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[Hotfix] Silica V0.9.1

[p]Greetings Everyone!

Firstly, we'd like to thank you for the overwhelmingly positive reaction on Steam, our Discord server, and our social media channels, as it truly means a great deal to us![/p][p][/p][p]As this also marks the last update of 2025, we would like to wish you great Christmas holidays and a happy new year - we'll see you with more updates in 2026! [/p][p][/p][p]Now, let's jump into some hot fixes and changes coming with the 0.9.1 version of Silica.[/p][p][/p]
  • [p]Fixed: Massive performance loss on minimap with many units and structures[/p][p][/p]

[Update] Silica V0.9 - Unit split

Season's greetings everyone!

In the spirit of Christmas, we want to share our thanks for your glorious support by releasing one massive update to close off the year. It is truly giant, featuring the long-awaited Unit Split, completely differentiating the two human factions, Centauri and Sol. This adds a total of 21 new units and 13 new structures, fully nailing down the distinction between the two.

[previewyoutube][/previewyoutube]

Performance is also greatly improved thanks to a plethora of optimizations leading to much smoother gameplay, even on older systems.
But that is not all, and so to keep things simple and intuitive, here is a rough rundown of what to expect in the update:



  • 21 new units, 13 new structures, completely differentiating the two human factions.
  • 2 new maps to play on (Crystal Chasm and Whispering Plains).
  • FPS Commanding (using the F key), which allows you to group up with fellow units in the battlefield when playing as boots on the ground infantry and aliens.
  • Massive improvements to Sandbox, laying the foundations for custom mission creation soon.
  • Vast performance optimizations, boosting the experience overall.
  • Numerous configurable options for Strategy, from starting distances to tech tier limits.
  • Overhauled main menu to better distinguish the various forms of play.
  • Revamped vote screen and role selection UI.
  • Deep structure foundations allowing significantly improved structure placement.
  • Unlinked structure decay, where structures degrade/die when not connected to a HQ or Nest.
  • Balanced structure health, making back and forth exchanges more common and enjoyable.
  • Tech tier system now based around the team rather than structure, dropping to 0 if the Research Facility is destroyed but returning to previous level when rebuilt.
  • Harvester improvements to prevent them getting stuck on Refineries.

With this update live, we now deep-dive entirely into AI and the Campaign, laser-focused on delivering a polished experience for 1.0, which we expect to release sometime next year.
So on that note, enjoy the update — and once more, a giant thank you for supporting us and believing in us. We truly are eternally grateful.

Kind and sincere regards from the dev team!



Silica V0.9.0:

Known Issues:
AI infantry cannot be commanded into vehicle transports yet
AI collision avoidance is still heavily work-in-progress
AI occasionally builds structures with their exit blocked, leading to unit pile-ups

Gameplay:
Added: Structures degrade/die when not linked to a HQ/Nest
Added: Inviting and commanding AI units (up to 8) to your group as FPS player
Added: Deep foundations to all human structures, vastly improving placement
Added: Aim compensation for alien turrets (such as the Scorpion's tail)
Added: Destroy structure button for RTS Commander
Added: All Game Master UI elements are now draggable windows
Added: Refinery ramps are disabled if in the air (only 1 max)
Added: Strategy game mode match variables (starting/map resources, tech tier limits, starting distance)
Changed: Intro to Silica mission is now from the POV of Centauri faction
Improved: Jump/fall speeds of infantry and aliens for a better feel and movement control
Improved: Overhauled starting locations in all maps
Improved: Detach from wall-walking as alien when trying to walk perpendicular to wall surface
Improved: New starting spawn algorithm for Strategy game mode for fairer positions

