected custom matches and multiplayer).
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Commanders!
Welcome to v1.6 – The Creators’ Update, a release focused on empowering map authors, improving content discovery, and continuing to refine the core Warside experience.
Whether you’re building or battling, this update makes it all smoother and more accessible.
We've overhauled Skirmish mode to make it easier to play maps made by our community members.
Any missions you currently have in progress will now appear at the top of the Skirmish browser, allowing you to quickly resume where you left off. No more digging through the Community Browser to find that map again.
Community missions now also track and display your highest achieved rank, just like official missions. You’ll see these rankings directly in the Community Browser, making it easier to track your performance across different maps.
We’ve also improved how in-progress missions are managed:
You can now delete progress on any mission, removing it from your active list without restarting it.
Missions will only be marked as “in progress” if you actually play them. Jumping in and immediately leaving won’t clutter your list.
We've added a new filter to search for missions by name.
To help highlight the best content from the community, we’ve introduced a mission rating system. This will allow us to surface the missions players enjoy most and let our map authors know what is and isn't working.
You can rate missions at any time, and we’ll occasionally prompt for feedback to help us gather more data.
The Skirmish browser now also features the Top 5 Trending Maps, based on the highest-rated missions over the past month. This creates a constantly refreshing selection of standout community content for you to explore.
Our Mission Editor has been due for an upgrade for a long time. The old interface was clunky, difficult to navigate, and left many important options hidden or inaccessible. Some of our most dedicated creators even resorted to editing map files by hand… which is definitely not how it should be!
That changes with v1.6.
The editor now features a completely refreshed interface, designed to be more intuitive and fully compatible with controllers and Steam Deck.
Managing missions is now far more streamlined:
A new Players window makes it easy to configure players and commanders. No more scrolling through awkward lists that don't quite fit on the screen.
Teams can be set up directly in the editor, simplifying multiplayer and scenario design.
Fog-of-war options are now accessible via Mission Settings.
You can now choose whether a player should face left or right when idle.
When removing players, you’ll now get clear options for handling their existing structures.
A new interface allows you to configure available units per player (currently for Story missions, with broader support planned for 2.0).
We’ve also expanded core functionality:
Undo/Redo now applies to all actions, including player setup and settings — not just terrain and object placement.
We've added extra confirmation prompts for destructive actions to help prevent accidental mistakes.
It should be much harder to accidentally lose changes to your missions.
Skirmish missions no longer support placing campaign-specific structures and units (e.g., the Lab, Radar Dome, Scientist). These were confusing to players, especially players who only played Skirmish and not Campaign. We have made the same choice to restrict some commanders that were intended to be campaign-only as well.
In the future, they will be available again for your Story mode missions - just like our campaign missions. Existing published missions have not been changed, and will continue to function as they do now.
We didn't quite have time to squeeze in our new UI for managing files, but expect that to arrive in v1.6.1 very shortly.
Around 20% of our players are from China, Japan, or Korea. While we launched with translations in those languages, our font support wasn’t good enough, especially for Chinese,
Our retro pixel style works well for Latin-based languages, but it doesn’t scale cleanly to CJK glyphs. At smaller sizes, readability suffered, especially on smaller screens like the Steam Deck.
To fix this, we’ve moved away from pixel fonts for these languages and now render them at full resolution. The UI layout stays the same, but text is now much clearer across TV screens and handheld devices.
The same system is now also used to render larger, smooth fonts for players using our Accessibility options.
Players can now select their team color for multiplayer games. After selecting a commander during the pre-game countdown, an additional button is now available to select a custom color.
Automated matchmaking can now place players into open lobbies. More players use lobbies than matchmaking, so this should help reduce wait times (although organising a game via our Discord is still usually the fastest method).
We're running an updated renderer with a new shader compilation process. This should decrease startup times on most systems, reducing the time spent looking at the Lavabird splash screen.
The on-screen keyboard for Steam Deck has been integrated and will now automatically display when editing text fields.
We're continuing to collect gameplay data and making some additional adjustments to our game stats to move them closer to our intended design.
