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Screeps: Arena News

Season Finals

In this update, we're introducing a major new seasonal mechanic that will take place at the end of every season – the Season Finals!

Screeps Arena is kind of like esports. You go head-to-head with other players on equal terms, earning rating points for victories and losing them for defeats, climbing the season leaderboard. At the end of the season, the leaderboard shows us the strongest players. It’s very similar to how sports seasons work in traditional sports. And what often happens at the end of a season? That’s right – playoffs! Quarter-finals, semi-finals, and the final match for the top spot.

We’re excited to bring a similar mechanic to Screeps Arena seasons! From now on, at the end of each season, we’ll take the top 16 players and run their latest code in a playoff bracket. Starting from the 1/8 all the way to the finals, you’ll get to watch 32 intense matches between the best players in each seasonal arena.

To run these games, we're using the same Contests mechanics available to all players. You can find the Contest for each completed season via a button in the arena menu.



Below, you’ll find six Finals Charts for each arena in the Season Alpha. For now, these playoffs serve an informational purpose, but in the future, we plan to add profile trophies for placing in the Season Finals.





To keep you informed about the end of the current season and the start of the Finals, we've added displaying dates to the season list. While we can't provide an exact end date for the Season Beta just yet, we'll update this closer to autumn so you can plan when to finalize your code.



Progressive Fame Points


Now, the number of Fame Points you earn for each win in a Fame session increases proportionally to the number of days since your last Fame session. If you play every day, you get 1 point per win; if you play once a week, you get 7 points per win. This way, we're aiming to level the playing field for all players to participate in the season's Hall of Fame. Keep in mind that Fame rewards don't scale the same way, so to get the best loot, you'll need to play more frequently.



Other Changes
  • ⚖ Reduced badge paint cost from 1000 to 30. All existing paint amounts have been divided by 33
  • ⚖ Removed advanced badges from basic arenas
  • 👔 Implemented a profanity filter for usernames
  • 🐛 UI improvements


Release Roadmap


We’re excited to share our plans for the game’s full release! We’ve mapped out five major milestones we want to complete before we’re ready to launch. Here they are:



[h3]0.3.0 Season Finals[/h3]

Live today!

[h3]0.4.0 Dust[/h3]

[h3]0.5.0 Fame Modifiers[/h3]

We covered these two upcoming features in our last post.

[h3]0.6.0 Test Tokens[/h3]

This major update will completely revamp the concept of test and "favorite" opponents. A new item, the Test Token (earned as loot through Fame), will let you build your own pool of opponents throughout the season, forming a "unit test suite." Instead of running individual test games, you'll be able to execute your entire test suite at once when checking new code.

[h3]1.0.0 Release![/h3]

By this point, we’ll have finished working on brand-new arenas that will be part of Season 1. We aim to launch the full release in September 2025.

[h3]1.1.0 Trophies and Achievements[/h3]

The first major post-release update will introduce Steam achievements and special profile Trophies for various in-game accomplishments throughout the season.

[h3]1.2.0 Decorations[/h3]

This second decorative update (following badges) will let you spend the Paint resource not just on badge creation but also on creep decorations—similar to how it works in World.

Stay tuned for more updates!

Version 0.2.3 changelog

Changelog


[h2]Version 0.2.3[/h2]

  • 🚑 Fixed 'Click to watch' button

Version 0.2.2 changelog

Changelog


[h2]Version 0.2.2[/h2]

  • 👔 Fame games now affect the arena rating
  • ✨ Added the ability to stop a Fame games series
  • 🚸 Added spawn directions display
  • ⬆️ Upgraded node version to 22.14.0
  • 💄 Reworked the craft types list in Inventory
  • 🐛 Fixed the leaderboard display for previous seasons
  • 🐛 Fixed the test game opponents list
  • 🐛 Fixed the "Stop on defeat" flag
  • 🐛 Fixed tick display in rating game series

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.