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Distant Worlds 2 News

Base Game Races Evolution

Refreshed Base Game Factions
Welcome to a new Developer Diary and thank you for your interest in Distant Worlds 2.
This diary focuses on the upgrades and updates we’ve been making to the base game factions since the release of the first Distant Worlds 2 Faction DLC. We’ll discuss the key new features for each refreshed faction and what’s coming in the future.

Faction Gameplay
When we released Distant Worlds 2, we had already differentiated our factions from each other more than they ever were in Distant Worlds 1, with far more unique 3D ship sets, faction exclusive storylines and artifacts and gameplay features. However, it quickly became clear that players wanted us to make the faction themes stronger and call out their differences even more. With the first Faction DLC, we set a new benchmark for Faction gameplay and differentiation with the Ikkuro and Dhayut factions. We also promised the community that as time allowed, we would upgrade the base game factions to that same new standard in our free updates.

In most cases, this means that we added new conditional gameplay features, revisited unique techs and tech trees, refreshed ship textures and fixed any model issues, added some new features and abilities and character traits and so on. The design process is very similar to what we go through for the DLC factions, just building on an existing base.
We also periodically tweak factions and make fixes to issues we find with them over time and that will continue going forward.

[h3]Humans[/h3]

The Humans, as the most played faction, were in the first group of two to get a refresh, in April, 2024. Humans are designed to be a faction that is decent at many playstyles, to be friendly to new players who are exploiring all parts of the game. First, we took the old faction events that were just on a timer and turned them into conditional events which are based on gameplay and then we added some new ones.

The Great Art Exposition now gives you a boost to Trade and Tourism and Income when you sign a Free Trade Agreement or build a new Resort Base.
Heightened Security gives you the option to “spend” a spy in exchange for a significant boost to counter intelligence when your enemies complete intelligence missions against you.
Hero of the Hour gives you a free quality Admiral or General if another empire declares war on you.
Perhaps the keystone feature for Human is New Worlds, which helps incentivize early exploration and colonization towards the Human goal of colonizing all Continental worlds, by granting a free Colonization tech advance (once per planet and only up to Tech Level 4) when you colonize or conquer a new Continental world.


The tech tree was also revisited, rationalizing the tech paths for the unique Human Hail Cannons, Bulwark Missiles and Gyrfalcon Interceptors, removing redundant tech in the process.
A new facility, the Foundation for Galactic Cooperation, reinforces more peaceful playstyles, while a boost to the size of Human Carriers emphasizes the theme that they do like to build towards Carrier-centered fleets.

As you can see, however you like to play your Humans and with whatever government, there’s something new there for you.
As a last bonus, we upgraded the textures on all the Human ships and stations.

[h3]Mortalen[/h3]

Unlike the Humans, the Mortalen are much more specialized towards war, but are a more disciplined and honorable faction than many other warlike factions in the game. We also noticed that in general, they were lagging a bit behind the other factions in terms of their actual performance.

Their military theme focuses on having the best military leaders, the best troops and generally being better at actually successfully fighting a war than other factions. As part of this, they gained the following new conditional gameplay features, some new and some converted from older timer-based faction events.

Warrior Wave: When you declare war obtain a 2 year boost to Mortalen Population Growth along with your choice of either a large Troop Recruitment Rate boost or a Troop Attack Strength boost
Patriotic Wave: When war is declared on you obtain a 2 year boost to Mortalen Population Growth along with your choice of either Colony Coruption Reduction or War Weariness Reduction
Know Your Enemy: When you invade and conquer an enemy world choose a 2 year boost to either Espionage and Counter Espionage or Targeting and Countermeasures
Prove Yourself: Periodically choose between 2 characters (from Leader, Admirals, Generals) to undergo a trial by arms. If successful (about 75% likely) the selected character gains a positive trait, otherwise a negative trait.


Mortalen also love armor, so we increased their Armor Research, gave all their ships and spaceports +1 to their Hull Reactive Armor and gave them a new tech tree and armor component called Block Armor which is a bit tougher than standard armor components.
We also rationalized their existing unique techs, which are a unique Pulse torpedo and a better maneuvering thruster, to make sure they were accessible earlier.
Their troop experience gain was also boosted across the board and their ships and stations received a new coat of paint.