General
Repair costs increased to 65% of the original unit cost. Up from 50%.
Medic
Heal increased from 40% to 50%.
Blightguard
Regeneration increased from 20 to 40.
Flame Tank
Move distance increased from 5 to 6.
Cost decreased from 6500 to 6000.
Campaign Changes
Special Forces
Added 1 extra Infantry for Decker due to Medic buff.
Desert Warfare
Removed 1 Buggy from Blaze (Brutal only).
Now Boarding
Removed 1 Buggy from Scourge.
Three's a Crowd
Demetria now only starts with an Artillery on Hard or above.
Moved one of Sourge's Tanks to Hard or above.
The Blight
Scourge's SAM moved to Hard and above.
Removed an Artillery from Scourge.
The New World
One of Scourge's Blightguard has been removed to delay the capture of the Airport.
One of Scourge's Flak Cannons has been moved to Hard and above.
Spy By Nature
Decker starts with an additional property on Hard.
Decker starts with a forward Infantry on Brutal.
Desert Storm
Expanded the lower choke point between Flint and Medusa to have more room to maneuver.
Removed one sniper from Flint, but added a Buggy.
End Game
Demetria starts with an extra Sniper.
One each of the southern and northern Tanks has been moved to Hard and above.
The multiplayer pre-game screen now correctly shows its background.
The multiplayer pre-game screen correctly updates a player's selected commander portrait after a selection is forced due to a timeout (where the player doesn't pick a commander in the allotted time).
Fixed long mission names sometimes overflowing in Skirmish and Community mission browsers.
Fixed a bug where an AI player with a unit affected by Mordred's Neural Overload would sometimes either fail to take their turn or crash.
Removed ammo counter from unit info since we decided against having ammo restrictions a long time ago.
Fixed an issue where a player could not interact with the Main Menu when switching from mouse to controller input in the middle of a game, and then returning to the Main Menu.
Fixed cutscene spawn animation in "A Frosty Reception" mission.
The Linux and Steam Deck versions no longer include some extra binaries used only on Windows, slightly reducing file size on those platforms.
A new widget has been added to the bottom left corner to show terrain and unit info for the object currently under the cursor.
The green highlighted area for movement is now a higher contrast green when playing on Ice environment missions to aid readability.
Maps that defined a custom max-health for a unit can longer set this value to 0. Existing maps set to 0 will convert this value to a new minimum of 10% hp.
Fixed missing background on multiplayer lobby screen.
Fixed a crash that could occur when changing screen resolution whilst the "mini-menu" was open in-game and displaying a battle power with a name longer than 2 lines.
Fixed a crash when opening the Skirmish menu and immediately closing it whilst the list of popular maps was still loading.
Fixed a camera lockup that could occur when the mouse was left at (0, 0) whilst also using a controller for input. This was more common when using certain streaming software.
Commanders!
Update 1.5 has landed, and with it comes a major balance pass for Warside. This update is all about fine-tuning the battlefield: smoothing out difficulty spikes, refreshing underused strategies, and laying the groundwork for a more balanced Warside experience.
We’ve taken a close look at how players are approaching units and Battle Powers across all game modes, and have made a number of adjustments aimed at encouraging more diverse play. We're also aiming to make a wider variety of playstyles viable in multiplayer games.
These changes aren’t intended to completely shake up the current meta, but to better steer gameplay towards our original design goals.
Highlights include:
Infantry-type units were generally underutilised for everything other than capture. All specialised infantry have been buffed to better encourage their use. The standard Infantry unit remains unchanged.
The Boomtruck now lives up to its name and explodes with 1-tile radius splash damage.
The trusty Tank has long been a staple of every player's army, but it's a bit too versatile, and we want to see a better mix of units in play. Its base attack has been slightly reduced to make it less competitive relative to our other units.
The relationship between Attack Helis, Flak Canons, and Tanks has been tweaked so the helicopter doesn't always come out on top. Attack Helis are expensive, and we didn't want to directly mirror the relationship as seen in other games, but the data suggests they were too strong.
