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Desynced News

Regular Update (Experimental)

The first part of the next big update for Desynced is now live on the experimental_ue5 branch. This one’s huge!



  • Added flying, ground values
  • Added Defense block Building
  • Pulse laser increased range/damage
  • Added shoot while moving parameter
  • Added Attack-Move by putting coordinate into turret register (default bound to Q)

- Units with turrets will stop to attack before continuing to move to destination
- Units without turrets will follow turret units to the destination so they stop when combat starts
- Show message 'No combat unit selected to perform attack-move' if no selected unit has a weapon

  • Added damage numbers
  • Added various turrets



  • Added custom icon to blueprints (shown in build menu)
  • Show enemies as red on minimap (by popular demand)



  • Added features like boost on some later buildings
  • Add turret damage types
  • Added dot and slow effects weapon effects
  • Added beam weapon type (railgun…)
  • Added Alliances to faction window (Shared Visibility)
  • Added an internal item to the explorer to better show it has extra capabilities
  • Quick set (default E), to open up first component with action (works on hovered or selected unit)



  • Added two extra tier trilobites and wasps
  • Ask to set from and storage location when turning on transport route
  • Turret "minimum_range" added for some turrets



  • Added Defense Block to basic structures
  • Add damage type to tooltip




  • Adding black background to visual registers
  • Simplified library view
  • Show map state download progress bar on loading screen
  • Moved factory representation in explorables to the title bar, added progress circle for production
  • Changed tutorial message on first start to be clearer
  • Better support of loading UI mods on dedicated server by changing the behavior of some UI module functions when running on dedicated server:

- Make UI.GetRegisteredLayoutClass always return an empty table
- Make UI.GetRegisteredLayoutString always return an empty string
- Make UI.SetRegisteredLayoutClass and UI.SetRegisteredLayoutString do nothing
  • Modified some used input strings to not localize in the UI
  • Forward logging to an attached debugger even if debugging is deactivated (i.e. in a multiplayer game)
  • Avoid crash when Lua debugger is connected while running a multiplayer game and text or an error is logged




  • Remove 60 kb limit for actions by sending them over a custom data transfer channel instead of using actor RPCs
  • Fix for blueprint sorting where order was a floating point
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Use entity power efficiency when terraforming
  • Moved cable down the tree to smooth out production at end of basic tree




  • Pulse laser increased range/damage



  • Copy parameter values on behavior controllers from the Command Center bot to the deployed building
  • Pause running behavior controllers on the Command Center bot and restart them on the deployed Command Center building
  • Show extra effect name in tooltip




  • Mothership repairs now require items to be put inside the satellite



  • Ask to set from and storage location when turning on transport route
  • Get the parameter names from the faction library when hovering over a component register
  • Added Defense Block to basic structures




  • Skip turrets auto attacking walls first if there is an enemy nearby if controlled by a player
  • Changed wall build time and health to 100 virus/blight (300/500)
  • All bugs hives in the vicinity will be triggered when a large bug hive is triggered
  • Moved cable down the tree to smooth out production at end of basic tree
  • Changed how virus works
  • Fix downloading mods when joining a server
  • Remove right click move/attack context menu
  • Mothership repairs now require items to be put inside the satellite
  • Don't try to read the signal of dropped items
  • Fixed manual targeting of immortal objects
  • Don’t remove resources from the resource bar if they are 0
  • Don’t allow teleporting to another teleporter unless they consider you an ally
  • Aggressive mode fix, prevent enemy waves spawning when a Faction has activated "Passive Bugs" cheat
  • Use entity power efficiency when terraforming
  • Get the parameter names from the faction library when hovering over a component register
  • Fix import of library item (either from local library or clipboard) not restarting behaviors until save game reload
  • Don't show all pings on the host, share pings across factions with shared visibility (alliance)
  • Allow Notify command to use world coordinates
  • Tutorial tweaks
  • Blight Magnifier tweaks
  • Fixed incorrect save-game version check
  • Instructions, Fix for GetInventoryItemIndex, correctly recognise reserved space and locked slots to return the item with zero
  • Fix LUA error when editing a behavior that had a call to a now deleted sub-behavior
  • Fix resource bar throwing errors when switching faction
  • Modified some used input strings to not localize in the UI
  • Fix a components on_update being called twice when it had its activation set to "Always" while there exists another component on the same entity that has activation set to "OnAnyItemSlotChange"
  • Allow the instruction order_transfer to work with docked units
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Fix for blueprint sorting where order was a floating point
  • Fix for incorrect building boost
  • Fix for function def causing error
  • Reset effect counter when getting with an extra_effect
  • Show extra effect name in tooltip
  • Allow overriding damage table (but it’s gonna change…)
  • Fix for editing registers in blueprint editor
  • Fix for pasting over read only registers