Finally, there were a number of issues with the at release Mortalen victory conditions. We fixed all of these issues and made sure they could compete well with other factions when it came to faction-specific victory conditions.

[h3]Boskara[/h3]

The Boskara were already a fairly strong faction before their refresh and they are also typically the chief allies of the Shakturi and the most aggressive faction in the galaxy. We decided to give players more of that aggressive warlike theme, so that if you want to thrive in a near-constant state of ruthless war, the Boskara would be for you. Unlike the Mortalen, they care little for honor or discipline, but they excel at driving themselves into an aggressive frenzy.

Along with the bonuses in the direction of war, there are some limitations. The Boskara build quickly and aggressively, with little focus on Damage Control – pretty much all of their focus is on Damage Output. As a result, once their ships start taking damage they are not as sturdy as those of most other factions. If they are at peace, they also run the risk of turning on themselves in a bout of Crazed Cannibalism which will cause a 10% population loss at the affected world.


They also gained a small economic advantage due to their nature, revealing an additional resource on the Volcanic colonies they love best as a result of their extensive tunneling and getting a mining-focused leader trait. Similarly, they can build a unique Weapons Lab that is linked to the planetary core, boosting their Weapon Research further than most factions, but at the cost of damaging the planet (not something the Boskara typically care much about).


Their main advantages relate to the ability to obtain a “Warspawn” admiral or general when declaring war. Though this also effectively puts other empires on guard against you, it lets you very rapidly trigger a War Spawning, which immediately converts some of your population to troops, a unique advantage no other faction has. The Total War ability also speeds both ship construction and troop recruitment, though again at a cost to the planet itself due to unchecked military industry.

Finally, if they Boskara succeed in conquering an enemy homeworld, they gain a massive 20% boost to their happiness for 10 years, helping fuel their next war.
Along with all this, we did give the Boskara ships a texture refresh to both fix texture issues and make them a bit more menacing.

[h3]Zenox[/h3]

The Zenox are a very unique faction in the galactic lore and we had previously called out those aspects in their faction story and some bonuses, but never as much as we really would have liked or as much as players wanted. In addition, their ships and stations were nice to look at up close, but at the zoom level most players uses, they looked bland and uninspiring. We decided from the start that the Zenox would get a major effort on the art side to improve the look of their ships and stations, inspired by the Zenox mega-ship that released in the Return of the Shakturi expansion. We also wanted to really bring out their efforts as galactic lore keepers along with their cunning nature.
All Zenox ships and stations now begin with +10 Stealth built-in, which reduces the range at which they can be identified and detected and stacks with Stealth components, such that they can be the most sensor-evading faction in the game should you choose to play to that strength.
They also gain faster exploration and better hyperdrive jump accuracy as a result of their ancient star charts.

When they investigate an ancient ruin, a bunch of things can happen now, which can boost happiness, research, diplomacy or intelligence depending on the player’s choices. If you establish a colony on a planet with ancient ruins, you can now choose to Preserve the Ruins, either converting them to a free Governance facilty or gaining a boost to the existing Ruin bonuses.


Zenox also now have the ability to mount an expedition to search through their ancient archives to see what new information they can find when they have money to spare. This can give a variety of benefits, including revealingn previously unknown important galactic locations. We recommend doing this as often as your budget allows, especially in the early and middle parts of the game.
The Zenox unique techs were also rationalized and made accessible earlier in the tech trees, as well as adding in a new improved Megatron Planetary Shield facility and a much extended Crystal Sensors tree that now includes both short and long range sensors.

New possible character traits such as Archivist, which gives a boost to research and can be gained from investigating major ruins, round things out. If you want to focus on galactic lore, exploration of ruins, stealth and the manipulation of your enemies, the Zenox may be the right faction for you.