The Icefang's attack now penetrates units in a line behind their target. This was our original intended design for the unit. The attack damage has been slightly reduced to compensate.
The Frigate now has a secondary attack to target helicopters. The relationship between costly ships and equally costly air units is a difficult one to balance. Attack Helicopters were able to move in close and cause uncontested damage at a relatively low cost. By giving Frigates a counter-attack (or even a first-strike on a helicopter out of position), the balance shifts back towards the naval units.
This is an iterative update, and we’re keeping changes measured so we can see how they play out in live matches. Expect more balance tweaks as we gather feedback and in-game data.
We've also tweaked Battle Powers to make all Commander choices more viable. We have increased the amount of charge required where data suggested a power was too strong (we see you, Scourge!).
The power mechanics have been changed so that the required charge increases each time the power is used. The longer a battle goes on, the more you will need to think about whether this is the best time to activate your power.
See the changelog below for the full list of changes to units and powers.
All the way back in May, we introduced update 1.2 with our new (and much improved) AI. We also adjusted the campaign because many players did not find it challenging enough. The difficulty level was raised across the board, but the progression wasn't very smooth.
Our data shows we still have some very obvious sticking points where players are getting stuck. This leads to missions that feel like a slog to beat, or worse, players get frustrated because they need to restart multiple times.
The orange area of the bars indicates missions where players are getting stuck at a higher rate than intended. The mission "The Blight" is the biggest offender here.
With this patch, we've had time to go back and adjust a number of our missions. We don't want to make the game easier (some missions we have made harder!), but we do want to smooth out the difficulty level and avoid the spikes we previously had. It was the sudden changes in difficulty that players left the most feedback on, and it's something we hope to have improved with this update.
As with all our patches, we'd love your feedback on our forums. It's your constant feedback that helps us keep improving the game.
Medic
Cost decreased from 4,000 to 3,000
Sniper
Cost decreased from 3,500 to 3,000
Blightguard
Cost decreased from 4,000 to 3,500
Movement increased from 3 to 4
Base damage versus Armor increased from 10 to 15
Base damage versus Heavy decreased from 8 to 5
Base defence increased from 0 to 1
Boomtruck
Cost decreased from 7,000 to 5,500
Base damage versus Armor decreased from 90 to 80
Attacks now have splash damage in a radius of 1 tile, with 70% damage
Fixed issue where defenders would get counter-attack charge for the value of the Boomtruck
Flame Tank
Cost decreased from 8,000 to 6,500
Tank
Base damage versus Armor decreased from 75 to 70
Base damage (alt) versus Infantry decreased from 80 to 75
Flak Cannon
Cost decreased from 9,000 to 8,500
Base defence increased from 0 to 1
Attack Heli
Base damage versus Armor decreased from 75 to 70
Base damage versus Boat decreased from 85 to 80
Base damage versus Ship decreased from 45 to 40
Icefang
Cost decreased from 15,000 to 14,000
Base damage versus Armor decreased from 100 to 90
Base damage versus Heavy decreased from 55 to 50
Base damage versus Ship decreased from 50 to 45
Base damage versus Structure decreased from 45 to 30
Attacks now penetrate 2 additional tiles behind the target, with 70%, then 50% damage
Frigate
Can now (alt) attack Helicopters with a base damage of 75
The charge amount needed to activate a Battle Power now increases by 10% (compounding) with each use.
Iconclad (Ava)
Charge decreased from 5 to 4.5
Venomous Haze (Scourge)
Charge increased from 5 to 7.5
Fearstrike (Medusa)
Charge decreased from 5 to 4.5
Neural Overload (Mordred)
Charge increased from 4 to 4.5
Winter's Grasp (Boreas)
Charge increased from 6.2 to 6.5
Shatterstorm (Demetria)
Charge decreased from 6 to 5.5
Ranged units now give a visual "nudge" on the map view when firing, to make it more obvious which unit is attacking.
Fixed an AI crash that could occur when playing on fog-of-war missions.