Optimization:
Added: Texture streaming to terrain surfaces
Fixed: Massive performance loss from turrets performing line of sight checks on complex structures
Improved: Objects and projectiles no longer use light probes, dramatically improving performance
Improved: Projectiles do not show model nor shadows when farther away
Improved: Structures use combined LOD groups for improved performance
Improved: Structure lights optimized by enabling them only if within distance of camera
Improved: Drawing of crystal fields optimized
Improved: Alien structures do not cause navmesh recalculations
Improved: Construction sites do not cause navmesh recalculations
Improved: UI Map icons outside of the view range are no longer calculated
Removed: Custom camera culling of structures which caused stutters

AI:
Added: Aliens will try destroy destructible objects if it blocks them
Fixed: Units would sometimes incorrectly aim with the first shot with arcing projectiles
Fixed: AI would sometimes not shoot at a target when their aim tolerance was low
Fixed: Alien flying creatures getting stuck often
Fixed: If Harvesters are stuck when docking the Refinery, they are teleported
Improved: Alien creature navigation through crystal fields
Improved: Alien creature obstacle avoidance

UI:
Added: Bomb bay view and impact location indication for aircraft with bombs
Added: Pings are visible on the map
Added: Indication that a structure is not linked (alien and human)
Added: Time scale display to bottom right
Added: Clicking the HQ icon shows all construction options
Added: RTS minimap alerts for important events
Added: Pulsing of structure icons on RTS minimap if unlinked
Fixed: Numerous RTS UI issues in Sandbox
Fixed: Menus sometimes getting stuck after repeatedly opening and closing them
Changed: Large FPS minimap shows while TAB is held down
Changed: Small FPS minimap view distance to fixed 350m radius
Changed: Chat is now accessible even when no team is chosen
Improved: Overhauled main menu with better categorization

Technical:
Fixed: Sandbox Game Master can now hear/talk to all players in voice chat
Fixed: Vehicles with scaled wheels incorrectly calculated spin, resulting in incorrect speed
Fixed: Desynch in sleeping wheeled vehicle position versus physics position when nudged
Fixed: Projectiles could hit owner when moving at speed (Dragonfly)
Fixed: Goliath was easy to kill with area damage due to disabled obsolete weak point
Fixed: When a unit was teleported it would sometimes snap back to the previous position
Fixed: When a unit exited a vehicle it would sometimes be inside it and take damage
Fixed: Numerous save/load issues in Strategy
Fixed: When a save was double-clicked in the load menu, it loaded the save incorrectly
Changed: Upgraded to Unity 6000.0.58f2 to utilize numerous improvements and fixes

Multiplayer:
Added: Multiple player teams are now possible in Sandbox
Added: Support for binding server to input IP via XML
Added: Option to cancel joining a server in the popup
Added: ExitServer command for server admins
Added: UnlinkedStructures command for server admins to disable structure decay for a given team
Added: Setting of ports via command line args
Optimized: Dedicated Server match will end round and restart after 5 minutes of no players present

Balancing:
Added: Turrets are disabled if their structure is unlinked
Added: Structures pause production if they are unlinked
Added: Structures cannot be repaired if structure is unlinked
Fixed: Build queue is cancelled when structure is destroyed
Fixed: When teleporting via Teleport Station, you could remain concealed
Changed: General rebalance of many human units given the Sol/Centauri split
Changed: Passive repair speed reduced
Changed: Passive repair only to 50% of full health instead of 75%
Changed: Active repair speed reduced
Changed: Reduced cost of active repair
Changed: Tech Tier system no longer based on structure but team
Changed: Tech Tier drops to zero if no Research Facility/Quantum Cortex built, but returns once rebuilt
Changed: Halved all structure health
Changed: Increased accuracy of Heavy infantry rockets
Changed: Removed restriction of building within enemy build radius
Changed: HQ build range increased to 600m
Changed: Shocker accuracy and range increased


"The palms gently rustled in the morning wind as the heat of Baltarus ramped up, the majestic flags of Sol, our home, swaying in the breeze. The warm silence left a certain sense of unease. Not a moment passed before we received the distress call. The Centauri had launched a massive assault. It was our saving grace that a Dropship arrived just before the enemy reached us, taking us to safety. We lost many good men in that defence, their sacrifice will not be in vain."
-- Arcturus' Pledge, Battle of the Whispering Plains



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[Update] Silica V0.8.144

Get ready as update V0.8.144 just dropped, and it’s packing some handy new features and fixes.
  • Sandbox players can now set rally points
  • AI pathing got a brain boost
  • The map just got way more interactive with fresh ping tools.