What’s Next?
Next up we have the Teekans and the Haakonish, coming by the end of this year. The Teekans are due for a significant ship and station texture refresh, the Haakonish more just some fixes to texture issues. Both are trade-oriented factions, with the Teekans being much more nomadic and the Haakonish more xenophobic and mercantilist. These elements will be features in their refreshed gameplay.

The last to be refreshed will be the Ackdarians who don’t need much help in terms of their ships and stations but their skills as the galaxy’s master architects (especially of ships and stations) will get much more attention. When they arrive in 2026, that will complete our tour of the Base Game Factions, though we’ll continue to revisit all factions all as time goes on for tweaks, fixes and improvements based on player feedback.
If you read through all of this, thank you again for your interest and let us know if you have any questions regarding the factions in Distant Worlds 2.

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Tactics Update is now available

We're excited to announce that a major update, the Tactics Update, is releasing today.

This update brings significant improvements to fleet management, making your tactical decisions easier and more effective than ever. Here's what's new:
  • More intuitive fleet tactics settings
  • Improved default fleet tactics;
  • The ability to upgrade fleet templates;
  • Smarter and more efficient fleet top-up mechanics;
  • Plus: various fixes and improvements based on your feedback following the Control Update and its manual play enhancements.


A full changelog is available here.

Don’t miss the stream with Erik Rutins, producer and co-designer of Distant Worlds 2, who will showcase the new update at 6:30 PM UK time. Watch it here.

If you haven’t picked it up yet, now’s the perfect time: the Legacy Bundle is currently 20% off, instead of the usual 10%!

On April 3rd, we released the new Atuuk and Wekkarus DLC. Did you miss it?

EXPAND YOUR GALAXY:
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AMA with the devs

To celebrate the release of the new DLC Factions Atuuk and Wekkarus we are hosting a special Ask Me Anything (AMA) with members of the Distant Worlds 2 development team: Erik Rutins – Producer and co-Designer, Max Klose-Ivanov - Associate Producer, Elliot Gibbs – Developer and Designer, and Edmon Jenkins – Community Manager of Slitherine.

You can join the AMA right here: r/pcgaming

[h3]Date: Monday, April 14[/h3]
[h3]Start time: 7 AM CEST / 6 AM BST[/h3]

The team will be answering your questions about Distant Worlds 2 – its past, present, and future – as well as sharing insights on:
  • The making and evolution of the Distant Worlds 2 franchise;
  • Game design and development behind the scenes;
  • Slitherine Group and Matrix Games’ approach to publishing strategy games.

Come ready with your questions – the team is excited to interact with you!

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Distant Worlds 2: Factions - Atuuk and Wekkarus is out now

The galaxy just got even more diverse. The Atuuk & Wekkarus DLC has officially launched for Distant Worlds 2, introducing two brand-new factions with unique abilities, mechanics, and playstyles.
It is now your choice whether to join them, ally with them, or fight them.

[previewyoutube][/previewyoutube]

[h3]THE ATUUK[/h3]
The youngest starfarers of the galaxy, the Atuuk are highly sociable and thrive under their cyclical Great Direction, a powerful societal focus that grants immense benefits in research, combat, and more. They are also the first faction to be completely immune to psychic effects, making them an invaluable ally against factions like the Shakturi.

Unique Features
[expand]
  • Unique mechanics tied to the Atuuk Great Direction – a cyclical change of focus for Atuuk society that greatly improves their abilities in a singular area of their empire, ranging from improved research to greatly enhanced combat strength, and many more, while also providing an increasing number of victory objectives to prove their greatness to the galaxy. Periodically, Atuuk will need to choose a new Great One from a pool of their own marked with Great Potential to lead them on their Great Direction. Some Atuuk may have reservations on the direction the Atuuk are taking with Direction Doubt, though this is only temporary.
  • The Atuuk are a happy faction that plays well on the galactic diplomatic stage, though they are naïve, gullible, and quite dim-witted, which means they don’t excel in any particular area when not following one of their special Great Directions.
  • Additional and surprising bonuses and effects when pressing the big glowing Red Button on their science stations.
  • Atuuk construction standards aren’t quite up to snuff compared to the other galactic players, so their ships will experience unexpected malfunctions while traversing the galaxy.
  • Bonuses to combat when outnumbering their opponents when fighting on the planet surface. There are a lot of Atuuk!
  • The Intergalactic Welcome Center makes the Atuuk empire more attractive for all migrants and tourists, thus strengthening the bonds of interstellar understanding.
  • Collection of Great Things – a unique facility that gathers all the wondrous things the Atuuk have gathered in their travels and exploration that improve their overall happiness and research.
  • Special thematic Character Traits for their entire lineup of characters bringing out the flavor of the Atuuk faction.
  • Their unique story gives them an advantage when dealing with some of the factions in the galaxy to help them form strong bonds and long-standing treaties.
  • Atuuk are the first faction to be completely immune to psychic effects, making them a useful ally for anyone fighting psychically-capable factions.
[/expand]

