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Big one! This version comes with some improvements to the game that have been requested in one way or the other. Mission battlegroups have improved, there are new modules, some changes to the balancing, and even a new mission type!
So this one carries something for everyone.
A little reminder from my side: Steam reviews are one of the biggest ways games get traction on Steam, reach new players and give a signal to the discovery algorithm. A review helps more than you might think - especially if you've enjoyed the game!
As always, changelog is below. And most importantly:
Have fun and enjoy!
Changelog 1.6
Added new mission type “Interception” - you have to intercept a dropship and destroy it before it reaches a safe spot. These missions are rare and give better rewards as you collect the cargo from the destroyed ship.
Added additional battlegroup variations in all hubs
Changed enemy amount in later hub battlegroups
Reduced immediate repetition of enemy battlegroups across missions
Added display of item tiers for better visual classification, including color coding in item details and reward selections
Rebalanced item frequency - rare or experimental items may appear more often now
Reduced the reward level requirement to find experimental items from Mars onwards
Added 4 new tier 1 modules, appearing in all hubs and reward levels, to increase kinetic or laser weapons’ damage against hulls or shields
Added new “Virus” skill for Merlin that attacks the target’s systems, causing critical malfunctions similar to EMP damage
Made Armor and Shield penetration modules tier 2 (a bit less frequent)
Decreased Armor and Shield penetration module base effectiveness
Raised minimum reward level for Armor and Shield penetration modules to Neptune/Substantial, with decreasing reward level requirement in following hubs
Reduced minimum reward level requirement for Shield Intrusion, Jammer and Engine Disruptor skill modules
Showing items a player could have had if capacity limit was not reached in reward selection
Made Shredder upgrades less overpowered
Increased Ionstorm fire rate and projectile speed but reducing damage per hit
Increased Scattershot projectile speed
Added separate audio volume slider for alarms and warnings
Added simple objective description to mission briefing panel
Allowing battleships to collide with wreckage
Fixed issue that made player potentially invulnerable in final hub
Fixed mission status indicator on results panel
Fixed stats of previously selected hub still being visible when selecting Hamilton Station in hub selection
Fixed stats being displayed for locked hubs in hub selection
Fixed an issue that allowed enemies to shoot through asteroids and debris if at the right distance
Fixed various bad text breaks in location descriptions and archives
Fixed Railgun warning still being emitted although turret is destroyed
Fixed visuals of Neptune starter missions near Player start
Fixed readability of out-of-range indicators for Shipyards on hub map
Fixed some hit effects
Additional changes for 1.6.1:
Fixed one of the Mars high difficulty battlegroups missing waypoints
Fixed Charon not taking EMP damage to systems
Fixed Charon system damage visuals
Fixed Shield Penetration module stats missing a label
Fixed missing translations of targeted ship sizes of Jammer and Engine Disruptor
Fixed gamepad navigation in Loadout configuration screen
Increased Ionstorm and Disruptor accuracy
Increased Pulsar projectile speed
Refined Charon destruction movement
This week's update 1.5 is here and again several aspects of the game get some nice tweaks and improvements - alongside some important fixes.
One of the highlights is the increased incentive to try out new gear, because occasionally you will find higher-level items instead of just items at the starting level 1. Also destroying turrets and other subsystems of a battleship now causes additional damage to the main ship up to a certain threshold - significantly reducing the time it takes to finish off those enemies after you've taken care of turrets. And a bad bug has been fixed which caused modules to be assigned to inaccessible slots - there are additional notes for this below.
As always: Enjoy and have fun!