Oh, and did someone say Sol Research Facility? (Cheaters only—for now.)
Full patch note below:
 Silica V0.8.144:

Gameplay:
Added: Rally points for UnitGenerators in Sandbox

AI:
Improved: Smoother AI pathing

UI:
Added: Pinging on large map
Added: Pinging units directly via map
Added: Name of pinger and pinged target to ping icon display
Added: Simple tooltips for map icons in Full screen map
Improve: Generator Settings in Sandbox (Clear separation between Generator Properties)
Fixed: Problem when UI in Arena changed when another player joined
Fixed: Missing ammo display for vehicles in Arena
Fixed: Centauri UI for Centauri units in Arena

Technical:
Fixed: Super high mouse sensitivity when the keyboard language layout was changed
Fixed: Mouse sensitivity setting being applied multiple times
Fixed: Saving of UnitGenerators in Sandbox

Multiplayer:
Fixed: Stored admins were not given admin rights when they joined

Units/Structures:
Added: Sol Research Facility (cheat-spawn only for now)



We’d love for you to jump in, test things out, and share your feedback. Let us know if you encounter any issues—your input helps shape the game!
See you on the battlefield!



Or on our other social media channels:









[Update] Silica V0.8.143 - Collision Avoidance

[p]The scorching rays of Dan’s Star seared my face as I watched the lumbering beast make its way across the chasm, a testament to human ingenuity. On Baltarus, even the evening sun is torture.
My guard up I stood fast as the final Harvester screeched to a halt and lowered its bucket-wheel mining apparatus, preparing to excavate. The day was long and arduous, just like the one before it. The unforgiving sands swept across my visor, etching wide contours akin to the abundant dunes beyond.
The Barracks provide a brief but welcome respite from this hell before once more heading into the fray. But I am lucky, my deployment concludes this solar cycle, and I shall once more walk the green grasses of the Grand Capital. I am ready to leave this place.
[/p][p] -- Final Entry, ‘A Tour of Duty’ by Elite Captain Brenn of the Heavy Ordnance Unit[/p][p][/p][p]Summer greetings from the dev team![/p][p]Today’s update introduces an overhauled main menu, vastly improved respawn screen and revamped in-game map with panning and zooming. Most importantly though, this update features the first implementation of collision avoidance for vehicles, preventing Harvesters from making love. This turned out to be a massive task and the AI overhaul continues, with quality-of-life improvements to RTS mode on the way as well. [/p][p]We are also excited and looking forward to releasing the next major update soon, featuring the Sol/Centauri split, which will see distinct units and structures between both human factions, as well as a pleasant surprise to be announced alongside the update.[/p][p]A lot to look forward to as we steadily progress towards 1.0 and as always, your feedback is incredibly valuable. [/p][p]Thank you, take care and see you on the surface![/p][p][/p][p]Silica V0.8.143:[/p][p][/p]
Gameplay:
Added: Placeable unit generator/spawner to Sandbox for constantly spawning units
Added: Heavy Tank and Strike Tank to Arena
Fixed: Select main building keybind
Fixed: Start Sandbox in Playing state instead of Staging, to avoid confusion
Fixed: Building icons incorrectly rotated in small minimap
Fixed: Unclickable save scenario UI in Sandbox
Improved: Better gamepad support for in-game map and Respawn menu
Improved: Rift Basin Human spawn point moved up from South-West corner
Improved: New access routes down into center of City of Naraka