[h3]THE WEKKARUS[/h3]
Ancient and enigmatic, the Wekkarus draw upon the strength of their ghostly ancestors, summoning spectral ships and troops to aid them in battle. Their deep knowledge of the galaxy grants them superior research, mining capabilities, and access to unique technologies such as the devastating Pulse Wave Cannon and enhanced defensive systems.

Unique Features
[expand]
  • In times of stress, during combat in space and on planet surfaces, as well as certain character actions, the Wekkarus summon their ancient Ancestors for aid. In combat, these ancestors will manifest as “ghost” ships and troops that can tip the scale in the Wekkarus’ favor. Character Ancestors will either manifest at a location that most requires their aid or will provide boons to strengthen diplomatic ties or protect their spies from danger.
  • Due to their ancient mastery of space travel, their ships are faster and harder to hit, but are more delicate and fragile when taking hits. This also makes them more adept at new engine technologies.
  • The Wekkarus have a slew of unique technologies for their ships, including their signature Pulse Wave Cannon, the high-powered Constrictor tractor beam, and special shield enhancement component – the HydroCore Capacitor.
  • Living in the dark depths of Ocean and Deep Ocean planets, the Wekkarus have bonuses to counter-espionage and mining rate. Their unique habitats allow them to dig into the cores of the planets they live on and discover previously hidden resources.
  • Defensive Caverns facilities make the Wekkarus a tough nut to crack for any invading force, while unwelcome spies will find themselves lost in the labyrinths of Wekkarus cities.
  • The special Wekkarus connection to their ancestors will occasionally improve the skills of their scientists, letting them uncover hidden knowledge more quickly.
  • Special exclusive Spy and Scientist traits accenting Wekkarus secrecy and otherworldly wisdom.
  • Powerful unique artifacts will reveal themselves in the Wekkarus story, which directly strengthen the connection to their ancestors. The artifacts have basic effects for any faction that lays claim to them, though only the Wekkarus can utilize their true power.
  • Due to their mysterious origins and unique biology, Wekkarus are more resilient to the effects of psychic weapons and abilities than most other factions of Distant Worlds 2.
[/expand]

Join the Associate Producer for Distant Worlds 2, Max Klose-Ivanov for an in-depth DLC showcase stream and see these powerful factions in action: [previewyoutube][/previewyoutube]

The Galaxy lives on


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Distant Worlds 2 - Factions Recap

We began our expansion of the galaxy with the release of our first DLC on March 16, 2023, introducing the Ikkuro and Dhayut factions.

The first of two factions to be added were the Ikkuro. The Ikkuro prize life and harmonious coexistence above all else. This philosophy of peace gives the Ikkuro an edge in colonization and terraforming, letting them get more out of the planets they settle compared to other factions of the galaxy. They can become an economic powerhouse, with highly developed planets and large boosts to happiness, especially when paired with their unique Harmonious Utopia government.

While the Ikkuro may be averse to conflict, they are certainly not toothless when it comes to defending their peace-loving ways. Once they really get going, the Ikkuro have some of the most durable and imposing ships. Unlike the usual space fleets of metal warships, the Ikkuro utilize organic materials to, in part, grow their ships with self-repairing hulls. This makes Ikkuro fleets tough nuts to crack as they shrug off more punishment than most.

[h3]IKKURO [/h3]


Key features
  • Harmonious Utopia Government focuses on happiness and increases immigration, recreation and medical capabiltiies
  • Bonuses to Damage Control, Plague Curing and Troop Recovery
  • Consensus Diplomacy means they are slower to agree to treaties, but value long-term relationships more
  • No access to Bombardment weapons
  • Biome Shaping facilities replace the default Terraforming Facilities
  • SF27 Organic Hull (best self-repair of all ships), Fusion Beams (increased rate of fire beam weapons), Splinter Pods (longer range assault pods)
  • Larger Colony Ships
  • Special exclusive Leader and Ambassador traits focused on happiness, diplomacy and growth
  • Special conditional events Respect for Life, Secrets of Life, Protection of Life and Disharmony reward non-aggression and colonization, but punish war, bombardment and extermination
  • Larger than usual Colony Ships and improved suitability across most planet types.


Unlike the Ikkuro who strive to live in harmony with the various players of the galaxy, the Dhayut prefer to impose their will and enslave the peoples they conquer. Paired with their unique Surveillance Oligarchy government and facilities, the Dhayut become masters of exploitation. Their spies are second-to-none in espionage with additional unique missions and they can extract more value from their enslaved colonies, letting them fuel their war machine for further conquest and profit.

Dhayut ships themselves while quite cool are not exceptional in terms of their bonuses, but there’s a distinct technology that makes Dhayut fleets on a level of their own - the Velocity Drive. This is the fastest hyperdrive component, giving Dhayut empires unprecedented levels of speed and responsiveness. Their conquering fleets move swiftly into unexpected positions to strike out at vulnerable colonies while their security forces quickly form up to repulse interlopers and other threats. Be wary of nearby Dhayut empires as you may find that out of nowhere your colonies are besieged by their fleets!

[h3]DHAYUT[/h3]


Key features
  • Surveillance Oligarchy Government focuses on sensors and adds a unique Internal Stabilization intelligence mission which reduces war weariness and corruption
  • Bonuses to Hyperdrive Research, War Weariness and Ground Attack Strength
  • Special Enslavement Control Facility improves the Slavery Population Policy
  • Special Terminal Operations Center Facility improves success chances on difficult Intelligence missions
  • Access to two special Intelligence Missions: Influence Empire and Capture Base.
  • Influence Empire allows them to shift the relationship of two other empires relative to each other
  • Capture Base allows them to take control of another empire’s space station
  • Velocity Drive Hyperdrive (fastest hyperdrive in the galaxy)
  • Larger Monitoring Stations
  • Special exclusive Leader and Spy traits focused on counter-espionage, slavery and assassination
  • Special conditional events Disinformation and Network Effects mean succeeding at Deep Cover missions makes the target like the Dhayut more and succeeding at any of the more difficult Intelligence Missions gives them a bonus to other missions against that same faction for the next year
  • Their paranoia leads to periodic purges of disloyal members of Dhayut society.


But we didn’t stop there. Next, we launched the Quameno & Gizureans DLC, bringing two more unique factions into the universe.

The Quameno are perhaps the most specialized faction yet that we have added to the current Distant Worlds 2 roster. Their singular purpose is to solve the puzzles and mysteries of the galaxy through research specialization, even at the expense of other areas of their empire or when interacting with neighbors. They may not grow or expand as quickly as other factions, but you can bet they will have an edge in whichever technology areas they set their mind to.

The Quameno focus on research in itself is a massive advantage to their fleets, as they will likely have the latest weapons, defense systems, and sensors to overpower opponents who may only be scratching the surface of their potential. The Quameno also bring with them the best reactor in the game - the NovaCore reactor, which directly powers their highly resistant Bubble Shields. This powerful pair of components gives the Quameno an added layer of resilience and efficiency in designing their ships to punch above their weight class.