***

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 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

Experimental_UE5 0.1.13491

Fixes:
  • Fix unused parameters to a subrouting incorrected reading/writing
  • Don't show incorrect values in behavior editor when viewing in a sub-routine
  • Fixed Items incorrectly dropped on the ground when upgrading
  • Fix for blight magnifier running when not placed on the map
  • Fix for melee turret effect causing lua errors
  • Fix stepping inside subroutines while editing the main behavior


https://store.steampowered.com/news/app/1450900/view/6780818423215874402?l=english
https://store.steampowered.com/app/1450900/Desynced_Autonomous_Colony_Simulator/

Regular Update

Today marks the 1 year anniversary since Desynced has launched into Early Access!

To celebrate, we're releasing a preview of what we've been working on is now live on the beta branch in Steam called "experimental_ue5".

There's a lot to it, see the detailed patch notes in the attachment for all the details!



Experimental_UE5 0.1.13484

[h3]Additions:[/h3]
Behavior browser added with folders, sorted items and a search filter instead of just a simple list in various places:
  • When selecting a behavior on a behavior controller in the frame view
  • When selecting a behavior for the call instruction node UI in the behavior editor
  • When selecting a behavior on a behavior controller in the blueprint editor


[h3]Fixes:[/h3]
  • Build behavior instruction with only a specific frame (not a blueprint) aborting the behavior controller
  • Stepping inside subroutines within the behavior editor
  • Icons for walls, gates and foundations not showing in the build menu
  • Don't show "Item already exists" when trying to create a new empty blueprint when an empty behavior already exists (or vice-versa)
  • Prevent opening the the building upgrade window of a construction site for a unit that isn't upgradable (i.e. foundation, wall or gate)
  • Library window not showing correctly while a wall or gate is selected
  • Pulse Lasers component not showing its 3D model


Experimental_UE5 0.1.13474

[h3]New Feature 'Faction Library':[/h3]
  • Blueprints and behaviors are now managed in what is called the Faction Library
  • The Faction Library is saved in the save game data, so items won't automatically transfer over to different saves or into multiplayer sessions
  • To do so there is a separate "My Library" which is stored along the player profile
  • Items can be imported back and forth between the Faction Library and My Library
  • Behaviors and blueprints can reference other behaviors and blueprints in the same library
  • Behavior Controllers will also reference the library, so changing a behavior in the library will affect all Controllers that use it
  • Subroutines that can be called in a behavior are now just regular behaviors in the library
  • Library items can still be copied and shared online and will contain all the dependent behaviors/blueprints
  • Shared items from an old version can still be imported
  • Shared items from this version can be loaded into an old version but only if there are no dependent items (i.e. a blueprint with no behaviors or a behavior with no subroutines or blueprints)


When running this version for the first time a backup of your profile (containing the existing library) will be made to "Profile--.bak" in the game's save directory. If going back to an older version (for example the non-experimental main branch) the library will appear empty unless restored from this backup. Similarly, as usual with updates, game saves written by this version will not be compatible with an old version.

Reminder: Because this is an experimental update and problems can be expected, make sure to backup any save data you aren't afraid to potentially lose.