AI:
Added: Collision avoidance to all land vehicles

UI:
Added: Gamepad support for main menu
Added: Faction status added to in-game map
Added: Player list for Gamemaster in Sandbox
Added: Object Settings Screen in Sandbox
Added: Talker info to dialogues in Prospector and Intro missions
Improved: Overhauled main menu UI
Improved: Overhauled respawn menu
Improved: Overhauled map (M key) with zoom and pan support
Improved: Centauri RTS UI
Improved: Sandbox Gamemaster and BuildMenu UI
Improved: Ignore whitespaces in Build menu search box

Technical:
Added: Dynamic Placement in Sandbox which allows placing any object anywhere (and attaching to other objects)
Improved: Reworked the controls action map system
Fixed: Added Construction Sites to saving
Fixed: Missing directory when opening load screen the first time
Fixed: Update Position of Respawn Options in Sandbox when Spawnpoint is on moving objects
Fixed: Infantry could friendly fire each other

Multiplayer:
Fixed: Several issues in Sandbox Objective syncing
Fixed: Players in Sandbox are sent back to respawn menu when GameMaster deletes their unit
Fixed: Eject Player Units in Sandbox when deleting Vehicles

Balancing:
Changed: Starting locations in City of Naraka
Changed: Balterium/Biotics balance in City of Naraka

Visual:
Improved: Completely new main menu scene
Fixed: Documented holes in Rift Basin
Fixed: Documented holes in Monument Valley
Fixed: Volumetric fog quality

Audio:
Improved: UI button highlight and click sounds
Fixed: Death music no longer plays when direct controlled unit is destroyed

Units/Structures:
Added: Sol Hover Harvester (cheat-spawn only for now)
Added: Sol Ultra-Heavy Vehicle Factory (cheat-spawn only for now)
Added: Sol Light Vehicle Factory (cheat-spawn only for now)
Added: Sol Barracks (cheat-spawn only for now)
Added: Sol Refinery (cheat-spawn only for now)
Added: Sol Radar Station (cheat-spawn only for now)
Added: Sol Silo (cheat-spawn only for now)
Added: Centauri Strike Tank (cheat-spawn only for now)
Added: Centauri Heavy Tank (cheat-spawn only for now)
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We’d love for you to jump in, test things out, and share your feedback. Let us know if you encounter any issues—your input helps shape the game!
See you on the battlefield!


Or join us on our other social media:

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[Update] A new look!

Hey everyone,
A brand-new update has just landed in Baltarus, and it brings some exciting changes!
Our main beat with this update is the brand-new UI changes!
This update will make the interface visually appealing and more intuitive providing a better experience while fighting for resources on Baltarus or exploring a new map!
Massive shoutout to Aleksander "Koji" Karlov for his incredible work! GG, Koji! ❤️
🌍 Introducing Black Isle!
One of the biggest highlights of this update is the addition of Black Isle, a brand-new battlefield on Centaurus. Prepare for intense combat as you explore its rugged terrain and uncover new strategic possibilities.

Upgrade to unity 6.
We’ve upgraded to Unity 6 for better performance, so now when you miss a shot, you can’t blame lag! (Don’t worry, you can still blame your teammates. That’s tradition.)

Zoom for vehicles.
You asked, we delivered! Vehicle zooming is finally here! Now you can sit back in your tank, take aim, and pick off those pesky aliens from across the map. Tactical camping has never been this satisfying.

Finally, we implemented a few other quality of life changes:

🚀 New Features & Enhancements
• Save/Load System (Work-in-Progress) – We’re rolling out an early version of save/load functionality—let us know your thoughts!
• Improved Alien Node placement
• Structure repair (active and passive)
• Structures placement displaying the range
• Human ability to build restricted to the area around the HQ
• Halved construction time and faster respawns.
• Map Tweaks – Resource locations and starting positions have been reshuffled across most maps for a fresh strategic experience.
• Tech Level Expansion – Tech levels now go from 4 to 8, unlocking new layers of depth in your battles.