Changelog 1.5
Destruction of a subsystem like turrets now inflicts damage on the main enemy ship, significantly reducing the time it takes to destroy a battleship after you took care of turrets
Added a probability to grant higher-level reward items based on your current equipment levels to incentivize additional build configurations
Made all Merlin skills appear more often
Made Reactor Overload appear in Mars hub only in “High” instead of even “Substantial” reward level missions
Granting 10% resp. 20% more credits in the two later hubs
Reduced Arcvolt shot audio
Reduced Lightlance shot audio
Increased likelihood of debris spawning in missions
Increased likelihood of low and mid density debris
Fixed an issue causing weapons and modules to disappear in unavailable slots after upgrading while having the Refabrication Kit equipped, becoming unmanageable
Fixed enemy shields getting reactivated to full strength when systems recovered after EMP damage
Fixed Drauger shields being reactivated after system EMP damage although shield generator was destroyed
Fixed enemy systems not recovering after getting full EMP damage
Fixed Saturn missions not taking place in relative location to the planet
Fixed display of Shield Recharge Rate % value in Upgrade screen
Fixed the Discord button in the main menu locking the menu navigation when using a gamepad
Some fixing and cleanup behind the curtain
Additional note about the Refabrication Kit module slot fix:
This issue lead to modules being assigned to inaccessible slots (e.g. locked) when the Refabrication Kit was active - specifically if you have a level 1 module equipped, and get a level 3 upgrade as a reward. The level 3 item would potentially end up in an invalid slot. Weapons were unaffected, but the fix below cautiously treats them the same way.
The game automatically tries to fix the situation when loading the save game. The following rules apply in order:
Loadout Profiles
If another eligible slot is available, the item is moved to that slot
If a lower-level variant is in another slot, it will be replaced
If none of that applies, the assignment is dropped. You can still manually assign it in your loadout profile of course.
In-run inventory items
If another eligible slot is available, the item is moved to that slot
If a lower-level variant is in another slot, it will be replaced
If the item is not yet secured, a corresponding slot will be unlocked for free - if possible - to make sure you are not losing it (once for weapons and modules each).
If none of the above applies, the item is dropped
I hope this works as a fair reparation as it tries to achieve the best outcome possible.
Sorry for the inconvenience!
This time the new update brings some nice features that I have been cooking lately and - next to other stuff - deals with two primary wishes from the community:
Firstly, the EMP weapons and system received a huge upgrade which makes those weapons more powerful and versatile - they bring down shields like before, but they may also block shield recharging, a ship's engines, or a turret's targeting. They break any targeting lock now, and enemies have received more variants with EMP based weapons.
Secondly, you may now manually reload your weapons! That'll give you more control during battles and saves you from emptying the weapons just to be loaded up. The key for cycling weapons in their slots (default: "1" and "2") will now reload if pressed for a slightly longer time - next to the cycling behavior on tapping!
Apart from that there was some more stuff that I added. Below is the full changelog.
As usual: Have fun and enjoy!
Changelog 1.4
EMP weapons now cause additional effects on enemies: Shield recharging blocked, engine failure, target acquisition blocked, depending on the damage to the “systems” (only affected by EMP). Systems damage is caused if shields are down and the enemy’s hull is hit with EMP damage.
Target Lock is lost upon EMP damage (applies to enemies and player)
New EMP variants of Hound, Grendel, Ogre and Drauger enemies added
New codex entry for EMP damage added
Possible enemies have been adjusted and reworked for each hub, primarily for new EMP variants
Fixed Hound and Grendel inability to fire more than one missile per mission
Added setting to toggle boost instead of keeping pressed (default: off)
Added additional visual engine effect when boosting
Increased screen shaking a bit when boosting
Replaced Merlin Voice Overs
Improved visuals of locations on Hub map to allow better distinction between visited, out of reach or normal
Added ability to manually reload weapons
Added 3 additional levels for shield and hull durability
Fixed some turrets missing shield visuals
Fixed sub system markers being barely visible
Howdy again!
Right for the big Steam Summer Sale I have some very nice additions to the game - most importantly: All text is now available in German language too! I might add other languages in the future too.
There are also some additions, balancing changes and fixes included - overall a quite nice list this time around. Below is the full changelog.
Hope you enjoy! Have fun!
