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Regular Update (Experimental)

[h3]Experimental_UE5 0.1.14639[/h3]

Upgrades and Blueprints
  • Make placing a construction site while holding Ctrl always bring up the blueprint editor to allow customization before starting construction
  • Placing a construction site while holding Ctrl still can do upgrades
  • Combine interface for unit upgrade to be the same as building upgrade (V on the map, then Ctrl+Click on unit to upgrade)
  • When trying to place a construction site over an existing building, ask the player if they want to upgrade (and inform about holding Ctrl will do it without a confirmation)
  • Make placing a construction site take in any dropped item at the location (as construction ingredients or as inventory)
  • Show "Edit" option in right-click menu of construction/upgrade site
  • Add new "Upgrade with Copied Settings" option to right-click menu
  • Editing of individual building names when editing a multi-blueprint
  • Highlight selected unit of multi-blueprint in editor with an outline
  • Highlight hovered unit or unit referenced by hovered register in multi-blueprint editor
  • Show referenced units in tooltips of registers in blueprint editor
  • Enforce locked slots when constructing from a blueprint or upgrade (drop extra items if they cant be held)
  • Use "New Multi Blueprint" as the default name for a multi-blueprint
  • When editing a unit (via upgrade or "Edit" from the right-click context menu) and the changes don't need a new construction site, just apply the settings in-place without upgrade


Additions
  • The Human Miner now has a random chance to mine two items of certain resources in a single step
  • Open unit context-menu when right-clicking on a unit without a unit selected
  • Added new options to multiple unit selection (filter bots/buildings/constructions, mass deconstruction)
  • Open active orders when clicking on stale order state icon in lower left info box
  • Adding descriptions to discovery technologies (top row in tech tree)
  • New "Get Unit Info" and "Get Item Info" instructions to get some static data about items and units
  • Add instruction to check if unit is docked and get docked garage
  • Added descriptions to human units and buildings
  • Add "Reminder: Mods are currently in use, which may not be supported" on feedback form when playing with mods


Changes
  • Modifications to Human tech tree and recipes (Some items moved to different producers)
  • Virus Disruptor also disable the unit being disrupted
  • Center the Inventory on unit selection
  • Moved explorable and dropped item windows to the bottom center of the screen when selecting them
  • Only show the bug spawning notification the first time
  • Modified spawning of aggressive mode bugs
  • Removed individual battery indicator on component view
  • Deleting a library folder will delete everything contained (instead of moving things out)
  • Renaming a library folder will only rename the folder on the selected list (blueprints or behaviors)
  • Show image of the to be built building in lower left info box of construction site
  • Added more garage slots, internal slots and upped speed of human transport
  • Show where integrated components are installed when clicking on one in the Power tab of the Control Center
  • For items that aren't produced or mined, hide the graph on the item details screen in the Control Center
  • Show stats like power on tooltip of integrated components
  • Hide tooltip stat "Slot Type" for items and components that that go into the default "Storage" type
  • Remember state of Control Center Units tab filters and collapsed categories between closing and opening
  • Renamed Human Miner Mech
  • Limit manual deconstruction to undamaged units


Fixes
  • Fixed Re-simulator recipe for Virus Deconstructor
  • Make "Paste From Clipboard" paste the item (and all new dependencies) into the currently viewed folder
  • Fix walls and gates not showing in the multi blueprint editor preview
  • Fix walls and gates creating invalid multi blueprints
  • When importing a multi-blueprint to My Library, don't clear entity references in registers to other parts of the multi-blueprint (only clear references to external entities)
  • Made tech research notification progress bar on icon more visible
  • Fix hovered expanded Tech research notification going behind resource bar icons
  • Don't count building upgrades towards "Buildings Built" milestone
  • Fix for a Steam multiplayer session sometimes disappearing from list of public multiplayer games after a few hours of play
  • On a dedicated server, start ticking the simulation automatically after loading a save with a player faction when run_without_players is set
  • When shutting down a unit with an uplink, make sure other idle uplinks take over
  • Fixed glitch effect


***

The main aim of the experimental branch is for the bravest and most inquisitive among you to get a first-hand experience of the latest game changes and share your impressions with us.

Additionally, you can share your experiences within the community.