[h3]QUAMENO[/h3]


Key features
  • Geniocracy Government starts with better Research Labs and provides the largest research bonus of all government types, at the expense of other areas, including being unable to fund bonus colony growth. Also has the option for additional benefits whenever a research breakthrough or research critical failure happens.
  • The Quameno also are the most gifted researchers in the galaxy, though their single-minded focus also means that they are limited when it comes to concurrent research
  • Additional bonuses when they find new research locations or build new research stations
  • Some temporary penalties due to distraction when treaties are signed or populations are unassimilated, preventing the Quameno from focusing as fully as they are normally able on their research puzzles
  • Novacore Reactors, the best reactor in the game, along with Bubble Shields which have the highest Shield Resistance of all shield types
  • The Transcendence Hub, an end-game victory condition wonder which allows the Quameno to transcend their physical forms
  • Larger Research Stations
  • Special exclusive Leader and Scientist Traits focused on Research
  • Special conditional events Alien Distractions, Integration Studies, Puzzle Solved, Building the Future, A Piece of the Puzzle and The Answer reward them for thematic play
  • Their unique story gives them an advantage when it comes to finding the new Ancient Guardian Vaults scattered throughout the galaxy and recovering the knowledge and artifacts within.


Finally, the Gizureans are the definition of a swarm faction with the sole goal of propagating and expanding their ever-hungry population across the galaxy. They don’t need to be particularly intelligent to succeed - their ability to take apart ships they capture and extract resources and knowledge from the colonies they conquer and scour is enough to keep their unstoppable machine going. Take care to manage the occasional tribal conflicts that will inevitably flare up and may lead to the loss of important characters amidst the bloodshed.

Gizurean fleet tactics and strategy center on having the largest fleets in the galaxy that directly benefit from their unique Swarm Targeting component. The more ships you have in a fleet, the deadlier their overall firepower becomes. Each individual Gizurean ship may not necessarily carry the day, but the sheer amount of them will ensure they can give any opponent a run for their money. Their unique Hive Hangars keep their swarming fighters in the field to add more firepower to their already massive fleets.

[h3]GIZUREANS[/h3]


Key features
  • Cell Hegemony government type is a form of limited shared consciousness, which includes some of the benefits and fewer of the disadvantages of a full hive mind. Starts with better sensors and command control, more inspiring characters and a generally reduced rate of luxury resource needs.
  • Excellent at boarding combat and gain extra bonuses from salvaging and retiring captured ships
  • Swarm Targeting systems make their ships more accurate the more ships there are in a fleet.
  • Hive Hangars and Hex Armor allow them to build and repair starfighters more quickly and cover their ships with partially organic armor that is stronger than normal alloys.
  • Hive Fighter Bases are available to defend their planets from the very early game
  • Internecine Tribal Conflicts can hold them back at times and they will need to supplement their slower research through reverse engineering and conquest
  • Larger Carriers
  • Special exclusive Leader and General traits focused on improving their collective consciousness and increasing the size and resiliency of their armies
  • Special conditional events, such as Waste Nothing and The Scouring, give them extra bonuses when retiring ships or conquering planets. The Rivalry event means that their characters periodically engage in power struggles to eliminate the weak and Breeding World allows them to choose to boost their own growth rate further by using other species as food.


And we’re not stopping yet!
The galaxy is about to become even more intricate. Get ready to explore our next DLC, arriving tomorrow, on April 3rd, which introduces two new factions:
  • The Atuuk are a young species that only recently discovered faster-than-light travel before the Cataclysm stopped their expansion. They are very social and eager to prove themselves within the galactic community. Although small and not the brightest, they compensate with rapid population growth and the ability to focus their entire society on a single goal, called the Great Direction. Their leadership comes in the form of a Great One, a leader chosen to guide them toward their current Great Direction. As goals shift, new leaders with Great Potential emerge to take over.
  • The Wekkarus are an ancient, secretive faction with a mysterious past. It is said their ancestors fled an eternal threat. They isolate themselves in fortified Deep Ocean cities and use Defensive Caverns and Deep Labyrinths to protect themselves. Their most unique ability is summoning the “ghosts” of their ancestors for help in times of danger or crisis. These spirits can directly assist them or grant powerful benefits. Their ancient knowledge grants them never-before-seen powerful weapons and components build out their ship with.

Stay tuned for more details.

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