Changelog 1.3
New
German language added (excl. voice overs)
Added ability to change language in settings
Showing range information for all weapons in details views
Showing additional small out of range indicator in HUD
Added additional shield damage threshold audio and visual warning
Added a Discord link to the main menu
Changed
Increased targeting range
Decreased range of Shredder, Incinerator, Solflare, GFB, Scattershot, Hammer
Reduced radar range of Hounds, Grendels and Ogres
Reduced radar range of several turrets
Slightly decreased max flight distance of Thunderstrike and Viper
Renamed some modules to better fit the technical lore
Added missing line to Saturn hub intro
Some additional lore renaming
Fixed
Moved top bar in hub map behind location briefing panel to not obstruct the latter
Added more width to location briefing panel to better fit texts
Fixed later hub intro and stat scene skybox
Fixed issue that no new hub could be selected when a confirmation dialog was shown and cancelled right before
Fixed some buttons on the hub (selection) map to change focus on controller movement
Fixed item getting deselected in Codex when trying to hit scrollbar with mouse
Fixed controller schema visuals in control settings
Fixed Array marker visuals in later hub
Another update is here! Next to some nice fixes it also brings a new small feature that should help especially in later hubs and buy you some time when trying to protect the Intel Beacons.
Have fun, and don't forget to leave a review!
Changelog 1.2.5
Added priority targets detection delay. Enemies may now take a while at mission start before they detect the target and engage it. Handy especially in protect missions with Intel Beacons. Applies to player’s likewise. Delay differs per hub. There’s also a chance of immediate detection of the player. Big structures like space stations are always detected immediately.
Fixed railgun and missile warnings only showing in HUD when also leaving area
Fixed hub reward modules getting assigned to slots immediately, which enabled additional slots
Fixed some module stat comparison labels
Fixed recharger modules improvements calculation being way too strong
Decreased effectiveness of offensive and defensive efficiency upgrades and increased price
Jammer module maximum amount of affected sub systems is now limited
Fixed visual of later hub skybox
Fixed Viper and GFB shots having a Doppler effect
This one fixes some long standing issues which finally got some treatment. Most importantly it takes care of missiles, their movement, and improves their targeting. The full changelog is below. And of course there is more to come.
As always: Have fun!
Securing items will also store your current equipment to your current loadout profile (toggle in settings)
Fixed order of weapons in slots at mission start being different than equipped item order
Improved missile's distance-based detonation detection
Fixed missiles' start velocity and lead target point calculations to further prevent fly-off behavior when launched
Fixed waypoints overlapping target indicator when radar range was upgraded
Improved memory management to prevent stuttering during missions
Improved ordering of items in inventory views
Fixed Supply Anchor still causing stability decline
Fixed Seeker weapon not using full capacity in case it was triggered during reload phase
Increased Shift Discharge range
Fixed typo in Lightlance description
Reduced Behemoth hull strength
Reduced Striga shield strength
Fixed Striga being stuck in movement because of its own mines
Increased Mine trigger and blast range
Fixed late boss enemy (no spoilers!) formation not having enough spots for full-strength battlegroup
Fixed Neptune and Saturn missions not using space position relative to the planet
Fixed heat producing weapons always starting reload cycle when offloaded from active slot, even if cool
Introduced a 10% threshold of the capacity within which weapons won’t start the full reload cycle when offloaded from the active slot
Fixing Spy Beacon missions not being able to spawn anything
Fixing pause menu being inaccessible in tutorial
This update comes with one of the most requested features so far: Sub system targeting. You can now target individual turrets and other systems on capital ships, lock on your missiles and create deadly blind spots.
The new Chimera, a smaller-size capital ship, poses a real but manageable threat and will make you familiar with turrets and sub system targeting as early as Neptune. But be aware that these ships come in quite some different configurations throughout the game!
Additionally, there is a full range of additional modules that you can get as mission rewards. The primary focus is engine tech, but the radar systems have gotten a deadly upgrade too.