How to activate the experimental branch:

Right-click on Desynced in your Steam library
Properties => Betas => Beta Participation => Experimental_UE5 Branch

Please note that if you want to return to the regular version of the game, you'll need to switch back to 'None' in this menu.

https://store.steampowered.com/news/app/1450900/view/521955337470738715
https://store.steampowered.com/news/app/1450900/view/626663671366419027



Regular Update (experimental)

[h3]Experimental_UE5 0.1.14540[/h3]

Additions
  • Reworked Unit user interface (new info panel, moved 4 main unit registers above info panel)
  • Reworked Goal/Mission Progress window, removed permanent active mission notification
  • Reworked permanent Research notification (made smaller, moved to the top left of the screen, hide it when no research is active)
  • Reworked minimap button layout
  • Add "Show Logistics Network" and "Show Grid Cursor" to Overlay Settings (this makes P and G shortcut toggles save with the save game)
  • Add new shortcut key Y to open Overlay Settings menu
  • Added 2 extra gas slots to blight complex
  • Allow C (copy) and V (paste), as well as dragging onto item slots to lock the slot to a specific item
  • Show up to 80 selected units in a compressed format (without inventory for each)
  • New texture for Human Transporter to match the new color scheme


Changes
  • Allow modification of Human buildings via "Edit" button in right-click context menu
  • Added base Tank and Large Tank units, made the Tank Turret producible
  • Replaced Humanity tech tree icons
  • Adjusted Humanity tech tree recipes and unit/component stats
  • Adjusted plasma blast effect (performance improvements)
  • Update to mech icons
  • Updated some Human building meshes
  • Fusion reactor icon update
  • Small Intel Scanner fix scanning of simple explorables
  • Disable scanning of owned units with the Intel Scanner
  • Hide option to deconstruct allied units or units without a recipe



***

https://store.steampowered.com/news/app/1450900/view/626663671366419027




Regular Update (Experimental)

A major part of the next big update for Desynced is now live on the experimental_ue5 branch!

This update is packed with changes and improvements, setting the stage for what's to come. Keep in mind that Experimental builds are a work in progress - features are actively being developed, haven't been fully tested, and might still have issues or change over time. Make sure to back up your saves before switching (Options -> System -> Open Save Folder) to avoid any surprises.

Testing out new features and sharing your feedback helps shape the game’s future. Whether you're diving in for 10 minutes or exploring every detail, your contribution matters. Let’s make Desynced even better together!

[h3]Additions[/h3]
  • New story mission that follows the Human story
  • New Humanity tech tree with playable human buildings
  • Multi-building blueprints, multi-building copy & paste
  • Some new Virus technology
  • Show amounts of ingredients needed for a production component in an Explorable
  • Show Explorable production and repair item in the mouse-over hover info panel
  • Long hold the health bar and right-click context menu option to deconstruct units from there directly
  • Show human research logs in the Codex
  • Add unlock search box to tech tree, clicking on requirement will search for it, also show starter technologies
  • Add search text box to build menu
  • Add animation of "talking head" popup collapsing and storing itself into codex signifying a popup can be read there afterwards


[h3]Changes[/h3]
  • Make units upgraded in the Re-simulator keep their components and inventory
  • Updated many secondary missions to clarify text
  • Added distinguishing graphics for some items
  • Show mission step text also at the bottom of the talking head popup during missions
  • Increased laterite spawn rates
  • Improved human tanks health and damage
  • Upgrade to AI Explorer now requires yellow cubes instead of blue
  • Added a new generic large size Re-simulator component which replaces the existing race specific ones
  • Removed unintuitive blight crystal recipe from Re-simulator
  • Remove separators for components with non-storage type item slots from the inventory bars with multiple units selected
  • Instead of defaulting to infinite for any produced items and 1 for components, default to 1 for anything that has a stack size of 1 (which includes all components but also Resimulator Cores)
  • Don't start "Human Evolution" mission until vital story parts have been revealed through research
  • Make cured glitch bots spawn their base if none exists instead endlessly roaming around
  • Give ravagers virus protection instead of the cure
  • Add internal socket to shuttle bots
  • Blend post effect priorities over time to avoid sudden change in brightness of the entire screen
  • Make the Codex view scroll to the bottom when opening it after clicking away a mission related popup
  • Close an open Explorable UI when using the "Deploy" button on a Deployer component
  • Immediately show "Deploy" button of the AI Research Center on the Human Explorer when connecting it to the Research Lab
  • Drop unnecessary or excessive items passed to repair mission targets
  • Recategorize and reorder codex entries
  • Natural phase flowers disappear now after several triggers
  • Add description to all radar filter values
  • Make radar filters Robot/Bug/Human/Alien/Anomaly match any unit for a given race not just explorables
  • Change radar filters 'emergency' (slightly damaged) and 'broken' (heavily damaged) to work on non-owned units (match what 'damaged' (not full health) already does)
  • Performance improvements on radar functionality which in large numbers can cause game slowdowns
  • Make 'Switch' behavior instruction return no match instead of checking against self if something that isn't an entity is passed as unit filter (this now matches the behavior of the 'Match' instruction and others that have an argument that defaults to Self)
  • Show alien faction in Faction tab if they are set to enemy