[previewyoutube][/previewyoutube]

Silica V0.8.138:

Gameplay:
Added: Initial version of structure repair (passive and active, WIP)
Added: Camera panning to RTS mode via holding RMB (WIP)
Added: Black Isle map
Added: Vehicle zooming
Fixed: Rifleman wasn't constructible in Siege
Fixed: Sandbox set Gamemaster Team to proper faction team when using Direct Control
Fixed: Sandbox was missing some units
Improved: Sun intensity reduced when looking towards the sun
Improved: Alien node placement overhauled, allowing placing in explored areas and placing even if previous is incomplete
Improved: Spawn as any unlocked infantry if you have it researched in Strategy
Improved: Smooth camera transition between getting in/out of vehicles
Improved: Smooth camera transition between switching to/from direct control in RTS mode
Improved: Vision mode is retained when entering/exiting vehicle
Improved: Camera RMB panning in Commander view

AI:
Fixed: AI ranged weapon targeting sometimes failed, refusing to fire

UI:
Changed: Alien FPS and RTS UI entirely overhauled
Changed: Sol FPS and RTS UI entirely overhauled
Changed: Centauri FPS and RTS UI entirely overhauled
Changed: Direct control post-process effects fade away over 2s
Changed: Improved respawn menu visuals
Improved: Direct control post-process effects
Improved: UI is hidden on death
Improved: RTS Harvester/Shrimp indicator now also shows total number
Improved: FPS target/waypoint indicators
Added: UI tooltips to control groups, selected units and repair
Added: Staging and End screens for Sandbox
Added: Repairing indicator to structure outlines
Added: Maximum placement range display to all structures
Added: Blur effects for some UI elements

Technical:
Changed: Upgraded to Unity 6
Changed: Default memory budget sizes to prevent clurred out textures
Added: Save/load system for singleplayer (very WIP!)
Fixed: Special UI not showing on first select in Sandbox
Fixed: Projectile hit detection sometimes failed on characters or aliens
Fixed: Sync Sandbox Gamestate on player connect
Fixed: Decals were not shown on terrain in Monument Valley
Fixed: On character death in vehicle, hands were up
Fixed: Player characters are no longer thrown out of destroyed vehicles
Fixed: Aliens sometimes slid across the ground after death
Fixed: Players sometimes spawned under terrain in Sandbox
Improved: Infantry death view is from head bone

Multiplayer:
Changed: Show '-' instead of '999' when ping cannot be gotten for servers
Changed: Strategy game mode FPS respawn time from 10s to 5s

Balancing:
Changed: All unit and structure construction times reduced by half
Changed: Alien technology upgrade times set to same as human
Changed: Infantry unit cap reduced from 100 to 50
Changed: Infantry unit cap costs changed from range of 1-8 to range of 1-2
Changed: Alien Node build time from 5s to 10s
Changed: All human structures (except for HQ and Outpost) maximum build range to 500m from HQ
Changed: HQ maximum build range to 1.5km from another HQ
Changed: Outpost max build range to 1km from HQ
Changed: Tech levels changed from 4 to 8 for all factions
Changed: Can no longer place structures near enemy structures
Changed: Heavy Armored Car turret pitch up max from 50deg to 30deg
Changed: Railgun Tank turret pitch up max from 30deg to 20deg
Changed: Headquarters cost from 4500 to 7000
Improved: Great Erg starting positions and resource locations
Improved: Badlands starting positions and resource locations
Improved: Rift Basin starting positions and resource locations
Improved: Monument Valley starting positions and resource locations

Visual:
Fixed: Monument Valley texture holes
Fixed: Construction effect light intensity and slowly moving in world
Fixed: The Maw gas cloud obscured Commander view too much


⚠️ AI Collision Avoidance – Still in the Works
We’re making progress on AI collision avoidance, but it’s not quite ready for prime time yet. Stay tuned for future improvements!
We’d love for you to jump in, test things out, and share your feedback. Let us know if you encounter any issues—your input helps shape the game!
See you on the battlefield!



Or join us on our other social media: