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Screeps: Arena News

Disintegrate and Materialize

In this update, we are introducing a new crafting mode: Disintegrate and Materialize. This feature allows you to disintegrate any unwanted items (such as keys from previous seasons, unused paints, or badges) to receive a certain amount of a resource called Dust.



You can then use Dust to materialize (create) a random set of basic items—key fragments and upgrades for the current season, paints, and fame modifiers.



This way, old items won’t sit idle in your inventory, and when transitioning to a new season, you can always exchange accumulated resources for new ones to kickstart your progress in unlocking new arenas more quickly.

Other Changes
  • ✨ Added item descriptions
  • 💄 Improved replay navigation controls
  • 🐛 Improved leaderboard appearance
  • 🐛 Fixed copy/paste functionality in the game console
  • 🐛 Fixed creep store display



Release Roadmap




Playtesting new arenas

Here we’re launching a new initiative that gives you the chance to test arenas for upcoming seasons — and gives us your valuable feedback. For each future arena, we’ll create a separate Contest, and we’ll post the link to it in the #arenas-lab channel on our Discord server. Every arena will have its own discussion thread there. The first arena, Spawn Strike, is already ready. Join the playtesting and leave your comments in Discord!

Invite link to Discord Spawn Strike playground contest Spawn Strike discussion thread

[h3]Changes in 0.3.1[/h3]
  • ✨ Introduced playground contests for early testing of new arenas
  • 👔 Match outcomes are now strictly 0, 0.5, or 1 across all arenas
  • 🐛 Fixed code versioning issue when transitioning from contest to ranked mode
  • 🐛 Fixed `moveTo` pathfinding through enemy ramparts
  • 🐛 Fixed paint cost for badge crafting

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