Lastly, a couple of other fixes and additions made it into the release - the full changelog is below.
Let me know what you think about this release, come join the forums in case you like to share anything or need some help, but most importantly:
Enjoy and have fun!
PS: If you haven't done so, please consider leaving a review for the game.
Reviews do a lot for the Steam algorithm and mean great support for me especially as a solo dev, so if you want to share your thoughts about the game, now is a good time!
New
Sub system targeting - you can now target individual turrets or other systems and lock your weapons on it
Adding Chimera enemy cruiser, appearing from Neptune high risk missions onwards
New Module: Max Thruster Speed increase
New Module: Max Booster Speed increase
New Module: Max Booster Capacity
New Module: Booster Refill Rate
New Module: Shift cooldown
New Module: Radar Range increase
New Upgrade: Radar Range
Showing control hints in HUD - can be toggled off in settings
Showing an indicator on the reward selection screen if an item is completely new to the player (not yet secured for permanent use)
Showing target line on hub map from player position to selected destination
Enabling scrolling in codex entry details
Changes
Shredder projectile speed increased
Increased share of moderate, elevated and high risk missions in Neptune hub
Reducing Basilisk hull strength
Making Basilisk slightly larger
Increasing size of Basilisk turrets
Increased armor and shield strength of sub systems to balance new sub system targeting
Increased Booster burn rate
Increased Booster refill rate slightly
Reduced upgrade effect of Shift cooldown
Slightly increased range of Merlin skills
Highlighting only the currently selected target instead of all sub systems
Reworked codex entries for reward explanations
Fixes
Fixing and enhancing the visuals of several of the hub mission’s skyboxes
Fixing panel order in hub map
Fixing Neptune array description being outside of screen bounds
Fixing a default upgrade being shown in the ship upgrade screen for upgrade paths that are already at max level
Update 1.1 is here, and it’s a fairly big one! Since launch you shared a lot of feedback with me, and this update aims at tackling many of the pain points you had. Difficulty and learning curve as well as mission rewards should feel much smoother now. But as there are many different build combinations and play styles please keep the feedback coming! Of course I also haven't forgotten about the other wishes that didn’t make it into this update.
I hope you enjoy these changes and have fun with the game!
And if you have a moment, please consider leaving a review - Steam's algorithm loves reviews, it helps others to discover the game and means a lot to me!
Keeping your run gear permanently unlocked was fairly hard and I understand the frustration. Securing items happened way too rarely or was too limited. These changes change the whole system and should make the system much fairer.
Securing items for credits to unlock them has been removed
Any Rescue mission ("Protect the XYZ") unlocks items upon successful completion
Visiting a shipyard automatically unlocks items now
Beating a hub still unlocks too
New type of Rescue mission (Intel Beacon) has been added to later hubs
Adding distinct rescue mission visuals to the hub map
Codex explanation for unlocking has been updated
Showing an indicator on the hub map if a location unlocks items
Showing info popup on hub map when items have been permanently unlocked
Showing item unlocking status in the loadout view in the hub map
The rewarding mechanism was doing its job, but the result still felt somewhat chaotic at times and often unreliable, or could easily be exploited. There were also too many occasions when no item was granted. The system has been extensively adjusted now.