[h3]Behavior Editor:[/h3]
  • While editing a behavior in the Faction Library, an "Inspect Running Behavior" button allows selection of any unit that has the behavior loaded into it
  • When inspecting a running behavior, a small 3D view of the inspected unit is shown
  • Pressing "View Current Values" will switch the editor view to show the values currently stored in parameters and variables
  • A parameter in the middle of the list can now be removed by right clicking the name


[h3]Additions:[/h3]
  • Faction Library
  • Can now select a bot blueprint in a bot production component in the blueprint editor
  • Notification settings added for Auto-save notifications
  • New 3D model for the medium Turret and the Laser Turret components
  • New components Hybrid Beam Cannon, Pulse Lasers and Twin Autocannons
  • Remember the last used tab in the Build Menu
  • Add button to toggle docked unit user interface
  • Show logistics button on docked item window
  • Gameplay time added to minimap
  • Allow drones to be built in Robotics Factory as well as Drone Hubs
  • Warning added for logistic setting "Item Transporter Only" when an Item Transporter hasn't been equipped on a building
  • Scatter drones when undocking


[h3]Fixes:[/h3]
  • Rotate turret components towards non-manual targets, and also rotate it towards a manual target ahead of arriving in attack range
  • Avoid a behavior consisting only of a single Scan instruction resulting in the game freezing for a few seconds
  • Behavior program editor issues with multiple nodes selected
  • Make clicking the "Show Orders" context menu option not close an already opened and pinned Control Center window
  • Uplink fix, don't reserve a chunk of research if no inventory space is available for ingredients
  • Prevent the game freezing when trying to dock a unit into itself (directly or recursively)
  • Fix foundations under walls and beacons having an extended (flattened) base
  • Balance fixes, reduce Phase Flower random drops
  • Fix miner equipped on a building to sometimes not mining a resource (if the resource is outside the logistics network and the building is inside)
  • When loading a save made in the middle of the tutorial, fix for the tutorial being paused on startup
  • Human Evolution Mission Fix: When accessing the Human Research Lab using the Explorer, show that DataKeys have been extracted, instead of showing nothing at all.


[h3]Mods:[/h3]
  • Due to the large change of the Library functionality, many mods related to that are expected to break with this update
  • Added IsFlyingUnit utility function
  • Preliminary support for skeletal animation for mods
  • Fix a crash when disconnecting the Lua debugger while paused
  • Automatically bring the game window back to the front when continuing or initiating hot-reload from inside an attached Lua debugger (Visual Studio Code)


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

Astro Colony & Desynced bundle now available

[h2]Hey everyone!
[/h2]

We’ve got another bundle for you! We’ve partnered with the awesome folks behind Astro Colony to bring you a special bundle on Steam. You can get both Desynced and Astro Colony at a 10% discount. And with the Summer Sale going on, you’ll save even more!

Already have one of these games? No worries! You’ll still get the discount on the other one.

https://store.steampowered.com/bundle/42762/Astro_Colony__Desynced/

[h2]What's Astro Colony?[/h2]

Astro Colony is an automation and exploration game set in an infinite, procedurally generated universe. Build conveyor systems to automate production and take care of astronauts' needs. Establish new colonies, construct unique transport systems, and explore destructible voxel planets. Traverse various biomes, discover hundreds of plants, and research over 70 technologies. Play in co-op mode or join other hosted lobbies.

And if you miss conveyor belts in Desynced, Astro Colony has you covered with all the automation fun you crave! :)

Pioneers of Pagonia & Desynced bundle now available

Hello Operator!


Exciting news! We've teamed up with the wonderful team behind Pioneers of Pagonia to create a special Steam bundle just for you. This bundle includes both Desynced and Pioneers of Pagonia, offering a delightful 10% discount. Plus, with the ongoing Summer Sale, you can save even more!

Already own one of these games? No problem! You'll still get the bundle discount on the other game.

https://store.steampowered.com/bundle/42614/Pioneers_of_Pagonia__Desynced/

What's Pioneers of Pagonia?

Pioneers of Pagonia is a city-building game focused on exploration, discovery, and reuniting the fantastical islands of Pagonia. Build a flourishing economy with over 40 buildings and manage more than 70 types of goods. Send out your pioneers to discover untouched lands, find hidden resources, and explore secret places. Unite with scattered tribes, protect your population from threats, and experience the vibrant world of Pagonia where your decisions shape the lives of thousands of inhabitants.


***

Our collaboration came from a shared love of game design and a mutual respect between our development teams. As we got to know each other's work, we realized that fans of Desynced would likely enjoy the exploration and building challenges Pioneers of Pagonia offers.

So, if you’re already enjoying the strategic gameplay of Desynced, why not expand your adventures to the islands of Pagonia? And if you’re new to both, there's no better time to dive in and see where your skills take you.