[h3]Fixes[/h3]
  • Fixed graphical issues at coordinates many tiles away from 0,0 (game should now correctly work at extremely large coordinates)
  • Fixed misaligned line sometimes showing in the Explorable window
  • Make Intel Scanner automatically start scanning once power comes online if it got set a target while out of power
  • Don’t show unlocking of integrated components in the tech tree (they are still unlocked to become selectable values in behaviors)
  • Anomaly event jumps camera if you have the anomaly unit selected (also returning)
  • Fix Intel Scanner effect not always facing the target
  • Fixed units like the Human Explorer to not be shown blurred while standing still
  • Fix mission entry not showing "More Information" in the progress window
  • Fix tutorial glow box sometimes repeating the appearing animation
  • Improve drawing of register lines by making the line ending arrow triangles fit exactly and not being one pixel off
  • Fix for blight charger effect scaling
  • Fixed faction color on Defense Block
  • Close an open console view on the Explorable UI when pressing buttons that don't open their own console
  • Fix for drones sometimes not fulfilling an order when there is a high priority source somewhere in the base
  • Fix particles components not getting cleaned up (and duplicating) on replay-restart and mod dev hot-reload

***

The main aim of the experimental branch is for the bravest and most inquisitive among you to get a first-hand experience of the latest game changes and share your impressions with us.

Additionally, you can share your experiences within the community.

How to activate the experimental branch:

Right-click on Desynced in your Steam library
Properties => Betas => Beta Participation => Experimental_UE5 Branch

Please note that if you want to return to the regular version of the game, you'll need to switch back to 'None' in this menu.

https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/

Regular Update (Main Branch)

Hey there! We’ve just updated the main version of the game with all the latest features and fixes from the Experimental branch. A huge thanks to everyone who’s been testing and sharing feedback - it’s your input that helps us keep improving Desynced with every update.



  • Advanced Miner Drone added to the human tech tree.
  • Cancel button added to the unit upgrader.
  • Flying units can now be upgraded, but only with other flying units.
  • New "Set Group Icon" option available in the right-click menu for shortcut groups.
  • Shortcut groups now show unit tooltips if the group consists of a single unit.
  • Added visual registers on shortcut group icons.
  • Double-clicking the infinity button in the register now sets and applies the value.
  • Mouse-wheel scrolling enabled for registers when multiple units are selected.
  • Register value pasting (V key) is now supported in both the game view and blueprint editor.
  • Flowers unlockable in the tech tree are now buildable.
  • Early Access notification added to the main menu.
  • Tutorial Improvements: Minor grammatical fixes, stuck yellow outline adjustments, and better handling of multiplayer edge cases.




  • Increased metal-rich node density for better resource availability in mid/late game.
  • Microscope re-added to the human tech tree (previously removed by accident).
  • Improved handling of uplinks to ensure smooth transitions between research steps.
  • Simplified key bindings by combining "Attack Move" and "Force Attack" into one functionality.
  • Default frame rate limit set to 60 FPS for new installations.




  • Resolved issues with large re-simulation components not displaying stability and recipe details correctly.
  • Improved item tooltips to prioritize components seen in the player's tech tree.
  • Fixed weapons with multi-target effects (blast/beam/pulse) to properly damage resource nodes, construction sites, walls, gates, and foundations.
  • Addressed script errors caused by damage-over-time effects (e.g., Plasma Turret) when targeting dropped items or resource nodes.
  • Fixed issues with various unit status effects not applying to specific units.
  • Removed deprecated drone package items from the tech tree.
  • Improved blueprint saving and loading mechanics.
  • Resolved rare server crashes related to network conditions.
  • Fixed particle effects spawning in inappropriate areas, reducing memory usage.
  • Fixed gate orientation and rotation issues when interacting with walls.
  • Fixed "Drop Off Items" instruction failures for non-inventory entities (e.g., walls, foundations).
  • Fixed issues with miners delivering items to shared storage when full.
  • Improved logistics system to prioritize nearby sources for Item Transporter drones, ignoring out-of-range sources.
  • Resolved "Q" key getting stuck in certain combat scenarios.
  • Improved multiplayer sync stability in setups with multiple Unit Teleporters.




  • Removed Lua base function load to prevent potential security risks.



We appreciate you sticking with us, testing new ideas, and sharing your thoughts. If you spot anything new or want to chat about the changes, feel free to join us on Discord or the Steam forums - we’re always listening!

Enjoy the game!

***

https://store.steampowered.com/news/app/1450900/view/4701285005742787108

Regular Update (experimental)

[h3]Experimental_UE5 0.1.14243[/h3]

Fixes

  • Fix Item Transporter components (or drones) not doing orders in certain circumstances. When the logistics system chooses an order source for a drone carrier or an Item Transporter, make it ignore sources outside of the range even if that source is set to high priority or if it has more amounts available than a nearby source.


***

https://store.steampowered.com/news/app/1450900/view/4478362535967327557
https://store.steampowered.com/news/app/1450900/view/4478362535967327436
https://store.steampowered.com/news/app/1450900/view/4478362535967326915