New items from mission rewards will always start at Level 1
Upgrades for items can now only be obtained for the immediate next level of the item
The maximum item level rewarded from missions now differs per hub and reward level
The Upgrade Bias for items in your inventory has an increased overall impact
The Upgrade Bias is only applied to the immediate next level variant of an item
The Upgrade Bias is fully applied when the item is equipped to an active slot, and half when the item is not currently equipped but only in cargo
Upgrade Bias for Substantial and High reward levels has been increased
A new Discovery Bias has been added, which will increase the odds of finding previously undiscovered items depending on the reward level of a mission (“undiscovered" defined as: item class not permanently unlocked yet)
Discovery Bias is affected by the “Luck” upgrade (like the Upgrade Bias)
Both the Upgrade and Discovery Bias impact are shown in the mission briefing in the hub map
Increased the maximum reward item amount in high reward level missions to 4 (except for Saturn)
Showing warnings on the mission briefing panel when no new items (cargo full case) and when no upgrades (location max item level < current items’ levels) can be obtained
Adjusted overall reward item pool calculations
Increased likeliness of rare items being rewarded for high reward level missions
Added "Refabrication Kit" relic item (raises minimum item level found to 3) to support usage of newly discovered items when equipped
Applying counter of missions without offered upgrade rewards across sessions to increase upgrade reward chances
Showing item quality (= max level) and item variety (different types of weapons and modules) in hub selection screen per hub
Preventing another level 1 variant of a weapon being rewarded when the highest owned variant also is level 1
The beginning of a mission always carried the risk of getting heavily damaged or destroyed right away if you did not evade or dodge. This was understandably disliked especially by new players und players unfamiliar with the genre. These changes significantly reduce the risk of first second obliteration and make mission feel much smoother.
Missions have an opening phase (< 1 minute)
During this phase, enemy accuracy, damage and aggressiveness is balanced differently
Opening phase characteristics depend on the current hub and mission risk level
Enemy strength will gradually increase towards the end of the opening phase to normal levels
The final encounter in each mission could be quite hard. At the same time, a mission’s risk level didn’t do much but define the difficulty. This new system solves both and incentivizes playing harder missions during your run - ultimately providing a better situation in the Array battle of each hub and enabling a smoother learning curve.
The resistance in the final Array mission of a hub is now determined by the Remnant’s "Combat Strength"
Combat strength falls in 4 categories, each getting applied when a threshold is crossed: Full, Impacted, Strained, Degraded
Every mission you fly will reduce the enemy’s combat strength in the current run
Combat strength decrease is determined by the risk level of a mission - the higher the risk, the bigger the impact
Current strength is visible on the hub map
A codex entry gives an overview of this mechanic
Limiting the maximum amount of enemy space fighters that can engage players simultaneously to introduce a better difficulty curve. Amount differs per hub and mission risk level and is unlimited in later hubs with high risk levels.
Making Saturn hub grant more credits but have a smaller chance of finding undiscovered items and less items for substantial and high reward level missions
Showing stability and combat strength directly at the Array on the hub map
"In vain" missions now give up to one item reward
Increased credit reward for "In vain" missions
Removed unused "Ammo Refill" ship upgrade
Capital ships will now show a slightly different and bigger target indicator
Reduced the opacity of objective markers
Showing module classification in loadout configuration at Hamilton Station ("Defensive", "Offensive", …)
Added the ability to view the current loadout from the mission rewards selection screen
Reduced enemy Shredder damage
Reducing enemy turret tracking accuracy
Removed lights from most fast-moving projectiles to improve performance - they were barely visible anyways
Increasing stability penalty in all hubs to match Neptune
Reducing obstacle avoidance sensitivity of capital ships
Making most boss capital ships move slightly faster
Slightly reducing amount of turrets on Baba Yaga
Adjusted Behemoth turret placement
Increased costs for “Better Prices” upgrade
Increased costs for “Active Slot” upgrade
Fixed an issue where the hub map loadout view did not show the most recent changes, e.g. after mission rewards selection
Fixing one of the Jupiter shipyards not decreasing stability correctly
Fixing reloading indicator on HUD cursor being stuck after first reload
Fixing objectives text width in missions to prevent line breaking
Fixing text width in mission results panel when no items were found
Fixing “Exit” and “Restart journey” on death screen both going to hub selection
Fixing “Heavy Materials” experimental item showing speed impact twice
Fixing shot audio being replayed when cycled into the active slot again
Fixed a double-click issue on the hub selection map
Fixed an issue where the hub selection got stuck when trying to start a new run after completing another
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Wrath and Retribution, 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 Wrath and Retribution 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.