Still feels like we're in the halcyon days of summer, doesn't it? We're not ready to dig out our leaf rakes yet, so we're discounting some games and launching a new one!
First up, today sees the release of our gorgeous 3D puzzle adventure Particle Hearts! Explore a world made entirely out of particles, and check out our launch trailer, too!
Next up, discounts on all of our released titles. Check'em out, or get an even deeper discount when you snag them in a bundle!
Welcome to Warside, the fast-paced turn-based tactics game. With a single-player story campaign, multiplayer support, and a built-in map editor, the fight for victory never ends. Choose your Commander, assemble your forces, and battle your way to victory.
Entropy Survivors is a bullet hell roguelike where you simultaneously control a powerful mech and a sharpshooting space frog, featuring outrageously creative abilities and powerful weapon customization. Save the universe in single player or 2-4 player online co-op!
An action roguelike co-op dungeon crawler set in a lovecraftian universe.
Neighborhorde is a couch co-op shoot-em-up where you and your team of friends use toys as weapons and game-changing superpowers to try to survive the attacks of evil robots and zombie Abe Lincolns.
You play David, an awfully small abstracted chosen hero tossed into a blissfully simple world overrun by giant culminations of evil physics-beasts. As David, you are given a slingshot-esque gift that you will have to use to conquer your colossus foes. Be there AND be square.
SPINGUN is a "manic two-button arcade shooter". Two buttons. One spaceship. Zero chance to survive.
Check out Particle Hearts today and grab yourself a ganga while it's hot!
-The First Break Labs team
Commanders!
The battlefield expands again with Warside v1.4, bringing with it some major multiplayer updates and quality-of-life enhancements.
As with all our updates, we welcome your feedback and comments on our forums.
Multiplayer games now support up to 4 players. We also added multiplayer teams, enabling you to play 2v2 (or even 3v1) on compatible missions, as well as up to 4-way FFAs.
We've added a new mission browser in the multiplayer lobby. Players can quickly select any community map (up to 4 players). The map will be automatically downloaded to all players, ready to start the game.
We've updated the lobby interface to make managing games easier - especially with teams. Players are now able to quickly change their player order and select their team by clicking empty slots. The lobby host no longer has to be the first player.
We now support saving Skirmish missions - perfect for some of the giant maps made by our community. You can quit a Skirmish mission at any time, and your progress will be automatically saved. This applies to both built-in and community maps.
Multiple games can be in progress at once, so you can stop and play a different mission, and then return to a previous one.
Skirmish missions now also show a rank icon once completed. The system works the same as our main campaign, where we show the highest completed difficulty for that mission.
It took a bit of back and forth, but we're now officially Steam Deck verified.
We've been fully compatible and playable on the Steam Deck for a while now, but it's nice to have completed the process and received the badge from Valve's Steam Deck team.
It's only a minor feature, but you've been giving us constant feedback on the need to skip mission dialogue. This has been especially true for players replaying the campaign on higher difficulties or going back to earn achievements.
With this patch, mission dialogue can now be skipped by holding the mouse or controller button for just over a second. A small progress animation will show during the "skip".
Skipping dialogue will skip the current conversation. If there is more dialogue on your next turn, then you will need to hold the skip button again. We felt this gave the best balance between skippable text versus missing context.
The AI has been updated to be better at the early game in Skirmish missions (especially when starting on a map with no starting units).
A tweaked pathing algorithm is now used by the AI to stop it from making "conga lines" of units. This would sometimes happen in the campaign when there were a lot of starting units, and a single fast movement route, like a road.
Fixed issue where Bike units would continue to loop their idle sound after moving.
Fixed issue where spamming clicks could open the mini-menu during dialogue sequences.
Fixed layout issue on main menu footer with 1600x900 screens.
Fixed crash when starting a new Skirmish mission whilst community missions were still loading in the background.
Fixed issue where AI players would pause briefly at the start of turns on larger maps.
