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Screeps: Arena News

Version 0.2.1 changelog

Changelog


[h2]Version 0.2.1[/h2]

  • ✨ Added: Season switching in the profile.
  • ✨ Added: Series of 20 games.
  • ✨ Added: global.gc() function that invokes garbage collection.
  • 🚸 Improved: Profile UX.
  • 👔 Changed: CPU time limit for season beta arenas increased from 50 to 100 ms.
  • 🐛 Fixed: Display of the top 10 in the leaderboard.
  • 🐛 Fixed: arenaInfo.season (it now contains the actual season name)
  • ⬇️ Downgraded: Node version from 22.6.0 to 16.14.2.

Comeback

[h3]Hey everyone, we are back![/h3]

It’s been quite a while since you last heard from us. But now we’re back with some good news. Get comfortable, because the Screeps: Arena project is coming back to life!

The past two years have been challenging for our team. Towards the end of the COVID-19 pandemic, a key member of our team became critically ill, was on a ventilator and went through a long rehabilitation period. When the war started, as a Russia-based development team at the time, we were starting to face challenges faster than we could resolve them. Services we relied on for development and communication ceased cooperation with Russian entities, refusing our payments. CircleCI irretrievably deleted our build system. Zendesk blocked our account without warning, preventing us from exporting support data. Our hosting provider stopped accepting payments from our bank accounts. Finally, Steam stopped sending us payments. All this happened against the backdrop of our team members grappling with adapting to a new reality and significant changes in personal life.

But now, that’s behind us. We've relocated our business to Armenia, and some team members have moved out of Russia. We’ve re-established our development and business processes and are ready to share exciting updates about Arena, upcoming major changes, and the game’s future release.

What's new in this update




[h3]Season change[/h3]

The core gameplay of Screeps: Arena and its primary distinction from Screeps: World lies in its seasonal system. Accumulating rating and fame points, leaderboards, and matchmaking between new and experienced players only make sense within a structured and time-limited seasonal format, when arenas are replaced regularly. We lacked this replacement system before. The key innovation in this update is the implementation and refinement of the season-changing mechanics in Arena.

We’re pleased to announce that starting today, the game is officially in a season called Beta. The previous season is now called Alpha. We’ll see how the naming evolves in the future.

We haven’t drastically altered arena mechanics but have adjusted them just enough to render old written code suboptimal, necessitating adaptation without requiring a complete rewrite. In the future, we’ll introduce more unique arenas and rotate them every few seasons. Your feedback and suggestions are very welcome.

The season change also means all ratings and leaderboards have been reset, and old keys are no longer valid. Each season will feature unique seasonal items: Keys, Key Fragments, and Key Upgrades. Read below about what to do with outdated items.

Arenas from past seasons are available in read-only mode for viewing ratings, player profiles, and saved replays. Playing them is currently impossible, but we’re exploring ways to implement this.

[h3]UI animations[/h3]

This took longer than expected, but after a lot of trial and error we’ve finally found our footing and successfully integrated the Rive library to the game client. Now we have a way to start creating dynamic, animated interfaces in the game UI that don't hog your CPU like SVG animations do. You can see this on the start screen already, and we plan to add more engaging animations to almost every other game screen in the future. Using this library also helps our designer work more independently and accelerates our design/development workflow.

[h3]Crafting[/h3]

We’ve significantly expanded the crafting system and plan to enhance it further. We aim for Screeps: Arena to be more than a programming competition and include meaningful game mechanics. These primarily revolve around crafting and earning Fame.

This update introduces two new item types: glyphs and paints. Combining them allows you to craft badges that are shown on your creeps and profile.



[h3]Quality-of-life improvements[/h3]

Now you can launch a series of multiple Fame games with one click. You won't be able to interrupt this series so you better make sure you are not going to lose your reward, but this can greatly save time when you gain your Fame points.