Our friends at Milky Tea Studios have given us the biggest compliment ever - by creating Warside-inspired skins for use in their dieselpunk real-time tactics roguelite Grit & Valor! We're so honored, we're blushing! You can grab both Warside and Grit & Valor together together in one convenient bundle!
Already own one? Complete the set for an additional discount off your already discounted Steam Summer Sale prices! This is a tactical bundle of joy you won't want to miss.
And thank you, Milky Tea, you guys are the best!
That's right! The sun is high, the beach is bustling, and our deals are incredible! From now until July 10th, 10AM PT, all First Break Labs games will be on sale for up to 70% off. Let's take a look at each of the games.
Entropy Survivors is a bullet hell roguelike where you simultaneously control a powerful mech and a sharpshooting space frog, featuring outrageously creative abilities and powerful weapon customization. Save the universe in single player or 2-4 player online co-op!
Welcome to Warside, the fast-paced turn-based tactics game. With a single-player story campaign, multiplayer support, and a built-in map editor, the fight for victory never ends. Choose your Commander, assemble your forces, and battle your way to victory.
An action roguelike co-op dungeon crawler set in a lovecraftian universe.
Neighborhorde is a couch co-op shoot-em-up where you and your team of friends use toys as weapons and game-changing superpowers to try to survive the attacks of evil robots and zombie Abe Lincolns.
You play David, an awfully small abstracted chosen hero tossed into a blissfully simple world overrun by giant culminations of evil physics-beasts. As David, you are given a slingshot-esque gift that you will have to use to conquer your colossus foes. Be there AND be square.
SPINGUN is a "manic two-button arcade shooter". Two buttons. One spaceship. Zero chance to survive.
No matter what you're looking for, we have something for you in the First Break Labs summer sale!
Commanders!
We're thrilled to roll out Update 1.3, a major update that brings a host of new features driven by your feedback. Whether you're a solo strategist or a multiplayer veteran, there’s something new for everyone in this update.
As with all our updates, we welcome your feedback and comments on our forums.
The battlefield just got a whole lot bigger. You can now explore Community Maps directly from Skirmish mode with our new in-game browser! Search, filter, and play with a single click.
Even better, create your own in the map editor and upload them directly to the community hub without leaving the game. Start building, sharing, and playing the endless creativity of the Warside community!
Our map creators have uploaded 50 new maps to get us started, and more are being added each day! Here's "Cross Base", an excellent Skirmish mission by community member Guideman.
You asked for them. 22 new Steam Achievements are now available in-game! Ranging from tactical milestones to hidden challenges, these achievements offer new goals and bragging rights. This is just the beginning—we plan to expand the list with future content updates.
The campaign completion achievements are retroactive. If you have previously finished the campaign, then you'll be awarded them automatically the next time you open the campaign map.
We got a lot of feedback from our Skirmish update that players wanted more control over the mission setup. Initially, this was defined by the mission author, but now the missions are fully configurable by you.
You can now change which commanders are in play, as well as the position you want to play from. We've also added a new color selector and some extra team colors to play with.
Whether you want a quick skirmish or an epic war of attrition, you’re now in charge.
By popular demand, Fog-of-War is now toggleable in multiplayer matches. Want full intel or a more tense, strategic experience? The choice is yours.
The new option is available in the settings list when creating a custom lobby.
Players can now use the shoulder buttons on the Steam Deck or controller to navigate between the next and previous unused units.
Fixed secondary controller not being recognised when using Steam Deck.
Updated the multiplayer lobby "Enter Code" window to have a better experience on Steam Deck.
Fixed a soft-lock when exiting Skirmish missions on larger maps.
Added a hard cap of 64x64 to new maps. This is plenty large enough for any mission, and means we can still run AI quickly enough on older hardware.
Improved focus snapping when navigating with a controller between buttons of different sizes.
Increased charge requirement for Winter's Grasp power.
Increased area for Shatterstorm power.
Added Medusa to PvP roster. She is now available in matchmaking and custom lobbies.
Fixed issue with music not correctly playing in Faction mode.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Warside, 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 Warside 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.