With six arenas available for simultaneous play, keeping track of ongoing games can be challenging—especially since some games can last up to 10 minutes. To improve this experience, we’ve added active game indicators at the top of the window. No matter which game screen you’re on, you’ll see your ongoing games in any arena, track their status, and quickly navigate to the desired one.



[h3]Node.js update[/h3]

We have updated the arena runtime Node.js version from 16 to 22 (and V8 engine from 9.0 to 12.4). This brings new JavaScript and WebAssembly language features to your scripts.

[h3]Contests[/h3]

We’ve improved the contests interface. We hope they become a convenient way to play Screeps: Arena with friends, colleagues, and organize special events.



Coming soon


[h3]Dust[/h3]

We plan to introduce a new type of crafting soon—transforming any item into a certain amount of Dust. Dust can then be used to craft random rewards similar to a level 1 Fame chest. This is a great way to dispose of obsolete season keys or unwanted glyphs and paints.



[h3]Fame Modifiers[/h3]

The Fame system will be expanded with new items called Fame modifiers, obtainable from Fame rewards. One such item can be used per Fame session, providing a bonus during the session:

  • Strike: Winning three consecutive games grants an additional +1 chest level.
  • Boost: Winning adds +2 chest levels instead of +1.
  • Safety: Losing only deducts one chest level instead of two.
  • Super Safety: No chest levels are lost upon defeat.


As regular items, Fame modifiers can be traded, sold on the Steam Community Market, or converted into Dust.





Release Roadmap


We believe we’re closer than ever to the game’s release. There’s still work to be done to optimize both the game client and servers, as well as several features and mechanics we’d like to implement before release—such as those already mentioned. We’ll also identify areas for improvement in the season-switching mechanism as the Season Beta develops from scratch. However, most of the work on the game is already complete, and we’re confidently targeting coming out of Early Access and release in 2025.

Contests update

Greetings fellow players!

In this update, we are excited to deliver a new major feature: contests. While it’s based on a long-awaited playing vs friend, contests are much more than that. Thanks to the community feedback, we developed them to satisfy many needs.

Shortly, a contest is a short-term or a long-term event that combines a series of games created and managed by a single organizer. Let’s take a look at how it looks.



Immediately after creating a contest the organizer can see the list of games of the contest, the list of players who joined the context, and controls for managing the contest.

Usually, the first thing to do with the contest is inviting other players there. This is done by sharing the contest URL with players you want to invite. All they need to do to join is to open the URL in their game client. As soon as the contest is populated by players, the show is ready to start.



For each game in the series the organizer selects two players and an arena they supposed to fight at, then wait for selected players to be ready, then start and watch the game. Both players select folders with game code they want to participate with, then hit Ready.



The organizer may create as many games as necessary, although there is a limit of three simultaneously running games.



We see contests as a valuable tool of implementing many types of activities. Give the contest link only to your friend to play a private duel, or publish it in discord chat to organize a massive tournament with a bracket and rules you define, or even keep a contest to yourself to test one strategy vs another, possible scenarios are limited only by your imagination!

As always, we appreciate the community's feedback, feel free to express your thoughts.

We're looking forward to community events based on the new feature! Have fun!

Version 0.1.17 patch notes

[h3]Client version 0.1.17[/h3]
  • 🚸 UI improvements around the game, primarily reducing a visual noise
  • 🚚 changed default URL scheme for shared games


[h3]Game API changes[/h3]
  • ✨ introduced Creep.spawning and StructureSpawn.spawning properties

IntelliSense support

Writing game code for Screeps: Arena has never been so easy and convenient!
We are happy to introduce full IntelliSense support for game API in the recommended IDE (Visual Studio Code). Code completion, quick info, member lists, parameter info, it's all there for you!



Technically, it's implemented as TypeScript definitions together with the jsconfig.json configuration file. The game client automatically places all necessary files to your game code's folder and update them if necessary.

Other changes:
  • ✨ introduced TERRAIN_PLAIN constant
  • 📝Fixed few minor issues in the documentation